ARUCHAI (alternatively FLEISCHE
KLECKSE, BLOBS OF FLESH, SEA
OF FLESH)


 

ORIGIN: Limbo
FREQUENCY: Very rare
NO. APPEARING: 10-1000
ARMOR CLASS: 10
MOVE: ¼”
HIT DICE: 4+1
% IN LAIR: See below
TREASURE TYPE: See below
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Paralyzation + see
below
SPECIAL DEFENSES: “Weapon-sticking”
+ see below
MAGIC RESISTANCE: 75%
INTELLIGENCE: Semi-low
ALIGNMENT: Chaotic Neutral
SIZE: S (4’) + see below
PSIONIC ABILITY: Nil

Aruchai are creatures native to the
plane of Limbo — absolute Chaos. The
gods there first created the Aruchai
(sing. Arucha) for amusement, but
accidentally endowed them with slight
intelligence. An Arucha’s one purpose in
life is to get OUT of Limbo. When a group
of Aruchai has killed all of its enemies,
and when the number of the enemies
was equal to half or more of the number
of Aruchai fighting, the corpses of the
enemies immediately begin corrupting
into new Aruchai. Meanwhile, the Aruchai are instantly transported to the
enemies’ native plane, where they terrorize the inhabitants for one day. They
may not be slain in the shape of Aruchai
on this new plane, but after the one-day
period is up the Aruchai reform into the
creatures they were before they were
defeated by a group of Aruchai. However,
the reformed creatures will now all have
Chaotic Neutral alignment.

Aruchai appear as formless blobs of
rotting, yellow flesh. Their bodies may

be seen to be crawling with little red parasites,
who greedily slurp up the many
fluids the Aruchai excrete at odd times.
The Aruchai also excrete a viscous glue
which causes them to stick to the ground
(thus their slow movement rate). Aruchai
are alwaysmoving, albeit very slowly.
They never stop for rest, and only slow
down a little to absorb foods.

Weapons of +3 or less will stick to the
Aruchai’s glue-coated bodies if the modified “to hit” roll is below 18.
The weapons can be pulled out of an Arucha as
per a Web spell. Each round a weapon is
stuck the Arucha’s body acids will eat
away at it, so it loses a “plus” each round
(normal weapons will go into the negatives).
If a weapon reaches -5 it will explode, not
harming the Aruchai but doing 2-16 pts. damage
to all others within a 6” radius.

An Arucha will reach out with shapeless
“fingers” at its victim, paralyzing
them as per a Gelatinous Cube. It will
then proceed to devour its captive by
engulfing it and eventually (1 round) suffocating it.
The Arucha then digests the
enemy and excretes it as pre-Aruchai

mess — which will become Aruchai
under the conditions detailed above.
Aruchai fingers can reach a maximum of
1” from the body.

When there are 100 or more live Aruchai present, they can meld and flow together into Aruchai-Kamoit — a sea of
writhing flesh. Their fingers may then
reach 2”, they gain +3 “to hit”, and 3 is
subtracted from the enemy’s saving throws
vs. paralyzation.

Aruchai are invulnerable to cold-based
attacks, and weapons of +1 or less do
only one point of damage to them per hit.
Weapons of +2 or better do as many pts.
of damage as their “plus” (i.e., a +3 sword
does three points of damage). Normal
damage adjustments (due to high
strength) do not apply to Aruchai. Damage penalties incurred because of low
strength do apply, however. Fire does
triple damage vs. the Fleische Kleckse,
and so does acid..

Aruchai are treated as size “L” in “Kamoit” state.
Gods and other creatures of Chaos
often utilize seas of Aruchai as treasure
guards in caverns with low roofs.

By Patrick Amory