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