Beguiler
Created by Ed Greenwood



FREQUENCY: Very rare

NO. APPEARING: 1-4
ARMOR CLASS: 9
MOVE: 15”
HIT DICE: 2
% IN LAIR: 40%
TREASURE TYPE: L, N, Q
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 1-2 (x4), 1-4, and 1
or by weapon type (see below)
SPECIAL ATTACKS: Illusions
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to high
ALIGNMENT: Neutral
SIZE: S (2’ long)
PSIONIC ABILITY: See below
Attack/Defense Modes: Nil

The Beguiler is a small, plump quadruped
about the size of a small dog.
Mouselike in appearance, it has large
glistening black eyes, large ears, and a
pointed snout. It is covered with thick,
bluish-black fur that sheds water, is silky
to the touch, and — when properly cured
— commands high prices.

Beguilers possess razor-sharp retractile
claws, enabling the creatures to climb
trees and wooden structures with ease.
The hairless, prehensile tail of the Beguiler
aids in climbing, and can be used
to throw and/or wield weapons the size
of a shortsword or smaller.

The creature’s four sets of claws each
do 1-2 points of damage per attack, the
Beguiler’s bite does 1-4, and the tail can
inflict 1 point of damage by itself, or by
weapon type if one is used. Any weapon
held or thrown by the Beguiler’s tail is at
-2 “to hit.”

A Beguiler always sees with True Sight;
i.e., invisible creatures or objects can be
seen, and illusions are not seen and do
not have the intended effect. The creature
can change the hue of its fur to
match the coloration of its surroundings
for 1-4 turns and remain absolutely motionless
during that time, hiding in shadows
with the success of a 12th-level
thief. (Some spellcasters are rumored to
have maintained or recreated this ability
in the cured pelt of the Beguiler.)

The Beguiler’s most spectacular and
most feared (once it is discovered) ability
is the power to cast illusions. A Beguiler
can cast Spectral Force and
Shadow Monster spells as a 20th-level
illusionist. Different individuals of the
species vary in spellcasting powers, having
the use of from 4-16 such spells per
day. Such illusions will cease whenever
the Beguiler wills, but it need not concentrate
to maintain them.

Beguilers cannot be attacked by psionics.
Their peculiar mental processes
create a continuous “scrambling” effect
which makes psionic activity impossible
within 4” of the creature.

Beguilers are omnivorous. Beguiler
brains are highly prized by alchemists
and spellcasters alike, for they are a valuable
ingredient in several important
magic items and potions.
 
Dragon magazine - Monster Manual III - Dragon #58