Durocib (Natural Familiar)

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FREQUENCY: Uncommon
NO. APPEARING: 2-12
ARMOR CLASS: 7
HIT DICE: ½
% IN LAIR: 20%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Save as 7th
level thief
MAGIC RESISTANCE: As above
INTELLIGENCE: Low (high cunning)
ALIGNMENT: Neutral evil
SIZE: S (1¼’ tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: III/ 60 + 1/hp

Though these nocturnal creatures are
most common in the trees of temperate to
subtropical lands, they are adventurous and
may be found almost anywhere after dark.
Despite their small size, they are feared for
their malevolence and for the effects of their
gaze. The durocib’s gaze affects all types of
creatures that are subject to the magic-user
charm person spell. Anyone who meets the
gaze of a durocib must save vs. spell or
become temporarily insane. Those afflicted
will acquire a mental sickness of an immedi-
ately debilitating type (choose at random
from the table on page 83 of the Dungeon
Masters Guide) such as hebephrenia, catatonia, or hallucinations.

Victims of the gaze must immediately
save vs. spell a second time, and if this save
is also failed, the victim is not afflicted with
insanity but instead will fall under the men-
tal control of the durocib, with effects iden-
tical to those of a charm person spell. The
victim will not be visibly changed, and
while receiving orders or carrying them out
will act and appear normal. The durocib
must remain within 1" of its victim to main-
tain this control, and usually accomplishes
this by perching on the victim’s shoulder.
The temporary insanity will last for 2-8
hours, and the victim will not be subject to
the durocib’s gaze again for one day after
the insanity ends. Those who fall victim to
the mental control effect of the gaze have
the same chance of breaking free as if the
victim was under the influence of charm
person. As with the insanity effect, a victim
who breaks the charm cannot be affected
again for at least one day afterward.

Usually slow and deliberate in its move-
ments, the durocib is capable of sudden
darts and lunges, and has an uncanny abil-
ity to sense the intent of an enemy an in-
stant before the enemy takes any action.
Because of this characteristic, the durocib
makes saving throws as a 7th-level thief.
The creature has in addition a number of
thieflike abilities, all performed with the
same chance of success as a 7th-level half-
ling thief. They can move silently, hide in
shadows, climb walls, and detect traps; the
latter ability is limited to snares and pits
only. Because of their keen senses, durocibs
are never surprised and can surprise others
on a 1-4. Though they are clever with bolts
and latches and can use simple tools, duro-
cibs are unable to become skilled with
weapons.

These small horrors are fierce if cornered,
and will always attack when they have a
clear advantage, but are also cowardly.
They accomplish less evil than they might
because they are so petty and greedy. Duro-
cibs have a language of sorts, which can be
understood by someone using comprehend
languages but not otherwise learned or used
by other creatures. Very seldom will a duro-
cib make the effort to learn the common
tongue, and those that do are never fluent
in it; their harsh hisses and guttural sounds
make them very difficult to understand.
Durocibs take great delight in tormenting
the weak and helpless, when they can get
away with it; in fact, little else can hold the
attention of a durocib for any length of
time.

If a durocib scores a hit with its bite, it
can choose to hold onto its victim and drain
blood at the rate of 1-4 points per round
thereafter. The durocib will maintain its
hold until it chooses to retreat, until it is
killed or rendered unconscious, or until it
drains 14 hit points worth of blood.
Durocibs enjoy hoarding jewelry and
gems, and may even wear some baubles.
There is a 20% chance that a durocib will
have a small gem or piece of jewelry in its
lair.

Durocibs resemble tailless, round-headed
monkeys, small but stockily built. They are
covered with short, dense grey fur with a
pattern of dark grey or black bands in it
that is unique to each durocib. They have
large, reddish-brown eyes that exude a
reddish glow in the dark when they are
employing their infravision (range 12“).
A magic-user who acquires a durocib as a
familiar can receive all the sensory informa-
tion the creature gathers, through a tele-
pathic link that has a range of 12“. The
master also gains an 18 dexterity and a
bonus of +1 on all saving throws.

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