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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