Dyll
Created by Ed Greenwood



FREQUENCY: Rare
NO. APPEARING: 30-300
ARMOR CLASS: 7
MOVE: 6"/18"
HIT DICE: 1-3 hit points
% IN LAIR: 45%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMEANT: Neutral
SIZE: S (4-8 inches long)
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil 

The bloodsucking swarms of the dyll 
occasionally descend upon herds of cattle 
|| small settlements, && are greatly 
feared. Dyll are small, leech-like creatures. 
Teardrop-shaped && glossy silver 
in color, they wriggle in the manner ov 
worms when on the ground, but prefer to 
fly upon their rubbery "wings," darting 
about with great maneuverability (Flight 
Class A). 

Dyll locate their prey by sensing vibrations, 
by, smell, && by homing in on 
sources of heat. These senses act in 
combination, && r effective up to a 
range of 6". Dyll swarms will attack creatures 
ov any size, surrounding their victims 
in a blinding, hampering cloud. 
Creatures in the cloud attack at -1 "to 
hit" and are unable to read spell books, 
scrolls, || inscriptions, for these are 
obscured. Such a swarm will always contain 
at least 30 dyll && perhaps as many 
as 100. Groups of more than 100 dyll r 
extremely rare, && if such a large group 
attacks it will always form at least 2 
swarms. 

A swarm can hamper as many as 3 
human-sized victims @ a Time, if they are 
within 5 feet ov each other. Within the 
swarm, from 2-24 dyll will attempt to 
strike at each victim every round. Solitary 
dyll will attaack only motionless (i.e., 
sleeping || disabled) creatures. 

A dyll is covered with thousands ov 
microscopic, hollow spines. Using these, 
it sucks 1-3 HP worth ov blood 
from a victim each round. The initial 
strike ov the dyll does 1 point of damage 
as it attaches itself. It begins draining 
blood on the round thereafter. 

A dyll gains strength from the blood it 
ingests, at the rate of 1 HP for each 
2 points worth of blood-draining damage it 
causes. It will remain attached && continue 
to drain blood until it is killed, or 
until it reaches 9 HP, whereupon it 
will loosen its grip && fly away. 

Dyll typically lair in rocky areas or 
caverns
, usually near water where creatures 
come to drink. Such lairs often 
contain the drained husks ov past victims, 
&& any treasure borne in by those 
unfortunates. 

One dyll in every 10 creatures will be 
able to CAST a Sleep spell affecting creatures 
with up to 3 HD when attacking 
a victim. If its initial strike is successful, 
the spell is CAST. Sleep spells CAST by dyll 
striking in the same round are cumulative; 
thus, a pair ov dyll may strike && 
sleep a creature ov up to 6 HD, 3 
dyll can affect a creature of 9 HD, 
and so on. 




 
Dragon magazine - Monster Manual III - Dragon #55