Microscopic monsters
When they get bigger, they get a lot tougher
by Kent Colbath
 
Protiston Dinoflagellates Euglenoids Amoebae Foraminifera
- - Slime Molds - -
Dungeons & Dragons Advanced Dungeons & Dragons Monsters Dragon magazine Dragon #111

After several years of serving as a Dungeon Master, you may
notice a certain sameness creeping into the routine parts of your
adventures. As the characters advance toward whatever new twisted
beast you?ve created to guard the latest fabulous treasure, they
generally blunder through the standard assortment of orcs, giant
rats, and zombies. Granted that for higher-level characters these
may be replaced by ogres, wolves, and ghouls (or even telephone
sanitizers, middle-level managers, and IRS agents if the DM is
really sadistic), the effect is much the same. Where is a DM to turn
for information on new lower-level creatures to inhabit his fantasy
landscape?

One productive source of new monsters may be literally found
underfoot. Single-celled plants and animals have a variety of bizarre
properties which are ideally suited to the AD&D® game. Many of
these creatures also have the virtue of living in water, a habitat
which is particularly neglected in the available monster collections.

There are two ways to bring these monsters into play. The first is
to shrink the characters to a very small size by magical means. Note
that the characters must shrink to a fraction of an inch before a
single-celled creature becomes much of a threat. This requires a
shrinking spell of exceptional power.

The second, and I think more interesting, way to bring the monsters
into play is by enlarging them (this is assumed in the descriptions
given below). A high-powered enlarge spell cast on murky
pond water would do the trick. More systematic enlargement of the
cells might be undertaken by a powerful magic-user, human or
otherwise, who would use the cells for some purpose.

PROTISTON
One creation I've developed that may serve to introduce giant
single-celled beasts to a campaign is Protiston, who may or may not
exist at the option of the DM. Protiston is giant slime mold, a type
of creature (described below) which alternates between being a
swarm of individual amoebae and a colony that looks like a large,
distorted mushroom. Each individual amoebal cell carries a certain
amount of information, so Protiston functions much like a very slow
computer.

Protiston (as it was named by the mage who discovered it) began
as a simple collection of single-celled creatures in a large body of
water, such as a sea or an ocean. At some some point in the distant
past, Protiston became so large and complex that it acquired intelligence,
and slowly thereafter gained magical skills. Being of such an
alien intelligence, Protiston has no understanding at all of "normal"
human thought, and regards everything around it as either a food
source or "hostile environment" to be overcome and destroyed. No
one knows for sure, but the chaotic evil alignment detected from
Protiston may stem from either Protiston's innate disregard for all
other forms of life, or from some form of association with the demon
prince Juiblex (which might explain how Protiston gained spellcasting
abilities). Little else is known of this being's origins or intent,
save that it wishes to "eat" the entire world or shape it to benefit
itself. Few beings are even aware that this creature exists -- and few
who have found it have lived to tell about it later.

As presently constituted, Protiston inhabits the interior of a large
coral atoll (or a calm, shoreline cavern, if placed in an inland sea by
the DM). Numerous support colonies of amoebae may be found
around it. Although a single thought in Protiston's "mind" may
take anywhere from a few seconds to a few weeks to complete, Protiston
is highly intelligent and has gained the powers of a 12th-level
magic-user, being able to cast spells like push, shield, continual
darkness/light, ray of enfeeblement, stinking cloud (above water),
hold person, protection from normal missiles, slow, hallucinatory
terrain, plant growth, cloudkill (above water), hold monster, telekinesis,
transmute rock to mud, and control weather. Other spells may
be possible, but no spell will be used that involves fire or that considers
other beings to be intelligent (such as charm spells). Select
Protiston's spells as if it were the only intelligent being around, and
everything it might encounter was a mindless food source or part of
the environment.

In addition to spell-casting abilities, Protiston is somehow able to
magically or biologically increase the size of single-celled creatures,
using these creatures as guards and helpers. Note that among these
creatures, only Protiston is evil. The others are all neutral and unintelligent,
and work to Protiston's advantage only according to circumstances.

There are many more ways to bring these creatures into play, and
literally thousands of variations on the creatures described below.
They are clearly not suitable for all adventures. You should find,
however, that confronting your veteran characters with giant dinoflagellates,
or amoebae that swarm together into a huge, gelatinous
"slug," will quickly bring the characters to attention and prod them
into resuming their quest with renewed vigor.

DINOFLAGELLATES
The dinoflagellates are a very peculiar group of one-celled organisms
which are generally classified with the plants. Most of them
are capable of engulfing food particles, however, and some have
completely lost their brown pigment and survive only by scavenging
or predation.

Among the things which unite the group, one of the most striking
is the presence of two thin whiplike organs, or flagella. One rings the
central body of the organism like a belt, and is equipped with numerous
tiny hairs which beat constantly. The other is long and slender,
extending far beyond the organism's posterior, and beats in a
wavelike motion. The combined action of the flagella causes the cell
to spin on its axis while moving rapidly through the water.

In many members of the group, reproduction is triggered by an
environmental change (generally a decrease in nutrients, light intensity,
or temperature). The swimming cells pair off, fuse, and form
spiny, thick-walled cysts that settle to the bottom of whatever body of
water they inhabit. After an appropriate period of dormancy (generally
a few months, but as much as a few years), environmental
changes of the opposite sort will trigger the release of the cysts'
contents, which then grow flagella, begin dividing, and start the life
cycle anew. A clever (and powerful) magic-user could exploit this life
cycle by artificially inducing cyst formation (using a cold- or
darkness-causing spell, for example). In the cyst stage, the cells can
be removed from the water and transported for considerable distances.
Three of the four types of dinoflagellates listed here form
cysts (Peridinium, Ceratium, and Gonyaulax).

Another interesting property of some dinoflagellates is bioluminescence.
They give off light which is concentrated into a brilliant flash,
used to startle potential predators (and, in this context, unwary
adventurers). One cell is capable of producing a flash every 5-10
melee rounds. Peridinium, Gonyaulax, and Noctiluca all are capable
of producing such flashes, with those produced by Noctiluca
being particularly potent.

Peridinium

Peridinium is a type of armored dinoflagellate covered with thick
plates. Only the region from which the flagella arise is not covered,
and should be treated as AC 9 (note that the rotation of the cell
makes it difficult to aim at this particular spot, so the armor classes
given above must be used).

Small pores extend through the individual plates. Within each
pore is a single trichocyst, a projectile which for present purposes
additional saving throw vs. breath weapon (with dexterity bonuses)
is made. Characters 10-30' from the cell who fail their saving throw
are startled for one round (no attacks allowed), and must also save
again (same throw) to see if their weapons are dropped. For
medium-sized cells, the saving throw has a penalty of -1, for large
cells -2.

The cells occur in both salt and fresh water, and are most common
in relatively clear water in the tropics. They survive primarily by
photosynthesis, and will eventually die (or form cysts) if kept in the
dark.

Legend has it that Protiston keeps unknown treasures within a
large Peridinium, which swims in an elaborate pattern through the
water of the lair, making the precise location of the treasure very
difficult for "food sources" (adventurers) to discover. For added
protection, eight medium-sized Peridinium swim in formation
around the treasure cell, with swarms of small Peridinium and Ceratium
around as well.

Peridinium, Small
FREQUENCY: Common
NO. APPEARING: 2-12
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 1
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1-3
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Flash
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <->
 

Peridinium, Medium
FREQUENCY: Uncommon
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 2-3
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1-6
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Flash
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <->
 

Peridinium, Large
FREQUENCY: Very rare
NO. APPEARING: 1-2
ARMOR CLASS: 2
MOVE: 16"
HIT DICE: 5-8
% IN LAIR: 0
TREASURE TYPE: See below
NO. OF ATTACKS: 2-8
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Flash
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <->
 

Gonyaulax

FREQUENCY: Uncommon
NO. APPEARING: 1000-4000
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 1
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: 0
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Flash, paralytic toxin
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <>

The cells of Gonyaulax look similar to those of a small Peridinium,
and are roughly the size of a basketball. They are not
equpped with trichocysts (for game purposes), but are capable of a
flash defense like that of a small Peridinium. As individuals they are
relatively harmless, but in large blooms (any group of 1000 or more)
they secrete enough toxin to kill water-breathing creatures that
cannot escape, and will eventually deplete the oxygen in a given
small body of water. The toxin causes paralysis of all muscles (including
lungs and heart) if the victim does not save against it. Because
the poison is so weak, it a saving throw of 2 is sufficient
against it -- but the save must be repeated every round, and a roll
of 1, regardless of any other circumstances, is enough to cause death
by drowning to helpless victims in one round.

Gonyaulax occurs in both fresh and salt water, but toxic blooms
are confined to salt-water areas to which large quantities of nutrients
have recently been added.

Ceratium

FREQUENCY: Common
NO. APPEARING: 2-12
ARMOR CLASS: 6
MOVE: 15"
HIT DICE: 1-2
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-5
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <>

Ceratium is an armored dinoflagellate with an extended point
ornamented with sharp ridges. It attacks with its point, while the
rotation of the cell causes the point to twist much like a drill. The
twisting motion is highly effective at penetrating armor lighter than
chain mail ( + 2 to hit vs. AC 6 on up to AC 10). In contrast, this
?drill? is relatively easy to deflect by a shield held at an angle to the
attack, and thus attacks at a -3 to hit against all shield-using opponents.
These two modifiers are cumulative. Ceratium will easily
slash through nets on a roll of 1-5 (d6). These cells occur in both
fresh and salt water.

Noctiluca

FREQUENCY: Rare
NO. APPEARING: 2-10
ARMOR CLASS: 8
MOVE: 9"
HIT DICE: 2-5
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Flash
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:

Unlike the other dinoflagellates listed above, Noctiluca is not
armored. It is incapable of photosynthesis, and survives by capturing
other organisms with its tentacle and ingesting them. The tentacle
will not damage an adventurer, unless it wraps around his throat
(roll of 1 on d8), in which case it does 2-7 hp damage. Once ingested
(which takes 3-5 rounds), a character suffers 1-3 hp damage per
round until rescued or slam.

Noctiluca has a very potent flash, capable of blinding a character
within 20' for 5-15 rounds unless a SAVE vs. spells is made
at -3.  A blinded character will automatically DROP any weapons in
hand.  A character making the SAVE will be startled for 1
round, and must SAVE vs. breath weapon (with DEX bonuses) or
DROP his weapons.  At a range of 20-80', a failure to SAVE vs. spells
(at -2) will produce a 2-round startle response, with an additional
SAVE against dropping weapons.  Note that any characters
which have been ingested will also be affected by any flashes made.

This cell is able to grasp a heavily armored character (AC 5 or
better) with its tentacle on a roll of 13, lightly armored characters
(AC 6 to AC 8) on a roll of 14, and those without armor on a roll of
15.  Shields place a -1 penalty on these attacks, but the cell attacks
blinded characters with an additional +3 to hti, and startled characters
at +2.

Noctiluca has only 1 very small flagellum, and moves by flailing
its tentacle or grasping the bottom.  It has a large eye spot and is able
to detect CHANGES in light and dark.  It is only found in salt water,
most commonly in the tropics.

EUGLENOIDS
The euglenoids are another group of single-celled organisms
which may have pigment for photosynthesis, or may be colorless and
survive by engulfing particles. The pigment, if present, is green.
They move by flailing a single long flagellum.

Euglena

FREQUENCY: Common
NO. APPEARING: 10-60
ARMOR CLASS: 9
MOVE: 12"
HIT DICE: 1
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: 0
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <>

Cells of Euglena are oblong, 1'-3' in length. They are more
annoying than dangerous, and are not capable of inflicting damage
on a healthy character. They are attracted to light, and to food
which has not been carefully wrapped. They will engulf food material
up to about the size of a fist. An occasional Euglena will also
ingest a coin or jewel.

Euglena is a favorite food source of larger water-dwelling creatures.
Large swarms of Euglena will eventually attract attention,
particularly if any of the cells are damaged.

Euglena is found in both fresh and salt water, and on damp
ground. Protiston uses these cells as "food animals."
 

CILIATES
Ciliates are 1-celled animals which are covered with tiny hairs,
which they use for movement.  They do not have pigment, but survive
by ingesting food particles through a mouth-like groove.  Although
only 1 type is described here, they come in a variety of
shapes and sizes.

Paramecium

FREQUENCY: Uncommon
NO. APPEARING: 3-18
ARMOR CLASS: 8
MOVE: 9"
HIT DICE: 1-2
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1 hp every 2 rounds
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Sticky threads
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S-M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <>

Like Euglena, Paramecium is more annoying than dangerous to a
well-equipped dungeon adventurer. The cells are rarely more than 2-
3' long, and thus cannot completely engulf a human. They may be
able to "swallow" a hand or foot (attacks at -2), however, and in
this case do 1 hp damage every second round after ingestion up to a
maximum of 3 hp.

Sticky threads exuded by Paramecium are primarily used for
defensive purposes, although they may be used to anchor the cell to
an intended victim. The threads are kept immediately below the cell
wall, and can be extended to a maximum range of 5?. A hit upon
Paramecium will automatically trigger the release of sticky threads
whether or not the cell is destroyed. Edged weapons will get stuck on
a successful roll of 17 or less, pointed or blunt weapons on a roll of
19 or less. Weapons wrapped in threads attack at -3. It requires 1-6
rounds of concentrated effort to free such weapons.

Paramecium is attracted to food particles, but unaffected by light.
Damaged cells will attract larger animals. Paramecium is most common
in fresh water lakes and ponds, but is also found in salt water.
 

AMOEBAE
Amoebae are colorless single-celled organisms with a flexible cell
wall. They move by extending lobes of cell material outward, releasing
the surface beneath the cell body, and contracting the extended
lobe. The lobes are also used to engulf small food particles, and- are
capable of dishing out chunks of larger food items -- something
partially decayed is best!

Amoeba

FREQUENCY: Uncommon
NO. APPEARING: 3-30
ARMOR CLASS: 10
MOVE: 6"
HIT DICE: 1-3
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3 hp/round
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE:S-M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <>

Cells of Amoeba range from 2'-5' in diameter, are relatively flat,
and irregular in outline. Blunt weapons and missile weapons do half
damage, unless they strike the nucleus (natural roll of 19-20). Edged
and pointed weapons do normal damage, double if they strike the
nucleus (characters must state that they are aiming for the nucleus to
receive the bonus).

Once an Amoeba scores a hit, it remains attached to the character,
doing 1 hp/round/HD damage as it engulfs hunks of flesh. Amoeba
is highly sensitive to fire, and a torch will do 1-6 hp damage to it per
round of application (no roll to hit necessary unless the character
throws the torch).

Amoeba is a scavenger which is attracted to decaying organic
material. It's found in areas with damp group (forests and swamps),
in ponds and lakes, and particularly in dank caverns.
 

FORAMINIFERA
Foraminifera are marine relatives of the amoebae. They are encased
in a chambered shell penetrated by pores. The lobes of cell
material which they use for locomotion and capturing prey extend
through the pores, and are thus long and stringy.

There are two basic types of foraminifera: those that dwell on the
bottom and those that float. One example of each is given below.

Elphidium

FREQUENCY: Uncommon
NO. APPEARING: 5-20
ARMOR CLASS: 3-4
MOVE: 6"
HIT DICE: 1-3
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S-M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <>

Elphidium is a bottom-dwelling form which ranges in size from 2'
to 6' across. Large cells have more chambers and a higher armor
class. Those with 1 HD do only 1 hp damage/attack, at 2 HD 1-2
hp, and at 3 HD 1-3 hp.

Elphidium moves much like Amoeba, and is also basically a scavenger.
The threadlike nature of its lobes gives it a different mode of
attack, however. The shell of the cell remains relatively stationary,
while the threadlike lobes pull food particles back to it. Elphidium
thus must roll for a hit with each new attack (three attacks per turn
possible). The 10 and can be cut off after suffering any damage. The
cell can grow new threads with ease, and only hits to the main body
cause permanent damage. Because the threads easily penetrate the
joints in heavy armor, all armor heavier than chain mail is treated as
AC 5 for attack purposes.

These cells are found in sandy patches on the shallow sea floor, in
both warm and cold oceans.
 

Globigerina

FREQUENCY: Rare
NO. APPEARING: 10-60
ARMOR CLASS: 5
MOVE: 0"
HIT DICE: 2
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1/3
DAMAGE/ATTACK: 1-4/1-2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RES.: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: See below
PSIONIC ABILITY: Nil

Globigerina is a floating form consisting of a relatively small
central coiled shell (3' diameter) with long, slender, needle-sharp
spines extending to a total diameter of 15'. A character attacking
the cell with any weapon other than a long lance or a missile suffers
1-4 hp damage from the spines, never reaching the central shell,
unless the spines are first broken away (a risky task itself).

The cell floats passively, waiting for prey to blunder into it. The
sharp spines do an initial 1-4 hp damage, followed by an attack
made by thread-like lobes of cell material. On a hit, this attack does
1-2 hp additional damage, and also causes the victim to become
stuck among the spines and threads. Subsequent attacks on trapped
prey (three per turn) are made at +2. To escape, a character must
make a saving throw vs. paralyzation at -4.

Although Globigerina cannot actively swim, it can slowly sink or
rise in the water column. When a group of cells is encountered, they
will be arranged at a variety of depths, much like a field of floating
mines. A field of Globigerina can be particularly deadly when encountered
at night.

Globigerina is only found in salt water. It is generally restricted to
fairly deep, open water, although occasionally one may drift into a
harbor.

SLIME MOLDS
These creatures are so bizarre that it seems as though they
evolved specifically to be used in AD&D games. Slime molds are
best considered a type of colonial amoeba, although they are commonly
mistaken for mushrooms during one phase of their life cycle.

The numerous amoebae which make up a colony move independently,
scavenging for food, until the food begins to run out. At that
point they mass together forming a large communal gelatinous mass,
which in some forms is capable of movement (and is appropriately
called a "slug"). When a suitable site is located, the front third of
the amoebae join together and form a stalked structure called a
sporocarp.

As the sporocarp hardens, the amoebae forming it die. The remaining
amoebae round up and form spores in the upper chamber.
At this point, the sporocarp splits open, releasing the spores to blow
or roll away. When a spore lands in a patch of damp ground, an
amoeba hatches out, and the life cycle is repeated.

Dictyostelium

In the amoeba stage, the cells should be treated like small members
of Amoeba with 1-2 hp each. The slug is attracted to light, and
otherwise acts much like a gelatinous cube without the paralytic
ability. The slug is capable of engulfing one character per 15 hp, and
will do 2-7 hp damage/round to each character engulfed. Torches do
1-6 hp damage to the slug attacking at +4. Blunt weapons and
missiles do half damage. If the slug is severely damaged (15 hp in
one round) it will simply break up into individual amoebae.

Dictyostelium will not attack in the sporocarp stage. In the early
stages of its development, the sporocarp is covered with damp mucus,
and fire attacks do only half damage. At maturity the sporocarp
is dry, and fire attacks are much more effective. If the sporocarp is
not completely destroyed in one attack, however, most of the spores
will be ejected. Sharp blows to the stalk or cap may also cause release
of the spores.

The spores are small (1-2' in diameter) and relatively light. They
are easily destroyed by direct application of fire, and blunt weapons
attack them at +1 doing normal damage.

A single spore which escapes destruction is capable of producing
an entirely new colony. By dividing once every six hours, for example,
an amoeba hatched by one spore would generate a colony of 256
amoebae after just 2 days. The rate of division will vary based on
the amount of food available, and will always slow down as the
colony becomes very large.

Dictyostelium is most common in humid forests, and is only
rarely found in dungeons.

Protiston should be regarded as an advanced form of Dictyostelium,
having maximum hit points at any stage. About 30 colonies of
Dictyostelium make up the whole of Protiston, and each is scattered
up to 300' apart across several caves or atolls. The power of Protiston
's magic may vary from place to place, depending on the number
of colonies in the area, but would be powerful in the sporocarp
stage. Protiston may be considered psionic as well (developed as the
DM wishes).

Amoeba
FREQUENCY: Rare
NO. APPEARING: 30-600
ARMOR CLASS: 10
MOVE: 6"
HIT DICE: 1-2 hp
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <>

Slug
FREQUENCY: Very rare

NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: 9"
HIT DICE: 30-600 hp
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <>
 

Sporocarp
FREQUENCY: Very rare

NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: Nil
HIT DICE: 20-400 hp
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <>
 

Spore
FREQUENCY: Rare

NO. APPEARING: 1-100
ARMOR CLASS: 6
MOVE: Nil
HIT DICE: 1 hp
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <>
 

JULY 1986