Created by Phil Meyers
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 3/-1
MOVE: 12”
HIT DICE: 40,45,50,55 or 60
hit points (8-12 dice)
% IN LAIR: 0%
TREASURE TYPE: F
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2- 12/2- 12
SPECIAL ATTACKS: Eyebeams
SPECIAL DEFENSES: +1 or
better weapon to hit; see
below
MAGIC RESISTANCE: See
below
INTELLIGENCE: SemiALIGNMENT: Neutral or
Neutral (evil)
SIZE: L (4’-6’ diameter)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
A greedy wizard is said to have designed the first Necroton. There
can be no doubt that this is the case,
for the appearance of the metalbodied Necroton is convincing proof of its
artificial origin. At first
glance this creature appears to be some
sort of giant crab. Its large,
oval-shaped metallic body and multiple
sets of legs give this impression, as do its two forepincers. However,
its luminous central eye
marks it as something quite more than
this.
The Necroton is a golem-like creature created
by a Neutral or Evil
Magic-User using the following spells:
Wish, Polymorph Any Object,
Wizard Eye, Geas, Hold Monster, Fireball,
and Detect Magic. The cost
and construction time is the same as that
required for iron golems.
A Necroton’s purpose is to gather treasure
for its creator, and to this
end it can be employed in two ways. First,
if the creator has a specific
target in mind, the actions of the creature
can be directed by the
creator. This can be done by normal verbal
commands or by means of
a Message spell. In either case the creator
must accompany the
Necroton personally, for it will not heed
instructions from anyone else.
If the creator owns a Crystal Ball a special
form of direct control is possible. The crystal ball enables the creator
to see what the Necroton
sees and allows the transmission of commands
from afar by means of
a message spell. When used in this fashion
there is no range limitation
to the message spell, and intervening
objects other than lead will not
block the transmission.
A creating wizard who has better things
to do may elect to send the
creature out on its own without direct
guidance. In this case the
creator gives the creature a simple set
of instructions at the outset of its
mission. Thereafter the Necroton will
unquestioningly obey these
orders until they are countermanded by
the creator.
A Necroton prefers to attack by means of
its powerful central eye.
This eye can fire a paralysis ray that
will paralyze any single creature
for 1-3 turns. It can fire this ray every
other round. Once per day the
central eye can fire an energy burst that
acts as a fireball spell equal to
the hit dice of the Necroton in six-sided
dice. The range of both eye attacks is 15”. The energy burst can be fired
in place of the paralysis
beam in any given round, but the Necroton
will be unable to use its
paralysis beam for three rounds thereafter,
because it must build up its
power during that time. Either of these
attack forms can be used in
melee in addition to the creature’s physical
attack by means of its
pincers.
Most Necrotons are instructed not to use
their fireballs unless
pressed, for the explosion may damage
the magic items that the
creature has been sent to collect. During
the round before the fireball
is set off, the translucent ridge on the
Necroton’s back will pulsate with
a white light that grows to peak intensity
just before the fireball is
loosed. The creature can abort throwing
its fireball if all possible
targets have moved out of range at this
time. The creator may at any
time give a self-destruct command which
will do damage as the fireball, but will be centered on the Necroton. It
is also 33% likely that this
will happen when the creature is destroyed
in combat,.
If the Necroton is successful in paralyzing
1 or more members of a
party and driving the others off, it will
approach the fallen victims and
loot their bodies with its pincers. The
central eye can detect magic, 6”
range, and all magic items will be taken
first. Treasure in the form of
gold, platinum. gems, or jewelry will
be taken also. The creature then
opens a compartment in its back and loads
the treasure inside — this
compartment is 3’x3’xl’ in large Necrotons
and 2’x2’xl’ in smaller
ones. If its treasure compartment is full,
or if some other instruction
from its master requires it, the creature
will then return to its master.
Whether or not it kills its helpless victims
depends on its instructions.
Often a Necroton will be used in conjunction
with other minions of
the Magic-User whose assignment is to
soften up a party for the
Necroton’s attack. If it is encountered
as a wandering monster it is
75% likely that its creator is watching
its activities from afar by means
of a crystal ball as explained previously.
Otherwise it will be acting on
its own, and in such a case it is 25%
likely to be returning to its master
with treasure. Such a treasure will consist
of all the treasures listed for
Treasure Type F. A Necroton can also be
placed in a particular spot by
its master. where it will remain, dormant,
until magic Items are brought
within 6” of its hiding place. It will
then attack on its own to gain
treasure for its master.
The central eye of the Necroton can be
attacked separately. It is AC
-1 and takes 15 hit points that are not
part of the Necroton’s basic
total. If the creature loses its central
eye it is blinded and will retreat as
best it can unless ordered to do otherwise
by its creator. Necrotons
have no difficulty traveling underwater
on the sea floor. Fire-based attacks will slow a Necroton. but the creature
is otherwise unaffected by
spells. These creatures are vulnerable
to the attacks of Rust Monsters.
Hit Dice | Experience Point Value |
8 | 1375 + 10/h.p. |
9 | 2100 + 12/h.p. |
10 | 3150 + 15/h,p, |
11-12 | 4550 + 16/h.p. |
Dragon | - | Monsters | - | Dragon 42 |