A rapper is the undead form
of an evil dwarven thief
or assassin
who died in an attempt
to steal something. These beings
typically inhabit old
mines and caverns, where
they attempt to lure victims
in to their doom. Rappers
appear to be pale-skinned
dwarves with semi-translucent
skin, dressed in rags
and carrying weapons or
mining tools. They can go
invisible twice a day for 6
turns, but will become visible
when physically attacking.
Rappers will hide in small
corners of underground tunnels
and make a constant,
rhythmic tapping sound with their tools
or weapons against the tunnel wall. This
sound carries in a 120’ radius through
the underground corridors and rooms; it
is never very loud, but is annoying to
listen to. Within the 120’ radius this
tapping
noise will reduce the chance of
successfully listening at doors by 20%
(making it impossible for non-thieves to
listen at doors at all).
After listening to this tapping sound
for longer than an hour, a human or
demi-human or humanoid creature must
make a saving throw vs. magic at +2, or
else develop a form of insanity (monomania;
see DMG, p. 83, for effects).
Those who saved the first time against
this power must save again after listening
to it for a second consecutive hour,
again after a third hour, and so forth.
There is a 20% chance that an affected
character or creature will also develop
kleptomania (DMG, p. 83). Rappers can
keep up their tapping for an infinitely
long duration.
If they are located and attacked, rappers
will attack in a crazed manner and
will howl and shriek loudly, possibly
(40% chance) attracting additional monsters.
Anyone struck by a rapper’s weapon
or by the rapper itself must save vs.
magic or be affected as if by the 6th-level
cleric spell Lose The Path for a full day.
During this time the character will be
unable to tell directions and must be led
by hand or by force.
Rappers guard their victims’ remains.
For treasure, generate the number and
types of magical items owned by 1-4
random non-player characters of 1st
through 6th level, according
to the tables
in the DMG on
pp. 175-176. <Updated
Tables>
Hide bodies and
magic items under rubble or
elsewhere in the rappers’ lair.
Assume each of the dead victims
possessed treasure types
J, K, L, M, N, and Q as well. A
victim will not automatically
possess any magical treasure
or gems.
Clerics turn rappers the
same as wights. Holy water
does 2-8 points damage per
hit. Raise Dead and Resurrection
destroy them, but they
are immune to all poisons,
paralysis, enchant/charm
spells, and cold attacks.
Dragon magazine | - | Monster Manual III | - | Dragon #58 |