Skyzorr’n
Created by Jon Mattson



FREQUENCY: Rare

NUMBER APPEARING: 5-30
(plus)
ARMOR CLASS: 4
MOVE: 9”
HIT DICE: 2+1
% IN LAIR: 25%
TREASURE TYPE: Individuals
J,K; D,Q(x5), 0 in lair
NO. OF ATTACKS: 1-4 or 1-2
DAMAGE/ATTACK: 1-4/claw
or by weapon type
SPECIAL ATTACKS: Bite for
2-5, plus poison; +1
surprise
SPECIAL DEFENSES: See
below
MAGIC RESISTANCE:
Standard
INTELLIGENCE: Average
(low); For Queen: High and up
ALIGNMENT: Lawful Evil
(neutral)
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
EXPERIENCE VALUE:
Normal: 65 + 3/hit point
Warrior: 80 + 3/hit point
Queen: 120 + 3/hit point

The Skyzorr’n are a race of nomadic insectoid beings who
inhabit only desert areas and badlands (“rough” terrain on the
encounter tables). They generally travel in warrior bands, raiding
villages and wayfarers they happen upon. They are not particularly
brave, however; they will attack readily enough in large groups but
will usually retreat if surprised or if the odds are against them.

Skyzorr’n will sometimes use weapons in combat (50% chance),
and armed Skyzorr’n will typically have:
 
01-05 long sword 5% (two 50% of the time)
6-25 scimitar 20% (two 50% of the time)
26-45 military fork 20%
46-60 1-3 spears 15%
61-70 sling 10%
71-85 sling & scimitar 15%
86-00 sling & military fork 15%

Otherwise, a Skyzorr’n will attack with its four long arm/claw
appendages, getting one to four attacks per round. In addition, if two
or more of these claws hit a target in a given round, the Skyzorr’n will
have pulled its opponent close enough to bite him with its mandibles, so it gets an additional attack in that round. This bite does 2-5
points of damage and injects a poison which causes a burning itch
(saving throw versus poison must be made or the victim loses one
Strength point and one Dexterity point for 2-8 turns).

Skyzorr’n have a + 1 chance of surprising opponents (i.e., generally on a roll of 1-3) due to their stealth and their ability to use
terrain to conceal themselves. However, they can be surprised
normally, and they will often flee when startled until they can fight
with an advantage (minus 20% morale when first surprised, will
always retreat temporarily if morale failure occurs).

Skyzorr’n have a natural immunity to all forms of paralysis
(except Hold spells) and to 90% of all poisons. In addition, due to
their hard, shiny hides and constant exposure to the elements, they
receive a bonus of +2 on all saving throws against heat-based and
cold-based attacks. Their shell-like hide also serves another purpose: all sharp and/or edged weapons score only half damage
against these creatures. However, blunt, crushing weapons (maces,
clubs, etc.) can crack the shell, so they do an extra point of damage
when they hit (two points extra if the weapon’s maximum damage
capability is greater than eight points).

A Skyzorr’n lair is always in the form of a hive community from
which the nomadic bands originate (they bring all captured treasure
back to the hive eventually). It is found underground 70% of the
time, or in the form of one or two large dome-shaped buildings
otherwise, and the inside will have a maze of very confusing corridors and rooms. Such a community will have a minimum of 20
members, and the DM may rule that the occasional one will have a
greater number of Skyzorr’n than the Number appearing would
normally allow (up to about 50). Since the society is matriarchal
there will be, in addition to the general populace, one queen who
rules over the entire hive and three specially bred warriors who
guard the queen,

The queen will typically have 3 hit dice; however, she will be only

armor class 5, can move only 3” per turn, and can make only one or
two attacks each round (normal damage, including bite if both claws
hit). She will have the following special abilities: Web as often as she
desires, Suggestion which is in effect at all times, and Clairvoyance
which can be used up to three times a day (all as per Magic-user
spells of the same name, but Web is natural like a giant spider’s, and
no material components are needed for any of these). In addition,
she can communicate telepathically with all other Skyzorr’n of her
own hive within a one-mile radius, though only the guards can reply
to her in this fashion.

The warrior guards are much the same as typical Skyzorr’n, but
they have 3 hit dice, are armor class 2, and may, due to the size of
their mandibles, bite every round for 2-7 points of damage plus
regular poison. Note that the guards—indeed, all Skyzorr’n in the
area—will fight berserkly to protect the queen (+2 hit probability or
double the usual number of attacks per round, excluding biting) until
they grow too weak to do so (from 7-10 rounds), after which they will
continue to fight normally. Finally, in any lair containing more than
25 Skyzorr’n, there will also be 1-6 giant scorpions which are used as
guards and beasts of burden.

All Skyzorr’n have infravision (though this does not make their
eyes too sensitive to light, since they are constantly exposed to the
sun) and the ability to speak with insects (this does not include
control of said insects, however). Skyzorr’n speak their own language and are 60% (90% for queens) likely to speak the common
tongue as well.

Description: A Skyzorr’n looks rather like a large (6’) bipedal ant.
Its head is rather small but with two large compound eyes and
fair-sized mandibles. No ears, as such, are present, but three tiny,
usually well covered holes on either side of the head allow it to hear.
The body is thin and stick-like, but reasonably sturdy nevertheless. A
Skyzorr’n will usually have four arm/claw appendages, with reasonably developed pincer-hands on the two uppermost and daggerlike claws on the two lower ones, but some (5%) will have fewer
limbs because they break off relatively easily (growing back again in
1-4 months). Their shell-like hides are typically tan or rust red in
color (usually the former) and have a shiny look about them. Rare
Skyzorr’n (2%) have gold-colored hides which are worth 1,000-
3,000 g.p. on the open market. Their mandibles and claws are
usually ivory or very white, and their eyes are sky blue or gray.

Guards will typically appear much the same as normal Skyzorr’n,
but are bigger (6½-7’ tall) and almost always have shiny black hides
(valued at 200-400 g.p. because two can be used to make a mansized suit of armor which is armor class 3 but is otherwise like padded
armor).

Queens look rather like grotesque and very bloated spiders with
ant-like heads, typically being 6½-7½’ long. They walk on four legs
instead of two, so have only two free limbs. They are always glossy
black in color, with bright blue mandibles and eyes. 

Dragon - Monsters - Dragon 45