Slinger
Created by Jake Jaquet




FREQUENCY: Rare
NUMBER APPEARING: 6-20
ARMOR CLASS: 3
MOVE: 50”
HIT DICE: 3
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
MAGE/ATTACK: 1-4/spine, save vs. poison
SPECIAL ATTACKS: Can throw spines with tail
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: 16” long
PSIONIC ABILITY: Nil
ATTACK/DEFENSE MODES: Nil

The slinger is a reptilian creature somewhat like an iguana lizard. It is a small
creature, about 16 inches long (about 10 inches of which is a long whip-like tail)
and weighs only about five pounds. The slinger is extremely dangerous, though,
for several reasons.

1) The slinger is covered by hard, overlapping scales like that of an armadillo.
The scales cover even the belly, and only the tiny (but sharp) eyes are
vulnerable. No weapon short of a crossbow can penetrate the scales (i.e.
swords, arrows, thrown daggers, and the like).

2) The slinger has a row of barbed spines (about 15 or 20) growing out of its
backbone and another tuft of spines at the tip of its long tail (5 or 6). At the
base of each spine is a gland which secretes a lethal poison. The spines are
hollow and the poison is drawn into the spine by a capillary action. The spines
are loose at their base and any touch will cause them to be pulled out (like a
porcupine). The spines are barbed and also very brittle, and once pushed
into something soft (like a body) are impossible to remove without breaking-
leaving the barb (with its poison) still imbedded. In addition, the slinger
can throw the barbs on its tail by flicking it sharply towards the target. (Once
the spines have been cast from its tail, it takes several months to grow back
new ones, however.) The slinger is very accurate with this cast, if the target is
within 20 feet.

3) In addition, slingers are always in colonies of at least six (but no more than
20).

Slingers feed on various fungi, but especially prefer the varieties that grow in
the lower levels of the dungeons. Also, since their diet is mainly soft and mushy,
they have no teeth, only a bony ridge inside the mouth (no need to worry about
slinger bites!).

Slingers are extremely territorial and will move to attack anything that comes
within 50 feet. If one slinger is roused to attack, it emits a musk-like scent that will
cause the other slingers in the colony to attack. Slingers can see equally well in
dim or bright light (although not at all in total darkness—thus relying on feel—
hence their fungi diet).

Defense against the slinger:

1) Don’t touch! (But if you’re close enough to touch a live one, it will be
attacking anyway.)

2) Upon encountering a colony of slingers and being armed only with conventional
(non-magical) weapons, remain at least 50 feet away and try to pick
them off with something like a cross bow.

3) A live captive creature (or disliked expedition member) could be thrown into
the midst of a slinger colony and while they are in their attacking frenzy, there
is a chance to circle around, retreat, etc.

4) Slingers are very susceptible to fire. Tossing a few glass vials of oil into their
midst followed by a lit torch is very effective.

5) Any magical spell producing heat or fire is effective.

6) A fully armored character with a protective facemask (conventional or fashioned
from C ration cans or whatever) can wade in among them with a mace
and try his luck—a sound blow from a mack will not crack the slinger’s scales,
but will do enough internal damage to kill the slinger.

7) Eyes are vulnerable, but the chances of hitting such a tiny spot is only 10% of
that of hitting a normal target.

8) Possibility of acquiring slinger musk—exposing to slinger colony would
create an attack frenzy and slingers would attack each other.

Slinger attacks:
1) Slingers are extremely quick and agile. They also have clawed feet which
allow them to cling to walls, ceilings, people, etc. They can move, when
aroused, 50 feet per turn, and thus will always have the advantage in
hand-to-hand combat unless a haste spell has been used.

2) A slinger that has gotten close enough to leap (max. 10 feet) upon a character
will always press his back and tail against the character hard enough to leave
its spine unless the character is fully armored (chain mail has enough gaps for
the spines to pass through).

3) A slinger will cast its spines whenever it comes within 15 or 20 feet of a target,
and there is a 50% possibility it will cast at over that range. A cast within 20
feet will have a 90% chance of hitting a man-size figure at that range, and a
50% chance of hitting the facial area. At a range of over 20 feet, the chance of
hitting a man-sized figure is only 50% and the chance of hitting the facial area
is only 20%.

4) If a character is hit by a slinger spine, he must make a saving throw for poison
within the next two turns.

Other aspects of slingers:
1) Live slingers bring a great price in the outside world, about 200 g.p., as they
can be milked for their poison (there is no antidote for slinger poison, thus
making it very effective for tipping arrows, etc.).

2) Dead slingers bring a somewhat less price, about 50 g.p., but tan be sold for
their scales which can be made into armor nearly as strong as iron and much
more flexible and lighter.

Other aspects to consider:
If slinger scale armor is allowed in a game, the protection is the same as plate
armour, but is 50% lighter, i.e., it will weigh only 375 units as opposed to the 750
units of regular plate armor. It will take 20-25 slingers to use their scales to make a
dwarf-sized hauberk.
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Dragon magazine MM - - 1st Edition AD&D