FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 6
M O V E : 8 ”
HIT DICE: 10
% IN LAIR: 50%
TREASURE TYPE: U (no gems or jewelry)
NO. OF ATTACKS: 0
DAMAGE/ATTACK: 0
SPECIAL ATTACKS: Magic only
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 50%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful Evil
S I Z E : S
PSIONIC ABILITY: Nil
Exasperation is the key word to describe
the Asperim personality.
The Asperim are a sort of super-imps.
They take delight in annoying any
creature near them, in frustrating others
and torturing them mentally.
They are not actively evil; whatever physical
harm they do is usually
accidental.
The Asperim are lesser devils
who may be found in the outermost
circles of Hell.
Occasionally they break out to work their deviltry on
other planes. The Asperim are 13 in number.
They are solitary
creatures, since not even another Asperim will willingly subject itself
to the company of one of its kind.
The Asperim appear as squat, green
humanoids with long, pointed
ears. They look something like a cross
between a dwarf and a giant
frog.
The Asperim have a particularly bizarre
sense of humor, delighting in
crude practical jokes and malicious pranks.
They often speak in cryptic
exclamations such as: “Aw, go peddle your
papers!” or “Your mother
wears army boots!”
The Asperim, if asked for information, will
always direct the party
along the worst possible path. They will
not give the same answer twice
in a row to the same question. The Asperim
have all the spells <spell-like powers> normal to
devils except Fear
(since they do not want victims to run in panic). In
addition, the Asperim have the following
spells <spell-like powers>: Erase,
Nystul’s Magic
Aura,
Shocking Grasp, Ventriloquism,
Audible Glamer, Fools
Gold,
Forget,
Invisibility,
Mirror
Image, Stinking Cloud, Dispel
Magick, Explosive Runes,
SLOW, Confusion,
Fumble, Polymorph
Other, Feeblemind,
Transmute
Rock to Mud, Reverse Gravity,
and Otto’s Irresistible Dance.
All spells are cast as a Necromancer.
The Asperim have no physical or psionic
attacks and will teleport <no error>
away if they cannot harm the party. The
Asperim are highly magical in
nature and are rumored to be powered by
the souls of practical jokers.
Asperim have a 70% chance of gating in
1-3 Imps, the only creatures
who can stand to be in the company of the
Asperim for any length of
time.
By Tom Moldvay
| Saraphs | The Apollyon | AD&&D | The Asperim | Hacamulci |
| Dragon 42 | - | Monsters | - | Dragon |