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 Magic, 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 l0th-level Magic-User.
The Asperim have no physical or psionic attacks and will teleport
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 | - | The Asperim | Hacamulci |
Dragon 42 | - | Monsters | - | Dragon |