FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 9"/21"//18" (MC:B)
HIT DICE: 1+2
% IN LAIR: 5%
TREASURE TYPE: Q (x10)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Poison
bite, singing
SPECIAL DEFENSES: Transparency
MAGIC RESISTANCE: 30%
INTELLIGENCE: Average
ALIGNMENT: Chaotic (see
below)
SIZE: S (3’ long)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: IV/ 200
+ 2/hp
Veeru (singular and plural
are the same
word) roam widely, but when
encountered
are usually near water.
They are elusive and
generally avoid direct contact
with other
intelligent creatures. Veeru
make floating
nests of reeds to sleep
in, or lair in trees or
caves if they aren’t near
water or reeds are
unavailable.
A veeru bites with its long,
toothy jaws
for 1-2 points of damage
per hit. Any crea-
ture bitten by a veeru must
save vs. poison
or become confused for 13-24
hours thereaf-
ter. The veeru’s other weapon
is its song.
Once per day it can sing
a tune with its
chimelike voice that will
cause all within 3"
to be affected as if by
an Otto’s irresistible
dance
spell. Anyone within the area of
effect, or anyone who enters
the area while
the song is going on, is
allowed a saving
throw vs. spell to avoid
the effect. The
veeru must halt its song
if it is hit in combat
or otherwise distracted,
and in any event it
cannot keep up the singing
for longer than
three rounds. The dance
effect on victims
lasts for 2-5 rounds beyond
the time when
the veeru stops singing.
Like the pseudodragon (to
which it is
loosely related), the veeru
can see invisible
objects. It can become effectively
invisible
(80% undetectable, like
the pseudodragon)
by making itself transparent.
In this state, a
veeru still reflects light,
and when seen from
certain angles appears as
a shimmering
rainbow of colors. Those
able to detect
invisible objects who succeed
in the attempt
will see the veeru in its
true form, and not
as a rainbow of colors.
Veeru are near-
perfect mimics, able to
imitate words, short
phrases, and bird calls
with 90% accuracy.
They do not learn languages;
communicat-
ing instead (as does the
pseudodragon)
through a form of limited
telepathy.
All veeru are chaotic and
unpredictable
in actions and motives.
The majority (55%)
are neither good nor evil,
40% are of evil
inclination, and 5% are
chaotic good. Evil
veeru like to mislead those
foolish enough to
venture into swampy places,
and they some-
times work in concert with
will-o-wisps.
If a chaotic evil or chaotic
neutral magic-
user acquires the services
of a veeru as a
familiar, it will be a type
that matches the
master’s alignment. (No
chaotic good veeru
will ever come as a familiar.)
If master and
familiar are touching, the
magic-user gets
the benefit of the veeru’s
magic resistance,
and the creature can transmit
telepathically
whatever it senses, as long
as master and
familiar are no farther
than 24” apart.
In its natural (opaque)
form a veeru
appears much like a miniature
gold dragon
with long, slender, bat-like
wings. Its scaly
hide is gold, and it has
glowing green eyes.
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