Acrid
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Climate/Terrain: |
Surface of temperate/tropical discs |
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Frequency: |
Very Rare |
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Organisation: |
Solitary |
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Activity Cycle: |
Any |
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Diet: |
Omnivore |
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Intelligence: |
Semi (2-4) |
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Treasure: |
None |
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Alignment: |
Chaotic Evil |
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No. Appearing: |
Special |
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Armour Class: |
Special |
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Movement: |
Special (15) |
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Hit Dice: |
Special |
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THAC0: |
Special |
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No. of Attacks: |
Special |
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Damage/Attack: |
Special |
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Special Attacks: |
Leap, Bite, Claw, Spit, Dissolve |
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Special Defences: |
Dissolve metal, dissolve wood |
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Magic Resistance: |
25% |
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Size: |
200 square feet surface area |
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Morale: |
Steady (11) |
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XP Value: |
4000 |
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Often mistaken for pools of water, the surface of an Acrid will seem to open up to a clear, fresh spring. The Acrid itself is a magical being, and is but a few inches thick, lying close to the ground. Anyone fool enough to step into an acrid must make a save vs. death or be enveloped, and drown in one round. Combat: Once it has detected a target's presense, it will surge around the target, cutting off means of escape. At this time, the acrid begins to lob violate globs of acid at its prey. The globs deal continuous damage, and have a chance of dissolving an enemy's armour and posessions (no saving throw except for magical items if dissolve % is rolled).
The volley lasts three rounds, after which the Acrid forms itself into 1d4+1 raptor-like creatures. The creatures are made of pure acid, and retain the glob's ability to dissolve material. The creatures attack three times per round each (THAC0 15) each doing (3d4/3d4/4d8) with bites and kicks. Each raptor has 25 HPs, these do not belong to the Acrid, and are not taken away from the main acrid when the raptors are damaged. |
When all of the raptors have been destroyed, an acrid will rise up off the ground, and use two long pseudopods to attack. The pseudopods attack with THAC0 of 13, and deal 1d12+4 points of damage with each successful hit. The acrid mat omit all attacks for the round, and chose to dive at the party. It leaps forward in a tidal wave of acid, dealing 3d10+10 points of damage to all in the area, and those who fail a save vs. death will be stunned for one round. The acrid takes two rounds to reform after a dive attack, and cannot attack in those rounds. Habitat/Society: Acrids live throughout most temperate regions of Tientopia, preferring a clearing in a forest above most other places. Acrids are solitary creatures, and reproduce asexually. Ecology: The origin of acrids is not known, but suggested rumors are that either human deforestation has caused an inbalance in nature that will fight back, or that acrids come from some evil alchemist's potions. Either way, it is best to stay clear of these creatures. Variations: Alkarids are similar to their acidic brethren, but consist mostly of base than acid. No one knows what would happen if an Alkarid comes in contact with an Acrid. |