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Creature powers

Besides their blows (on Creatures in numbers), many creatures have a power of their own. They throw boulders, summon help, stare you into stone, split in two, breathe fire, or burst. Each section explains one power and gives a table of the creatures that have it, with its exact numbers. Thieves, blinkers, the unseen, casters, and auras are on Creature tricks.

Throws

Giants hurl boulders. A throw flies like any missile, along its line as far as its range, and strikes the first one in its way (see Ranged combat).

A creature that throws does so whenever you are in range with nobody between you, until it is next to you. Then it fights up close. Its throws never run out, but each takes it the time below, and what it throws breaks where it lands.

A throw adds the thrower’s Dexterity modifier to hit and its Strength modifier to the damage, as yours do. A boulder that does two kinds of damage does whichever hurts its target more.

Bombers throw flasks instead: a kobold alchemist its flasks of oil, a goblin firebomber flasks of fire, a cult chymist stinking flasks. A bomber’s flask has no roll to hit: it breaks where a flask you throw would, on the first one in its way, and its spell’s splash is the attack (the table names the spell). Whoever else stands in the splash catches it too, the bomber’s own kind and the bomber itself. If you see where it breaks, you learn what the flask was, as when you throw one. Its flasks never run out either, but it carries one or two, which fall where it dies.

CreatureThrowsDamageTo hitCriticalRangeA throw takesOn a hit
Cloud giantboulder4d8+11 bludgeoning+522–24 ×29 cells12 seconds-
Crystal guardiancrystal shard3d8+8 piercing+222–24 ×27 cells10.6 seconds15% staggered (1 degree)
Cult chymiststinking flaskits splash: Reek (rung 0)--6 cells6 seconds-
Drow arbalesterpoisoned bolt3d10+9 piercing+1322–24 ×210 cells5.7 seconds25% drowsy (2 degrees), 20% poisoned (3 degrees)
Drow crossbowmanpoisoned bolt3d6+4 piercing+622–24 ×28 cells6 seconds20% drowsy (1 degree), 15% poisoned (2 degrees)
Earth elementalstone3d4+5 bludgeoning+022–24 ×26 cells11.3 seconds15% staggered (1 degree)
Elder earth elementalstone3d10+11 bludgeoning+422–24 ×29 cells11.3 seconds15% staggered (1 degree)
Fire giantburning boulder3d10+9 bludgeoning or fire+422–24 ×28 cells12 seconds-
Frost giantblock of ice4d6+8 bludgeoning or cold+322–24 ×27 cells12 seconds-
Giant jarlboulder3d12+14 bludgeoning+622–24 ×210 cells11.4 seconds-
Goblin firebomberflask of fireits splash: Fireball (rung 0)--6 cells5.7 seconds-
Greater earth elementalstone3d8+8 bludgeoning+222–24 ×27 cells11.3 seconds15% staggered (1 degree)
Hill giantboulder3d8+7 bludgeoning+222–24 ×27 cells12.6 seconds-
Hoarstonestone4d10+15 bludgeoning+622–24 ×211 cells10 seconds15% staggered (1 degree)
Kobold alchemistflask of oilits splash: Slick (rung 0)--6 cells6.7 seconds-
Lesser earth elementalstone2d4+4 bludgeoning+022–24 ×25 cells11.3 seconds15% staggered (1 degree)
Stone giantboulder4d6+9 bludgeoning+522–24 ×29 cells9.5 seconds-
Storm giantboulder3d12+12 bludgeoning or electricity+522–24 ×29 cells11.4 seconds-
Stānēoten the Hurlerboulder7d10+17 bludgeoning+1622–24 ×216 cells5.7 seconds35% staggered (1 degree)

Summoning

Summoners call up creatures of their own side. A goblin wizard calls its kin and their wargs, a necromancer the lesser dead, and a dark wizard devils.

A summoner that sees a foe within its reach (you, or anyone its side fights) summons before it does anything else. The creatures appear on free cells around it that it can see, nearest first. How many come is rolled each time. They are real creatures of the summoner’s side: they fight, carry gear, drop it where they die, and give their full experience when you kill them. Killing the summoner does not send them away.

Each summoning costs the summoner mana, and then it must wait a while before it can summon again. A few summoners, the breeders, pay no mana. A summoner never has more of its summoned alive at once than the last column says. Its mana comes back as anyone’s does (see Mana), so one that has spent itself summons again only much later. A summoner that cannot cast (silenced) cannot summon.

A breeder calls up its own brood while it fights, as the wormlord calls its grave worms. Kill it first, or the fight gets worse the longer it lasts.

You cannot summon this way.

CreatureCalls forthAt onceEveryManaWithinAppear withinAt most
Abyssal gatebalgura, chasme, hezrou, vrock+190 s08 cells2 cells4
Arch-gatearcanaloth, horned devil, ice devil, nalfeshnee, rakshasa, ultroloth+1180 s08 cells2 cells3
Black gatecanoloth, incubus, night hag, nycaloth, succubus+190 s08 cells2 cells4
Dark wizardbearded devil, imp, lemure1d330 s128 cells2 cells5
Dire gatecambion, chain devil, erinyes, glabrezu, marilith, nycaloth+1120 s08 cells2 cells3
Drow high priestessbalgura, chasme, glabrezu, hezrou, marilith, vrock1d230 s168 cells2 cells4
Drow matronglabrezu, hezrou, marilith, nalfeshnee, vrock1d330 s208 cells2 cells5
Drow priestessbalgura, dretch, quasit1d245 s108 cells2 cells4
Gate of gloomhell hound, mezzoloth, nightmare+160 s08 cells2 cells4
Gnægan the Rat Kinggiant rat2d318 s58 cells2 cells12
Goblin wizardgoblin (40%), goblin archer (20%), hobgoblin (20%), warg (20%)1d330 s88 cells2 cells6
Hellmouthimp, lemure1d260 s08 cells2 cells4
Iron gatebarbed devil, bearded devil, bone devil, erinyes+190 s08 cells2 cells4
Lords’ gatebalor, pit fiend+1300 s08 cells2 cells2
Necromancerbarrow ghoul, bog body, burning skull, draugr, drowned, fen ghoul, ghast, ghost, grave hound, mummy, ogre zombie, pale drinker, poltergeist, shadow, skeletal wolf, skeleton, skeleton archer, skeleton warrior, stone haunt, wraith, zombie1d430 s108 cells2 cells8
Nīðdraca the Hate-Wyrmbalor, glabrezu, marilith, nalfeshnee1d260 s508 cells2 cells4
Riftdretch, quasit1d260 s08 cells2 cells4
Warden of the gatehellmouth, rift+1120 s108 cells2 cells2
Wormlordgrave worm1d230 s08 cells1 cells6
Wēalāf the Unburiedbanshee, black shuck, bodach, bone drake, charnel heap, draugr lord, dread wraith, ghoul lord, grave knight, greater shadow, headless knight, lich, mummy priest, nosferatu, rotting drake, vampire, wight lord, wormhost1d330 s308 cells2 cells6
Āttorcoppe the Spinnerbarrow spider1d424 s88 cells2 cells8

Gazes

Some creatures harm with a look. A vampire’s stare holds you transfixed. A sea hag’s leaves you frightened and drains your Toughness. A spectre’s drains your will.

A gazer that sees you within its reach looks you in the eye before anything else except summoning. A gaze takes as long as a spell.

The eyes must meet both ways. The gazer needs a line of sight to you, and you must see it. If it stands in a cell too dark for your eyes, or behind a wall or a closed door, it cannot catch your eye. You only feel its cold stare, and its look is wasted.

When the eyes meet, the gaze catches your eye at the chance in the table. It then does what its row says, each effect by its own chance. A drain is still resisted by its check. Hit or miss, the gazer must wait before it looks again.

A creature with no vitals has no eyes to meet and is never gazed at. Gazers look at your allies as they look at you.

Forced gazes

A gaze marked forced in the table makes you avert your eyes by reflex while you see its gazer. You have no choice in it and nothing to switch. With your eyes averted you fight half-blind: −4 to hit, your Dodge halved, and no free blows. The gaze still finds a glance you cannot help, at the chance in that column. Darkness, a wall, or a door between you ends the averting, as it ends the gaze.

The basilisk’s is the one forced gaze, and the deadliest. A glance it catches gives you a degree of Stiffening unless you make a Toughness check against 15. Each degree is told (your limbs stiffen, your skin greys, you can barely move), and the fourth turns you to stone, which is death.

A degree eases in two minutes. A basilisk is slow, so one glimpsed and walked away from is only a fright. The scroll of restoration, a temple’s cure, or Still mind’s Stillness ends the Stiffening, and the Heal skill eases it by a degree each try.

The cockatrice’s peck gives the same Stiffening by touch: one peck in four, against a Toughness check of 13. The gorgon’s breath gives it to everyone it harms (see Breath).

A creature that is stoned leaves no corpse. It leaves a statue holding what it carried (see Doors for kicking one apart, Digging for digging through it).

CreatureReachCatches the eyeAverted eyesThenAgain after
Basilisk6 cells100%forced; 25%100% stiffening (1 degree, unless a Toughness check against 15)12 s
Duergar mindbreaker4 cells30%—100% frightened (1 degree), 100% transfixed (1 degree)12 s
Elder vampire6 cells45%—100% transfixed (3 degrees)12 s
Eldest vampire6 cells50%—100% transfixed (3 degrees)12 s
Ghost lord5 cells35%—100% transfixed (2 degrees)12 s
Hand of glory3 cells30%—100% transfixed (1 degree)12 s
Incubus4 cells30%—100% transfixed (1 degree)12 s
Night mare5 cells35%—100% transfixed (2 degrees)12 s
Nosferatu5 cells35%—100% transfixed (1 degree)12 s
Rakshasa5 cells35%—100% transfixed (2 degrees), 100% frightened (1 degree)12 s
Sea hag4 cells35%—100% frightened (2 degrees), 100% drains Toughness for good (unless resisted)12 s
Spectre4 cells40%—100% drains Willpower for good (unless resisted)12 s
Succubus4 cells30%—100% transfixed (1 degree)12 s
Ultroloth5 cells40%—100% transfixed (2 degrees), 100% frightened (1 degree)12 s
Vampire5 cells30%—100% transfixed (1 degree)12 s
Vampire lord5 cells40%—100% transfixed (2 degrees)12 s
Vampire spawn4 cells25%—100% transfixed (1 degree)12 s
White lady5 cells35%—100% transfixed (2 degrees)12 s

Splitting and dying into

Splitting. The charnel heap and the black pudding split under a blade’s slashing and piercing. Such a blow cuts the creature in two if it leaves it alive with at least twice the hit points in the third column. The creature keeps the greater half of what it has left. A second one, with the other half and nothing it carried, stands on the nearest free cell beside it. The new one is of its side and hunts what it hunted. With no free cell beside it, the creature does not split.

Blunt blows, fire, acid, and every other kind of damage leave it whole. Below twice that floor of hit points, it dies like anything else.

A half you kill gives a quarter of the creature’s experience (an ally’s kill a quarter of the ally’s share), and no quest counts it.

Dying into. A creature that dies into something lets it out of its corpse as it dies. As many come as the table says, each drawn at random, on free cells it could see within that many cells. They are of the dead one’s side. Each gives a tenth of its experience when killed, and no quest counts them either. Look mode shows such a creature as writhing. A hydra’s heads crawl out of it this way and go on biting.

CreatureSplits underA half keeps at leastDies intoHow manyWithin
Black puddingslashing, piercing8 hit points———
Charnel heapslashing, piercing8 hit points———
Hydra——hydra heads1d41 cell
Wormhost——grave worms2d41 cell
Wormlord——grave worms3d62 cells

Breath

Dragons breathe their element. The fire drake, for one, breathes a long fan of fire.

A dragon that sees you within its cone’s length, with nothing solid and nobody between you, breathes whenever its breath is ready, before anything else. The cone fans out a quarter turn wide from the dragon toward you, like Burning hands but far longer.

Everyone in the cone is struck by one roll of its damage, with no roll to hit. Evasion halves it, and resistance takes its share. The dragon’s own kind is immune to its element and takes nothing.

The element does to those it harms what any spell of it does: fire sets one in four burning. A breath may carry more, as a blow’s added effects do. The gorgon’s grey vapour leaves those it harms stiffening unless they make the Toughness check (the Then column).

After breathing, the dragon cannot breathe again for the time below. Meanwhile it fights up close with its claws and bite. Each is struck in turn and rolled on its own, one row each in the attacks table. Unseen, a dragon’s breath is heard as a roar.

CreatureBreathesDamageConeThenAgain after
Fire drakefire10d8 fire9 cells—36 s
Gorgonvapour4d6 poison5 cells100% stiffening (1 degree, unless a Toughness check against 17)60 s
Hrīmwyrm the Whitefrost14d8 cold10 cells—36 s
Nīðdraca the Hate-Wyrmfire22d8 fire12 cells—30 s

Bursts

Some creatures go off in a burst of their element.

Vortices. The motes are vortices. A vortex has no blow at all. Once it is beside its target it bursts instead, and is gone. Killed before it gets there, it goes out quietly. So shoot or throw at one as it comes, or close a door on it (a mote opens none).

Death throes. Some creatures burst where they die, however they die:

So an elemental is best killed from a cell or more away. The earth elementals do not burst. Instead they hurl stones at what is not beside them, as the giants do (see Throws), and pound what is.

How a burst strikes. A burst is centred on the creature’s own cell. It reaches everyone within its radius and in its line, except creatures of its own kind. One roll of its damage strikes each of them in full, with no roll to hit and no halving at the edge. Evasion halves it, and resistance takes its share. It strikes your allies and other creatures as readily as you.

A burst does to the floor what an area spell of its element does, so the scrolls under a dying fire elemental may burn. Its element does to the cells what such a spell’s burst does: fire is left burning, water frozen. The spell types’ added effects do not come with it, but the creature’s own do, by the chance below, on those it harmed. A water elemental’s wave puts out the burning of everyone it reaches and the fires there. An air elemental’s gust blows what lies loose on its cells a cell farther out.

The dice of a death throe are half of what a damage spell of the creature’s level rolls: (2 + level ÷ 8)d6, rounded down. Unseen, a burst is heard as an explosion.

CreatureBurstsDamageRadiusOn those harmedAlso
Air elementalwhere it dies4d6 bludgeoning150% staggeredblows what lies loose a cell outward
Animated lanternwhere it dies1d6 fire1--
Balefirewhere it dies10d6 fire350% burning-
Balorwhere it dies8d12 fire250% burning-
Brimwolfwhere it dies8d6 bludgeoning3-puts out the burning and the fires
Burning skullwhere it dies2d6 fire1--
Cinder elementalwhere it dies4d6 fire1--
Dust devilbeside its target, and is gone2d4 slashing1--
Elder air elementalwhere it dies7d6 bludgeoning250% staggeredblows what lies loose a cell outward
Elder fire elementalwhere it dies8d6 fire350% burning-
Elder ice elementalwhere it dies8d6 cold3100% sluggish-
Elder lightning elementalwhere it dies8d6 electricity350% staggered-
Elder water elementalwhere it dies7d6 bludgeoning2-puts out the burning and the fires
Ember motebeside its target, and is gone2d4 fire1--
Fire elementalwhere it dies5d6 fire250% burning-
Frost motebeside its target, and is gone2d6 cold1--
Greater air elementalwhere it dies5d6 bludgeoning250% staggeredblows what lies loose a cell outward
Greater fire elementalwhere it dies6d6 fire250% burning-
Greater ice elementalwhere it dies6d6 cold2100% sluggish-
Greater lightning elementalwhere it dies6d6 electricity250% staggered-
Greater water elementalwhere it dies5d6 bludgeoning2-puts out the burning and the fires
Ice elementalwhere it dies4d6 cold2100% sluggish-
Invisible stalkerwhere it dies4d6 bludgeoning150% staggeredblows what lies loose a cell outward
Lesser air elementalwhere it dies3d6 bludgeoning150% staggeredblows what lies loose a cell outward
Lesser fire elementalwhere it dies3d6 fire1--
Lesser ice elementalwhere it dies3d6 cold1100% sluggish-
Lesser lightning elementalwhere it dies3d6 electricity150% staggered-
Lesser water elementalwhere it dies2d6 bludgeoning1-puts out the burning and the fires
Lightning elementalwhere it dies4d6 electricity250% staggered-
Magma crawlerwhere it dies2d8 fire150% burning-
Rimethursewhere it dies10d6 cold3100% sluggish-
Spark motebeside its target, and is gone2d6 electricity1--
Stone motebeside its target, and is gone2d4 bludgeoning1--
Thunderheadwhere it dies10d6 electricity350% staggered-
Water elementalwhere it dies3d6 bludgeoning1-puts out the burning and the fires
Water motebeside its target, and is gone2d4 bludgeoning1--
Welkin windwhere it dies9d6 bludgeoning350% staggeredblows what lies loose a cell outward

See also: How creatures fight, Creature tricks, and Creatures in numbers.