After taking a much needed holiday, my next monster is the...
HUNDREDHANDS
NO. APPEARING: 1-3
ARMOR CLASS: 5 (2 for 'harpoon')
MOVE: 20"
HIT DICE: 4
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Grapple
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 30%
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (8' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
ARMOR CLASS: 5 (2 for 'harpoon')
MOVE: 20"
HIT DICE: 4
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Grapple
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 30%
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (8' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
A
strange mixture of jelly-like flesh and bony carapace, the Hundredhands
is so named because of the mass of tendrils it possesses, each of which
ends in a hand-like pseudo-pod. These creatures seem to prefer dark
damp places and thus may take up residence in dungeons and similar
locations. Skittish and nimble, they usually avoid contact with other
living creatures and it is thought that they subsist on a diet of
carrion and rotting vegetable matter. However, they also have a taste
for the flesh of dwarves and gnomes and thus adventuring parties might
find themselves being attacked.
In
combat, Hundredhands strike with tentacle that ends in a harpoon-like
talon, out to a range of 12' and inflicting 2-12 points of damage. The
creature may also choose to subdue a target by rushing forwards and
engulfing them with its tendrils and 'hands'. Any victim thus attacked
has a 25% chance of being entangled and will be unable to move unless
they or anyone within reach possesses a Strength of 15 or more. The
victim will suffer from crushing and asphyxiation, losing 2 hit points
per round unless they are freed. Even killing the creature itself will
not relinquish this hold, although the Hundredhands will not be able to
attack any creature larger than 4' tall in this manner. The tendrils and
body of the Hundredhands has an AC of 5 while the tentacle and its
talon has an AC of 2.
The
four large eye-like protuberances that surround the girth of its body
seem to have no readily discernible purpose, as the creature is
unaffected by their loss and is able to grow a new one after some time.
It is thought that they might have some function that the monster no
longer possesses or is dormant, or are simply a means by which they
might scare away more stupid opponents. Certain folklore states that the
eyes were once able to project magical forces, given that the
Hundredhands themselves are quite resistant to magic, and that they are
perhaps the descendants of some very ancient race that once possessed
such powers.
Description: Hundredhands
have carapaces that are a bright red and this colour extends to their
tentacle and harpoon. Their eyes are bright azure blue with black
pupils. Their numerous tendrils appear jelly-like but are not easily cut
or broken - the 'hands' are transparent and the greater part of each
tendril is a pale translucent green.