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1995-10-06
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Path: usenet.ee.pdx.edu!cs.uoregon.edu!reuter.cse.ogi.edu!hp-cv!hp-pcd!sdd.hp.com!swrinde!howland.reston.ans.net!news.sprintlink.net!in2.uu.net!not-for-mail
From: dickinst@crl1.crl.aecl.ca (Tim Dickinson)
Newsgroups: rec.games.frp.archives
Subject: RESOURCE: Tim's Stuff: Monster 6 (16/22)
Followup-To: rec.games.frp.misc
Date: 3 Oct 1995 16:03:35 -0400
Organization: AECL
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DEEK-KAZ
============================================================================
HABITAT: Arctic to temperate
FREQUENCY: Very Rare
INTELLIGENCE: High
TREASURE: Special
ALIGNMENT: Chaotic Evil
----------------------------------------------------------------------------
NO. OF APPEARING: 1
ARMOR CLASS: -1
MOVE: 12
HIT DICE: 10
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
SIZE: M (6' tall)
The Deek-Kaz are feared in the northlands of Furl more than anything else. They
have existed forever, being originally created, the legends say, by gods so
dark and terrible that the Elder Ones banished them forever. If they were
created for any purpose but to slay and spread evil among the realms of men,
that purpose is unknown. But sometimes, when the winter is very harsh, the
Deek-Kaz come down with the storms, and wreak their hellish havoc on any they
can find.
Perhaps the Deek-Kaz were once men. They are humanoid in shape, but only just.
Their bodies are covered with armored plates, long, narrow, interlocking
segments that form an extremely tough exoskeleton. These plates are streaked
black and dark brown in color. Their limbs are likewise covered, but the plates
are smaller and segmented more at the extremeties, so that they retain full
movement. The head is covered by several tight-knit plates, looking quite
like a helmet, and only small holes exist for dark eyes to peer through.
COMBAT: The Deek-Kaz are powerful creatures of evil, whatever their origin, and
they seem to exist solely to kill and raze. Whenever they appear, they always
possess a powerful weapon of some sort, a polearm or large sword of +1 or +2
enchantment, which they can wield to strike twice per round.
Deek-Kaz also have a number of powerful innate magicks which they can use at
will (and all at 10th level of use): shocking grasp, cause light wounds, detect
creatures (500' radius), detect invisibility.
Once per day they may do the following: heal, lightning bolt, dispel magic,
confusion, feeblemind, grow.
ECOLOGY: Deek-Kaz are obviously unnatural creations of some dark magic. They
do appear to be alive, as one was said to have been killed by Hurram the
Wild some years ago. When the winter is particluarly harsh, it will appear
in the midst of a storm to slay anyone it finds. It will hunt the north lands
for a couple of weeks, and then disappear. Winters harsh enough to bring the
Deek-Kaz seem to occur no more than once every 5 or 6 years.