OSQUIP

Small Beast

Hit Dice:3d10 (16 hp)

Initiative:+2 (Dex)

Speed:30 ft., burrow 5 ft.

AC:14 (+1 size, +2 Dex, +1 natural)

Attacks:Bite +2 melee

Damage:Bite 1d8

Face/Reach:5 ft. by 5 ft./5 ft.

Special Qualities: Burrow

Saves:Fort +3, Ref +5, Will +0

Abilities:Str 8, Dex 15, Con 11, Int 1, Wis 8, Cha 6

Skills:Balance +8, Hide +4, Listen +0, Move Silently +4, Spot +0

 

Climate/Terrain: Any underground

Organization:Pack (4d6)

Challenge Rating:1

Treasure:Double coins; double gems; 50% Items

Alignment:Always neutral

Advancement:4-9HD (Small)

 

The osquip is a multi-legged giant rodent native to dungeon corridors and cellars.  It is the size of a small dog; it is hairless, with a huge head and large spade-like teeth. Most specimens have six legs, but some (25%) have eight and a few rare creatures (5%) have ten.

    The creature's hide is a very light yellow, almost colorless, and resembles very pliable leather. Its brown eyes are very small and set close together, each being heavily protected by surrounding ridges of bone. Its jaws are unusually large, the entire bony structure projecting several inches forward of the flesh.

    The creature often has its lair in the midst of a complex of tunnels beneath the basements of buildings or dungeons. The tunnel system is quite extensive and the entrances to it, which are too small to permit the comfortable passage of a human or other Medium-size creature, are carefully hidden.

    It is not easy to domesticate an osquip. Some wizards have successfully done so, using magic. Some subterranean creatures such as jermlaine (q.v.) have also tried with limited success. Osquips can sometimes be controlled with judicious bribes of food, but they do not like to let go of their shiny treasures and react angrily if someone tries to take treasure away from them.

    Osquip leather is soft and well insulated against cold and rainy weather; it is used by tanners and tailors to make purses and coats.

 

COMBAT

The osquip is ferocious and will attack without fear, sometimes emerging from one of its hidden tunnels to get a surprise attack. It attacks with its powerful jaws.

    If battle goes against it, it tries to flee into its tunnels; if cornered, it uses its teeth to dig an escape tunnel.

    Osquips are extremely territorial and attack creatures that invade their tunnels. If they encounter new tunnels while burrowing, they will become very aggressive, exploring every nook of the tunnel and attacking whatever they find, particularly giant rats and jermlaine (q.v.). They treat larger creatures with caution, but attack them if the intruders get too far into their territory. Sometimes they try to ward invaders away with a warning hiss, but they will attack without warning if they have a good chance to surprise.

    Burrow (Ex): The osquip can burrow through stone, dirt, or almost any other sort of earth except metal. It’s burrowing leaves behind a small hole (Spot DC 20), but does not create any ripple effect or other signs of its presence.

    Skills: Osquips receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial modifier to Balance checks.

 

 

The Osquip first appeared in the Fiend Folio (1981).