PIERCER

Tiny Vermin

Hit Dice: 1d8 (4 hp)

Initiative: -3 (Dex)

Speed: 5 ft, climb 5 ft

AC: 16 (+2 size, -3 Dex, +7 natural)

Attacks: Impale +2 melee

Damage: Impale 1d6

Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft

Special Attacks: Improved critical, acid

Special Qualities: Vermin

Saves: Fort +2, Ref -3, Will +0

Abilities: Str 10, Dex 4, Con 11, Int —, Wis 10, Cha 9

Skills: Hide +4*, Listen +13, Spot +3

 

Climate/Terrain: Any underground

Organization: Cluster (5-10) or colony (11-20)
Challenge Rating:
1/4

Treasure: None

Alignment: Always neutral

Advancement: 2 HD (Small); 3 HD (Medium-size)

 

The piercer appears as a stalactite about 1-foot long (though they can grow to a length of 6 feet). This is its outer shell. Inside, the piercer appears as a slug-like creature with a long tail. Two tiny eyestalks protrude from its sides.

 

COMBAT

The piercer attacks by dropping on unsuspecting individuals and impaling them with its shell. Once its attack is expended, the piercer must climb the walls of its lair and resume its position to drop again. On the ground a piercer is easily slain. If flipped over, and its insides are exposed, a piercer is AC 9.

   Improved Critical (Ex.): A piercer threatens a critical on an attack roll of 19-20.

   Acid (Ex.): The piercer’s soft underbelly is coated with a corrosive acid that deals 1d6 points of damage if it contacts exposed flesh.

   Vermin: The piercer is immune to all mind-influencing attacks. Piercers have darkvision with a range of 60 feet.

   Skills: The piercer receives a +8 racial bonus to Listen checks. *The piercer receives a +15 racial bonus to Hide checks when against a background of natural stone.

 

 

The Piercer first appeared in the 1e MM (Gary Gygax, 1977).