Marrella
FREQUENCY: Common
NO. APPEARING: 2-24
ARMOR CLASS: 6, 2 (head)
MOVEMENT: 12
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d6/1d6
SPECIAL ATTACKS: Charge
SPECIAL DEFENSES: Nil
SIZE: L (12’ long)
MORALE: Average (10)
XP VALUE: 975
From earlier in the article...
To simplify the listings, all creatures will conform to the following AD&D statistics unless otherwise noted:
CLIMATE/TERRAIN: Shallow sea floor
DIET: Carnivore/Scavenger
ACTIVITY CYCLE: Day
ORGANIZATION: Solitary
INTELLIGENCE: Animal
TREASURE: Nil
ALIGNMENT: Neutral
MAGIC RESISTANCE: Nil
All these animals walk or crawl on the bottom of the sea, though some can swim. For game purposes, I’ve assumed that some can come out of the water for short periods of time.
This arthropod looks something like a cross between a trilobite and a centipede. It spends most of its time in the water (the fluffy-looking antennae are gills), but it can spend up to an hour at a time on dry land, and often does so traveling from one body of water to another.
The Marrella attacks by means of its two wiplike antennae, lashing out for 1d6 points of damage each. In addition, a Marrella at least 10’ away from its foe can charge, doing damage through impact with its heavily armored head (2d8 damage points). Attacks on the head are less effective than on the body.
Originally appeared in Dragon Magazine #204 (1994).