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Converting prehistoric creatures
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<blockquote data-quote="Shade" data-source="post: 5444539" data-attributes="member: 287"><p><strong>Marrella</strong></p><p>FREQUENCY: Common</p><p>NO. APPEARING: 2-24</p><p>ARMOR CLASS: 6, 2 (head)</p><p>MOVEMENT: 12</p><p>HIT DICE: 8</p><p>THAC0: 13</p><p>NO. OF ATTACKS: 2</p><p>DAMAGE/ATTACK: 1d6/1d6</p><p>SPECIAL ATTACKS: Charge</p><p>SPECIAL DEFENSES: Nil</p><p>SIZE: L (12’ long)</p><p>MORALE: Average (10)</p><p>XP VALUE: 975</p><p></p><p>From earlier in the article...</p><p></p><p>To simplify the listings, all creatures will conform to the following AD&D statistics unless otherwise noted:</p><p>CLIMATE/TERRAIN: Shallow sea floor</p><p>DIET: Carnivore/Scavenger</p><p>ACTIVITY CYCLE: Day</p><p>ORGANIZATION: Solitary</p><p>INTELLIGENCE: Animal</p><p>TREASURE: Nil</p><p>ALIGNMENT: Neutral</p><p>MAGIC RESISTANCE: Nil</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Originally appeared in Dragon Magazine #204 (1994).</p></blockquote><p></p>
[QUOTE="Shade, post: 5444539, member: 287"] [B]Marrella[/B] 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). [/QUOTE]
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