and i was fairly sure that we had completed the umpleby. please have another look if you will, to make sure:
http://www.enworld.org/showpost.php?p=2818963&postcount=51
FF (1981):
UMPLEBY
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOUR CLASS: 4
MOVE: 9"
HIT DICE: 6
% IN LAIR: Nil
TREASURE TYPE: See below
NO, OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Electric shock
SPECIAL DEFENCES: Immune to electrical- type attacks
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (but see below)
ALIGNMENT: Neutral
SIZE: L (8' + tall)
PSIONIC ABILITY : Nil
Attack/Defence Modes: Nil
LEVEL/X.P. VALUE: V/350 + 6 per hit point
The umpleby is a biped, about 8' tall and weighing about 400 pounds. It is covered in wild, straggly hair of varying shades of brown.
It is apparently rather a stupid creature; on meeting a party of adventurers it will simply shamble along with them, neither helping their endeavours nor willing to be left behind, constantly getting in their way and being apparently incapable of moving in silence. It will fight if attacked but will not normally fight in aid of a party, or against them. If it must, it strikes for 1-4 hit points of damage with its hands.
Its appearance, however, is deceptive. It has a great love of treasure and can detect precious metal and gems (more than 1,000 coins and/or 50 gems) up to 100' away, even through solid rock. In its lair it keeps a huge treasure trove of these items but it will never reveal the location of its lair, even if threatened with death (though charm monster may overcome this reluctance).
The umpleby can speak the common tongue in a halting fashion but will rarely do so and is in general an uncommunicative creature. However an offer of food and water (it is incessantly hungry and thirsty) will cause it to assume instant and total loyalty to its benefactor: it will help and advise him (though not to the extent of telling him the location of its lair), This loyalty will only be broken if the benefactor does not reward the umpleby with a reasonable proportion of any coins or gems discovered as a result of its advice; if such an event occurs, the umpleby will leave the party and, if the party pursues the creature, will refuse to co-operate in any way with any members of it.
Within the creature's body it can generate and store large quantities of static electricity, Each day it can deliver a total of 50 hit points of damage by 'discharging' wholly or partially - it does this simply by touching its victim, and a normal 'to hit' roll is required unless the victim is unsuspecting. Any metal armour of whatever type is treated as AC10 with regard to this attack, though appropriate magical and dexterity bonuses still apply. It does not have to deliver all 50 nit points in one strike and can regulate the amount of damage it inflicts, usually selecting the range 9-16 hit points of damage. When it delivers the 50th hit point of damage the umpleby immediately goes to sleep for one hour during which it 'recharges' up to 50% of its full potential, if left undisturbed. It requires at least four hours of sleep to recharge 75% and fully 8 hours to return to a full charge (potential 50 hit points of damage). If awakened prior to having completed a single hour of sleep, the umpleby will have recharged 4-16 points, and similar partial charging will have occurred if the creature is awakened after one hour but before four hours sleep, or after four hours but before eight hours.
The umpleby often makes nets out of its own hair and stores them by wrapping them around its waist, it can throw such a not 30' with the accuracy of a short-range arrow. The hair is very tough and is 50% more difficult to cut, break or burn than a magical web, though there is no danger of suffocation (see ADVANCED DUNGEONS & DRAGONS PLAYERS HANDBOOK - Spells).
It will only use its nets and electrical attacks if threatened. The creature is immune to attacks of an electrical nature.
MC14
Umpleby
CLIMATE/TERRAIN: Temperate/ Forest
FREQUENCY: Very Rare
ORGANIZATION: Clan
ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLIGENCE: Low (5-7) (but see below)
TREASURE: See below
ALIGNMENT: Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVEMENT: 9
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Electric Shock
SPECIAL DEFENSES: Immune to electrical-type attacks
MAGIC RESISTANCE: Nil
SIZE: L (8' Tall)
MORALE: Very Steady (14)
XP VALUE: 420
The umpleby is an eight foot tall, 400 pound walking mound of wild, straggly brown hair. Lips and eyes can be discerned on its face, but every other part of its body is covered with fur.
When encountered in its native temperate forest areas, the umpleby will neither attack nor try to hide, but just stand stupidly and stare.
Combat: The umpleby will fight to defend itself if attacked, but will usually not fight either for or against an adventuring party. When it does attack, it strikes for 1d4 hit points of damage with its hands.
The umpleby stores large quantities of static electricity in its body. Each day, it can deliver a total of 50 hit points of electrical damage by simply touching its victim. A normal attack roll is required unless a victim is unsuspecting. Metal armor of any type is treated as AC 10 with regard to this attack, though appropriate magical and Dexterity bonuses still apply. The umpleby may deliver all 50 hit points in one strike, or can regulate the amount of damage it inflicts, usually conducting 9-16 hit points of damage. When it delivers the 50th hit point of damage, the umpleby immediately goes to sleep, and recharges its static electricity supply at the following rates:
Less than 1 hour of sleep: 4d4 points static damage.
1-4 hours sleep: 25 points static damage.
4-8 hours sleep: 37 points static damage.
8 + hours sleep: 50 points static damage
The umpleby often makes nets out of its own hair and stores them by wrapping them around its waist. It can throw such a net 30' with the accuracy of a short-range arrow. It will only use its nets or its electrical attacks if threatened. The creature is, of course, immune to attacks of an electrical nature.
Habitat/Society: The umpleby is a rather stupid creature. It has no organized society of which to speak. Umplebys are solitary creatures by nature; they simply have too short an attention span to be interested in forming a community. Occasionally a male and female umpleby may encounter each other in the forest, and band together just long enough to bear a baby umpleby. This couple will stay together until the "baby" wanders off one day and doesn't come back, and then they will lose interest in each other and wander off themselves. No more than three umplebys have ever been seen together at a time. Umplebys usually inhabit caves or holes dug into the earth or into sides of hills. They are primarily vegetarians, eating berries and fruits from the trees, but if befriended by an adventuring party they will eat most anything that is given to them.
Umplebys love shiny and sparkling treasure and can detect large amounts of precious metal and gems (more than 1,000 coins and/or 50 gems) up to 100' feet away, even through solid rock. Indeed, these shiny objects are among the few items which will hold an umpleby's attention for any duration. In its lair it keeps a huge treasure trove of these items, but it will never reveal the location of its lair, even if threatened with death (though charm monster may possibly overcome this reluctance.)
On meeting a party of adventurers, the umpleby will simply shamble along with them, neither helping their endeavors nor willing to be left behind, constantly getting in their way, and apparently incapable of moving in silence. The umpleby can speak the Common tongue in a halting fashion, but will rarely do so and is in general an uncommunicative creature. However, an offer of food and water will assure instant and total loyalty to its benefactor, as it is incessantly hungry and thirsty. It will also be willing to help and advise him/her. This loyalty will only be broken if the benefactor does not reward the umpleby with a reasonable proportion of any coins or gems discovered as a result of its advice. If, in its opinion, it is insufficiently compensated, the umpleby will leave the party. If the party pursues the creature, it will refuse to cooperate in any way with any of them.
Ecology: The umpleby's hair is very tough, and is 50% more difficult to cut, break or bum than the cords of a magical web. An intact umpleby net can bring as much as 100 gp.
Because of the umpleby's ability to shock its enemies, very few creatures bother to tangle with them, except blue dragons, which venture out of their desert homes to enjoy an umpleby as a light snack. Umplebys regard volts as particularly horrid pests.
MCA3
Umpleby
CLIMATE/TERRAIN: Temperate forest
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLIGENCE: Low (5-7, but see below)
TREASURE: Special
ALIGNMENT: Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVEMENT: 9
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d4
SPECIAL ATTACKS: Electric shock, nets
SPECIAL DEFENSES: Immune to electrical attacks
MAGIC RESISTANCE: Nil
SIZE: L (8' tall)
MORALE: Elite (14)
XP VALUE: 420
The umpleby is an eight-foot-tall, 400 pound walking mound of wild, straggly brown hair. Lips and eyes can be discerned on its face, but every other part of its body is covered with fur.
When encountered in its native temperate forest, the umpleby will neither attack nor try to hide, but just stand stupidly and stare.
The umpleby can speak common in a halting fashion, but will rarely do so; in general it is an uncommunicative creature.
Combat: The umpleby will defend itself if attacked, but usually will not fight either for or against an adventuring party. When it does attack, it strikes with its hands for 1d4 points of damage.
The umpleby often makes nets out of its own hair and stores them by wrapping them around its waist. It can throw such a net 30 feet. It will use its nets or its special electrical attack only if threatened.
The umpleby stores large quantities of static electricity in its body. Each day, it can deliver a total of 50 hit points of electrical damage simply by touching its opponents. A normal attack roll is required unless a victim is unsuspecting. Metal armor of any type is considered Armor Class 10 with regard to this attack, though appropriate magical and Dexterity bonuses still apply. The umpleby may deliver all 50 hit points in one strike, or can regulate the amount of damage it inflicts, usually conducting 1d8+8 points of damage.
When it delivers the 50th hit point of damage, the umpleby immediately goes to sleep, and recharges its static electrical charge as shown on the table. The creature is, of course, immune to electrical attacks.
Sleep * Static Charge Restored
Less than 1 hour * 4d4 points
1-4 hours * 25 points
4-8 hours * 37 points
8 + hours * 50 points
Habitat/Society: An umpleby usually lives in a caves or hole dug into the earth or into the side of a hill. It is a rather stupid creature, and solitary by nature; the umpleby attention span is too short to be interested in forming a community. Occasionally, a male and female umpleby will encounter each other in the forest and band together just long enough to bear a young one. They stay together until the "baby" wanders off one day and doesn't come back, then they lose interest in each other and wander off themselves. No more than three umplebys have been seen together at one time.
Umplebys love shiny and sparkling treasure, and can detect large amounts of precious metal and gems (more than 1,000 coins or 50 gems) up to 100 feet away, even through solid rock. These shiny objects are among the few items that will hold an umpleby's attention for any duration. It keeps a huge treasure trove of these items in its lair, but it will never reveal the lair's location, even if threatened with death (though charm monster may overcome this reluctance.)
On meeting a party of adventurers, an umpleby will often simply shamble along with them, neither helping nor willing to be left behind. It constantly gets in the way, and seems incapable of moving in silence.
An offer of food and water will ensure instant and total loyalty to its benefactor, as the umpleby is incessantly hungry and thirsty. This loyalty includes help and possibly advice, and will be broken if the benefactor does not reward the umpleby with a reasonable proportion of any coins or gems discovered as a result of its aid. If insufficiently rewarded, the umpleby will leave; if pursued, it will refuse further cooperation.
Ecology: Umplebys are primarily vegetarians, eating berries and fruits from the trees. If befriended by an adventuring party they will eat most anything that is given to them.
The umpleby's hair is very tough, and is 50% more difficult to cut, break or burn than the cords of a magical web. An intact umpleby net can bring as much as 100 gp.
Because of the umpleby's ability to shock, very few creatures bother to tangle with them. Blue dragons regard them as light snacks, and sometimes venture out of their desert homes to enjoy one. Umplebys regard volts as particularly horrid pests.