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<blockquote data-quote="BOZ" data-source="post: 2157345" data-attributes="member: 1241"><p>here is the original article text:</p><p></p><p>DIURGE</p><p>Created by: Scott Bennie and Steve Sloane</p><p>FREQUENCY: Very rare</p><p>NO. APPEARING: 4-40</p><p>ARMOR CLASS: 4, with bonuses for dexterity</p><p>MOVE: 15”</p><p>HIT DICE: 6 (9)</p><p>% IN LAIR: 65%</p><p>TREASURE TYPE: M, N, Q (X 3) on individuals; F in lair</p><p>NO. OF ATTACKS: 1 touch, or 1 weapon</p><p>DAMAGE/ATTACK: 1-4, or by weapon type</p><p>SPECIAL ATTACKS: Energy drain, psionics</p><p>SPECIAL DEFENSES: + 1 or better weapon to hit, regeneration, various resistances</p><p>MAGIC RESISTANCE: Standard (45%)</p><p>INTELLIGENCE: High to genius</p><p>ALIGNMENT: Neutral evil (Lawful evil)</p><p>SIZE: M (5½-6½’ tall)</p><p>PSIONIC ABILITY: 141-240 (181-280)</p><p>Attack/Defense Modes: All/All</p><p></p><p>Diurges are humanoid natives of the Negative Material plane who live in a nightmarishly twisted mirror of the Prime Material plane called Darkrealm. Diurges serve the evil lords who rule Darkrealm, but they occasionally venture to the Prime Material plane to wreak havoc. They have two castes: common and commander. Game statistics for commander diurges are listed in parentheses following the normal entries. For every 10 diurges encountered, one commander is present. The statistics for each caste are shown in the accompanying table.</p><p>Armor classes of diurges are AC 4 at base (from innate power, not from armor, which is not worn), with dexterity adjust- ments. All common diurges are fighters at the same level of proficiency as their hit dice (i.e., 6th-level fighters). In addition to being 6th-level fighters, diurge commanders are also 9th-level magic-users. Diurge commanders are limited by no weapon restrictions, and they may use any magical item appropriate to magic-users or fighters.</p><p>In combat, a diurge will often elect to attack by touch rather than with a weapon. The touch of a diurge carries a powerful sting, inflicting 1-4 hp damage and draining life energy sufficient to cause a loss of 5,000 xp from the victim. Furthermore, for each 5,000 xp thus drained, the diurge restores 10 of its own lost psionic points. A diurge is unaffected by non-magical weapons and regenerates 2 hp per round for any damage (provided the diurge is above zero hit points).</p><p>Diurges are unaffected by charm, hold, or sleep spells, as well as by paralysis, poison, polymorph spells, and life-level losses. Although not technically undead, common diurges can be turned by clerics with the same chance of success as against liches; commanders can be turned as special cases. Diurges sustain triple damage from spells which employ the energy of the Positive Material plane.</p><p>Common diurges have one or two psionic disciplines from the following list: body equilibrium, detection of magic, domination, ESP, levitation, molecular agitation. Commander diurges possess two to four psionic disciplines from the above list, with the following additional choices: aura alteration, molecular manipulation, probability travel, telekinesis.</p><p>Diurges have dark gray skin, white or metallic-red hair, and solid red orbs for eyes. Otherwise, they are human in appearance. Diurges have ultravision and infravision. They are extremely sadistic, bear no love to any creature, and are highly manipulative in the pursuits of their goals. As a common goal, most diurges work toward conquering all forms of life in the most painful, ruthless manner possible. Individually, these creatures are not particularly selfish or greedy, and are thus capable of working together to achieve this common goal.</p><p></p><p>Diurge Statistics Table</p><p>Common Commander</p><p>Strength 16-18 1 16-18 1</p><p>Intelligence 14-17 15-18</p><p>Wisdom 13-16 14-17</p><p>Dexterity 12-17 2 13-18 2</p><p>Constitution 13-18 3 16-19 3</p><p>Charisma 13-16 15-18</p><p>Comeliness 3-12 5-20</p><p></p><p>1 If strength is 18, there is a 50% chance of the diurge having exceptional strength.</p><p>2 Dexterity bonuses apply to armor class.</p><p>3 Constitution bonuses for hit points apply to each hit die the diurge has.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2157345, member: 1241"] here is the original article text: DIURGE Created by: Scott Bennie and Steve Sloane FREQUENCY: Very rare NO. APPEARING: 4-40 ARMOR CLASS: 4, with bonuses for dexterity MOVE: 15” HIT DICE: 6 (9) % IN LAIR: 65% TREASURE TYPE: M, N, Q (X 3) on individuals; F in lair NO. OF ATTACKS: 1 touch, or 1 weapon DAMAGE/ATTACK: 1-4, or by weapon type SPECIAL ATTACKS: Energy drain, psionics SPECIAL DEFENSES: + 1 or better weapon to hit, regeneration, various resistances MAGIC RESISTANCE: Standard (45%) INTELLIGENCE: High to genius ALIGNMENT: Neutral evil (Lawful evil) SIZE: M (5½-6½’ tall) PSIONIC ABILITY: 141-240 (181-280) Attack/Defense Modes: All/All Diurges are humanoid natives of the Negative Material plane who live in a nightmarishly twisted mirror of the Prime Material plane called Darkrealm. Diurges serve the evil lords who rule Darkrealm, but they occasionally venture to the Prime Material plane to wreak havoc. They have two castes: common and commander. Game statistics for commander diurges are listed in parentheses following the normal entries. For every 10 diurges encountered, one commander is present. The statistics for each caste are shown in the accompanying table. Armor classes of diurges are AC 4 at base (from innate power, not from armor, which is not worn), with dexterity adjust- ments. All common diurges are fighters at the same level of proficiency as their hit dice (i.e., 6th-level fighters). In addition to being 6th-level fighters, diurge commanders are also 9th-level magic-users. Diurge commanders are limited by no weapon restrictions, and they may use any magical item appropriate to magic-users or fighters. In combat, a diurge will often elect to attack by touch rather than with a weapon. The touch of a diurge carries a powerful sting, inflicting 1-4 hp damage and draining life energy sufficient to cause a loss of 5,000 xp from the victim. Furthermore, for each 5,000 xp thus drained, the diurge restores 10 of its own lost psionic points. A diurge is unaffected by non-magical weapons and regenerates 2 hp per round for any damage (provided the diurge is above zero hit points). Diurges are unaffected by charm, hold, or sleep spells, as well as by paralysis, poison, polymorph spells, and life-level losses. Although not technically undead, common diurges can be turned by clerics with the same chance of success as against liches; commanders can be turned as special cases. Diurges sustain triple damage from spells which employ the energy of the Positive Material plane. Common diurges have one or two psionic disciplines from the following list: body equilibrium, detection of magic, domination, ESP, levitation, molecular agitation. Commander diurges possess two to four psionic disciplines from the above list, with the following additional choices: aura alteration, molecular manipulation, probability travel, telekinesis. Diurges have dark gray skin, white or metallic-red hair, and solid red orbs for eyes. Otherwise, they are human in appearance. Diurges have ultravision and infravision. They are extremely sadistic, bear no love to any creature, and are highly manipulative in the pursuits of their goals. As a common goal, most diurges work toward conquering all forms of life in the most painful, ruthless manner possible. Individually, these creatures are not particularly selfish or greedy, and are thus capable of working together to achieve this common goal. Diurge Statistics Table Common Commander Strength 16-18 1 16-18 1 Intelligence 14-17 15-18 Wisdom 13-16 14-17 Dexterity 12-17 2 13-18 2 Constitution 13-18 3 16-19 3 Charisma 13-16 15-18 Comeliness 3-12 5-20 1 If strength is 18, there is a 50% chance of the diurge having exceptional strength. 2 Dexterity bonuses apply to armor class. 3 Constitution bonuses for hit points apply to each hit die the diurge has. [/QUOTE]
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