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<blockquote data-quote="Feathercircle" data-source="post: 942803" data-attributes="member: 11266"><p><strong>Mystara</strong></p><p></p><p>And here's the last of them... Now I have to dig through my Dragon Magazines and other resources one by one. >P</p><p>Coincidentally, this Compendium also has less-scary versions of two beasties from the ELH- the blackball and the brain collector.</p><p></p><p>The [deep] glaurant's ability to creat magical <em>darkness</em> comes from a gland located in the creature's hindbrain. A talented alchemist or wizard might be able to carefully remove this gland with its fluids contents intact. The oily gray fluid secreted by the glaurant gland can serve as a special material componet in casting the spells <em>darkness, continual darkness</em> , and <em>darkness 15' radius</em> . So used, the fluid doubles either the duration or the radius of the spell.</p><p></p><p>The flaky hide of the ash cralwer may be fashioned into fire resistant clothing. It takes the hides of four ash crawlers to make a suit of protective leather for a halfling, and at least nine for the typical human. Properly tanned and hardened, the leather may serve as armor (AC 8).</p><p>Alternately, the hide can be treated to become soft and supple leather. In this case it confers no benefit to Armor Clas, but does provide fire protection- and is usable by classes (like wizards) who are not permitted armor.</p><p>The special virtue of ash crawler leather is that it is immune to normal fire, and such fire inflicts one fewer point of damage per die to its wearer. It also grants the wearer a +1 bonus to saving throws vs. magical fire (including breath weapons).</p><p>It is very important that the hide be treated properly. A skilled leather-worker or tanner is required; the DM may demand an appropriate nonweapon proficiency check at half the normal chance of success. If improperly prepared, the hide peels away and crumbles to useless ash whenever it is first exposed to flame, or within 1d4 weeks at most.</p></blockquote><p></p>
[QUOTE="Feathercircle, post: 942803, member: 11266"] [b]Mystara[/b] And here's the last of them... Now I have to dig through my Dragon Magazines and other resources one by one. >P Coincidentally, this Compendium also has less-scary versions of two beasties from the ELH- the blackball and the brain collector. The [deep] glaurant's ability to creat magical [I]darkness[/I] comes from a gland located in the creature's hindbrain. A talented alchemist or wizard might be able to carefully remove this gland with its fluids contents intact. The oily gray fluid secreted by the glaurant gland can serve as a special material componet in casting the spells [I]darkness, continual darkness[/I] , and [I]darkness 15' radius[/I] . So used, the fluid doubles either the duration or the radius of the spell. The flaky hide of the ash cralwer may be fashioned into fire resistant clothing. It takes the hides of four ash crawlers to make a suit of protective leather for a halfling, and at least nine for the typical human. Properly tanned and hardened, the leather may serve as armor (AC 8). Alternately, the hide can be treated to become soft and supple leather. In this case it confers no benefit to Armor Clas, but does provide fire protection- and is usable by classes (like wizards) who are not permitted armor. The special virtue of ash crawler leather is that it is immune to normal fire, and such fire inflicts one fewer point of damage per die to its wearer. It also grants the wearer a +1 bonus to saving throws vs. magical fire (including breath weapons). It is very important that the hide be treated properly. A skilled leather-worker or tanner is required; the DM may demand an appropriate nonweapon proficiency check at half the normal chance of success. If improperly prepared, the hide peels away and crumbles to useless ash whenever it is first exposed to flame, or within 1d4 weeks at most. [/QUOTE]
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