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<blockquote data-quote="Echohawk" data-source="post: 5278119" data-attributes="member: 9849"><p><strong><u>WHIRLING DERVISH</u></strong></p><p></p><p>FREQUENCY: Rare</p><p>NO. APPEARING: 1</p><p>ARMOR CLASS: 5</p><p>MOVE: 18" (9" through sand)</p><p>HIT DICE: 5 + 5</p><p>% IN LAIR: Nil</p><p>TREASURE TYPE: Nil</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: 2-8</p><p>SPECIAL ATTACKS: Surprise on 1-5</p><p>SPECIAL DEFENSES: Nil</p><p>MAGIC RESISTANCE: Standard</p><p>INTELLIGENCE: Low</p><p>ALIGNMENT: Neutral</p><p>SIZE: S (4' tall)</p><p>PSIONIC ABILITY: Nil</p><p>LEVEL/XP VALUE: IV/225 + 6/hp</p><p></p><p>The whirling dervish is a foul creature, which preys on small desert creatures - preferably defenseless ones. It moves through sand with a whirling motion, tunneling through the desert until it detects movement on the surface. Then it whirls out of the ground, causing a whirlwind of sand to spray 30' in all directions, surprising anyone nearby on a 1-5. This blast of sand does no damage, but forces everyone caught in the area of effect to save vs. paralyzation or be incapacitated for one round due to stinging eyes.</p><p>Whirling dervishes are 4'-tall bipeds covered with fur. They have long teeth projecting out of their lower jaws, and their large eyes are always wide open above ground, but closed while tunneling through the sand.</p><p></p><p><strong><u>LYCANTHROPE, Werecamel</u></strong></p><p></p><p>FREQUENCY: Rare</p><p>NO. APPEARING: 1-4</p><p>ARMOR CLASS: 7</p><p>MOVE: 21"</p><p>HIT DICE: 6 + 6</p><p>% IN LAIR: 20%</p><p>TREASURE TYPE: B,S</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: 2-8</p><p>SPECIAL ATTACKS: Spitting</p><p>SPECIAL DEFENSES: Hit only by silver or magic weapons</p><p>MAGIC RESISTANCE: Standard</p><p>INTELLIGENCE: Average</p><p>ALIGNMENT: Neutral</p><p>SIZE: L</p><p>PSIONIC ABILITY: Nil</p><p>LEVEL/XP VALUE: V/475 + 8/hp</p><p></p><p>Werecamels are lycanthropes able to assume camel form. (For more general details on lycanthropy, see page 63 of the <em>Monster Manual</em>.). A werecamel can summon 1-4 camels, which arrive in 2-12 turns. In camel form, it can go for weeks in the desert without requiring water.</p><p>Werecamels can attack by biting, which may infect the victim with lycanthropy according to AD&D Game specifications, or by spitting. This spit has a 30' range. If a normal "to hit" roll is successful, the spittle has a 50% chance of blinding the victim for 2-8 rounds. There is no saving throw.</p></blockquote><p></p>
[QUOTE="Echohawk, post: 5278119, member: 9849"] [b][u]WHIRLING DERVISH[/u][/b] FREQUENCY: Rare NO. APPEARING: 1 ARMOR CLASS: 5 MOVE: 18" (9" through sand) HIT DICE: 5 + 5 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-8 SPECIAL ATTACKS: Surprise on 1-5 SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: S (4' tall) PSIONIC ABILITY: Nil LEVEL/XP VALUE: IV/225 + 6/hp The whirling dervish is a foul creature, which preys on small desert creatures - preferably defenseless ones. It moves through sand with a whirling motion, tunneling through the desert until it detects movement on the surface. Then it whirls out of the ground, causing a whirlwind of sand to spray 30' in all directions, surprising anyone nearby on a 1-5. This blast of sand does no damage, but forces everyone caught in the area of effect to save vs. paralyzation or be incapacitated for one round due to stinging eyes. Whirling dervishes are 4'-tall bipeds covered with fur. They have long teeth projecting out of their lower jaws, and their large eyes are always wide open above ground, but closed while tunneling through the sand. [b][u]LYCANTHROPE, Werecamel[/u][/b] FREQUENCY: Rare NO. APPEARING: 1-4 ARMOR CLASS: 7 MOVE: 21" HIT DICE: 6 + 6 % IN LAIR: 20% TREASURE TYPE: B,S NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-8 SPECIAL ATTACKS: Spitting SPECIAL DEFENSES: Hit only by silver or magic weapons MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Neutral SIZE: L PSIONIC ABILITY: Nil LEVEL/XP VALUE: V/475 + 8/hp Werecamels are lycanthropes able to assume camel form. (For more general details on lycanthropy, see page 63 of the [i]Monster Manual[/i].). A werecamel can summon 1-4 camels, which arrive in 2-12 turns. In camel form, it can go for weeks in the desert without requiring water. Werecamels can attack by biting, which may infect the victim with lycanthropy according to AD&D Game specifications, or by spitting. This spit has a 30' range. If a normal "to hit" roll is successful, the spittle has a 50% chance of blinding the victim for 2-8 rounds. There is no saving throw. [/QUOTE]
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