Durocib
FREQUENCY: Uncommon
NO. APPEARING: 2-12
ARMOR CLASS: 7
HIT DICE: ½
% IN LAIR: 20%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Save as 7th level thief
MAGIC RESISTANCE: As above
INTELLIGENCE: Low (high cunning)
ALIGNMENT: Neutral evil
SIZE: S (1¼’ tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: III/ 60 + 1/hp
Though these nocturnal creatures are most common in the trees of temperate to subtropical lands, they are adventurous and may be found almost anywhere after dark. Despite their small size, they are feared for their malevolence and for the effects of their gaze. The durocib’s gaze affects all types of creatures that are subject to the magic-user charm person spell. Anyone who meets the gaze of a durocib must save vs. spell or become temporarily insane. Those afflicted will acquire a mental sickness of an immediately debilitating type (choose at random from the table on page 83 of the Dungeon Masters Guide) such as hebephrenia, catatonia, or hallucinations.
Victims of the gaze must immediately save vs. spell a second time, and if this save is also failed, the victim is not afflicted with insanity but instead will fall under the mental control of the durocib, with effects identical to those of a charm person spell. The victim will not be visibly changed, and while receiving orders or carrying them out will act and appear normal. The durocib must remain within 1" of its victim to maintain this control, and usually accomplishes this by perching on the victim.s shoulder. The temporary insanity will last for 2-8 hours, and the victim will not be subject to the durocib’s gaze again for one day after the insanity ends. Those who fall victim to the mental control effect of the gaze have the same chance of breaking free as if the victim was under the influence of charm person. As with the insanity effect, a victim who breaks the charm cannot be affected again for at least one day afterward.
Usually slow and deliberate in its movements, the durocib is capable of sudden darts and lunges, and has an uncanny ability to sense the intent of an enemy an instant before the enemy takes any action. Because of this characteristic, the durocib makes saving throws as a 7th-level thief. The creature has in addition a number of thieflike abilities, all performed with the same chance of success as a 7th-level Halfling thief. They can move silently, hide in shadows, climb walls, and detect traps; the latter ability is limited to snares and pits only. Because of their keen senses, durocibs are never surprised and can surprise others on a 1-4. Though they are clever with bolts and latches and can use simple tools, durocibs are unable to become skilled with weapons.
These small horrors are fierce if cornered, and will always attack when they have a clear advantage, but are also cowardly. They accomplish less evil than they might because they are so petty and greedy. Durocibs have a language of sorts, which can be understood by someone using comprehend languages but not otherwise learned or used by other creatures. Very seldom will a durocib make the effort to learn the common tongue, and those that do are never fluent in it; their harsh hisses and guttural sounds make them very difficult to understand.
Durocibs take great delight in tormenting the weak and helpless, when they can get away with it; in fact, little else can hold the attention of a durocib for any length of time. If a durocib scores a hit with its bite, it can choose to hold onto its victim and drain blood at the rate of 1-4 points per round thereafter. The durocib will maintain its hold until it chooses to retreat, until it is killed or rendered unconscious, or until it drains 14 hit points worth of blood.
Durocibs enjoy hoarding jewelry and gems, and may even wear some baubles. There is a 20% chance that a durocib will have a small gem or piece of jewelry in its lair.
Durocibs resemble tailless, round-headed monkeys, small but stockily built. They are covered with short, dense grey fur with a pattern of dark grey or black bands in it that is unique to each durocib. They have large, reddish-brown eyes that exude a reddish glow in the dark when they are employing their infravision (range 12”).
A magic-user who acquires a durocib as a familiar can receive all the sensory information the creature gathers, through a telepathic link that has a range of 12.. The master also gains an 18 dexterity and a bonus of +1 on all saving throws.