JUMPING
BEAN
FREQUENCY:
Very rare
NO.
APPEARING: 1-6
ARMOR
CLASS: 6
MOVE:
28”
HIT
DICE: 2+3
%
IN LAIR: Nil
TREASURE
TYPE: Nil
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 1-10
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: See below
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 3
INTELLIGENCE:
Semi-
ALIGNMENT:
Neutral
SIZE:
L
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: III/ 35 + 3/hp
Jumping
beans are tremendously large bright blue kidney-shaped beans, about
the mass of a cow. They move by jumping along at a fantastic speed
for a land creature.
Jumping
beans can be taught to serve as mounts. In this case, a saddle is
placed on the indented area of the bean (the hilum). The front of
the creature can be told apart from the back due to two light
sensitive spots located anteriorly. They receive the cues to
advance, stop, and turn by knee and heel movements made by the rider.
A
jumping bean mounted by a strange or inexperienced rider may try to
throw the offender. The jumping bean will buck and jump wildly. The
rider in this predicament must roll a 1d100. If they roll less than
their dexterity score times five, then they have managed to stay on
the bean and it will submit to be ridden. If they fail, they are
thrown and suffer 1d6 damage.
Jumping
beans can jump up to 30' high and land on an opponent, causing 1d10
damage. This counts as a charge attack. They are plants and thus
cannot be targeted by spells which affect the animal mind, such as
sleep, charm person, or hold monster.
Spells which affect plants, such as speak with plants
and hold plant are effective against them.
A
jumping bean can carry 6,000 gold pieces in weight at normal speed
(including the rider), 8,000 at one-half speed.
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