Monday, December 5, 2016

NEW MONSTER: JUMPING BEAN

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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