21D
MERROW LAIR ENTRANCE CAVE. The passage descends about fifteen feet
while traversing an equal distance north. The water turns
bone-chillingly cold as it nears the bottom and a sickly green light
emanates from the membrane separating the lake water from the
entrance cave.
A
thin merrow, Rotclaw, sits in the cave tormenting some crustaceans he
has captured.
Rotclaw
(AC 4; MV 6”//12”; HD 4+4; hp 19; #AT 2 claws and 1 bite or 1
weapon; D 1-6/1-6/2-8 or large spear (2d6); SA Surprise on a 1-4; SD
Camouflage, immune to charm; XP 225)
Rotclaw
has a large spear which he will throw before melee. Rotclaw is dumb
and there is a 50% chance that he will try to engage intruders alone.
If he does remember to call for help, he will yell loudly for Hose
(in the Larder) to come help him. All of the merrows have drunk from
the corrupted waters of the Gray Pool and are immune to charm magic.
Hose
will arrive in 1 melee round after the fight starts if Rotclaw yells
for her or 2-5 rounds if not, as she will hear the ruckus.
This
cave and the others in the complex contain green phosphorescent algae
that is sufficient for humans to see. The liquid on this side of the
membrane and in all the caves is breathable to air and water
breathers, because this used to be a nixie lair.
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