Climat/Terrain | Any | ||
Organisation | Solitary | ||
Fréquence | Très rare | ||
Diète | Rien | ||
Cycle d'activité | Any | ||
Intelligence | 0 - Non intelligent ou non mesurable | ||
Trésor | G, H | ||
Alignement | Neutre Absolu | ||
Nombres | 1 | ||
Classe d'armure | 6 | ||
Mouvement |
Au sol :
0'' Vol : - Classe de vol : Nage : Enfouissement : Web : |
||
Dés de vie | 12+12 | ||
Thac0 | 7 | ||
Nbre d'attaques | 3 or 1 | ||
Dommage / attaques | 3-9/3-9/3-24 or 3-18 | ||
Attaques spéciales | Acidic bite | ||
Défenses spéciales | See below | ||
Résistance à la magie | 20% | ||
Taille |
H - huge ( 12+' to 25' ) (20’ long) |
||
Morale | 13-14 - Elite | ||
Valeur en XP | 8000 xp |
Commentaires :
The gholor, also known as the feaster, is an undead beast with no hind legs or rib cage. It cannot make ensnaring, trampling, or flinging attacks. Instead, it attacks with two 20-foot-long bony hooked arms and its sharp teeth; its jaws secrete acid, causing an additional 1d8 points of acid damage with each successful bite. Gholors live at the bottom of deep funnel-like depressions located in deserts, on ocean floors, or in similarly desolate areas. They cannot move from their funnels. Gholors radiate a magical pull within a 1d10-mile radius of their funnels, causing all victims in the area to feel a desire to travel to the funnel. For every hour a being is within this radius, it must roll a successful saving throw vs. spell or continue to move toward the funnel at its normal movement rate. When a victim reaches the funnel, it begins to slip inside; it slips to the center and into the arms of the waiting gholor in three rounds. Gholor The gholor, also known as the feaster, is an undead beast with no hind legs or rib cage. It cannot make ensnaring, trampling, or flinging attacks. Instead, it attacks with two 20-foot-long bony hooked arms and its sharp teeth; its jaws secrete acid, causing an additional 1d8 points of acid damage with each successful bite. Gholors live at the bottom of deep funnel-like depressions located in deserts, on ocean floors, or in similarly desolate areas. They cannot move from their funnels. Gholors radiate a magical pull within a 1d10-mile radius of their funnels, causing all victims in the area to feel a desire to travel to the funnel. For every hour a being is within this radius, it must roll a successful saving throw vs. spell or continue to move toward the funnel at its normal movement rate. When a victim reaches the funnel, it begins to slip inside; it slips to the center and into the arms of the waiting gholor in three rounds. |