Spawn of Nimmur, Ziggurat Horror [393]

Climat/Terrain Tropical or subtropical deserts or caves
Organisation Squad
Fréquence Très rare
Diète Life
Cycle d'activité Night
Intelligence 0 - Non intelligent ou non mesurable
Trésor Nil
Alignement Neutre Mauvais
Nombres 1/4+1
Classe d'armure 6
Mouvement Au sol : 9"
Vol : - Classe de vol :
Nage :
Enfouissement :
Web :
Dés de vie 3
Thac0 17
Nbre d'attaques 3 (claw/claw/tail)
Dommage / attaques 1-4+1/1-4+1/1-4+1 or by weapon type
Attaques spéciales Poison
Défenses spéciales Spell immunities
Résistance à la magie Nil
Taille L - larger than man-sized ( 7+' to 12' )
(6’ tall, 4’ long plus 10’ tail)
Morale Spe - Special
Valeur en XP 420 xp

Commentaires : Ziggurat horrors are identical in appearance to the more powerful spawn. Ziggurat horrors are intentionally made by Nimmurian priests, under carefully controlled conditions. Ziggurat horrors are used to defend the darker crypts of Nimmurian temples, often under the control of a spawn of Nimmur. Ziggurat horrors are much weaker than the spawn. Ziggurat horrors are turned as zombies, do not regenerate, can be hit by normal weapons, and are essentially mindless. Like most undead, ziggurat horrors are immune to sleep, charm, hold, death magic, poisons, and cold-based spells.

The sting of a ziggurat horror injects a poison which causes 3d8 points of damage. A successful saving throw vs. poison lowers this to half damage.

The distinction between a spawn of Nimmur and a ziggurat horror is not well known, and the Nimmurian priesthood certainly does not spread information about them. To most outsiders, the two would appear identical.
Combat : See Spawn of Nimmur
Habitat / Société : See Spawn of Nimmur
Ecologie : See Spawn of Nimmur