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Daedroth - By Bill Silvey

FREQUENCY: Very Rare
NO. APPEARING: 1-2
ARMOR CLASS: 0
MOVE: 6"
HIT DICE: 6+6
% IN LAIR: 100%
TREASURE TYPE: A
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/3-12
SPECIAL ATTACKS: Breath Weapon
SPECIAL DEFENSES: See Below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic Evil
SIZE: M (7' tall)
PSIONIC ABILITY: Nil 
Attack/Defense modes: Nil
LEVEL/X.P. VALUE: VII/1400+6 per hit point

(Editor's Note: From the computer RPG Morrowind - this conversion was too tempting to pass up!)

The Daedroth is an evil creature from another world, sent to guard the ruins of temples once used by the Drow in arcane and blasphemous rites. A humanoid creature with a reptilian cast, this beast can claw with it's great talons or bite with it's alligator-like mouth for considerable damage, but the real danger lies in it's breath weapon. Four times daily, the Daedroth can breath forth a cloud of chlorine gas like a Green Dragon (q.v.). It prefers to weaken opponents with this attack before rushing in to claw and bite them.

The Daedroth's otherworldyness gives it a special defense: it can only be injured with magic weapons or spells. 

When guarding the forgotten ruin it has been set to, it will pursue intruders up to a half-mile away; however, if missile weapons or ranged spell attacks are used it will continue the pursuit until it has slain those who trespassed. The Daedroth will usually not attack Drow immediately; all other races are forfeit if they intrude upon the places the Daedroth has been set to guard.

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