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(Author's note: This is a rather nasty creature as encountered in Andre Norton's D&D novel Quag Keep. I apologize if it has been done before. )

Urghaunt - By Bill Silvey

Frequency: Very Rare
No. Appearing: 1-3
Armor Class: 5
Move 6"
Hit Dice: 6
% In Lair: 0%
Treasure Type: Nil
No. Of Attacks: 3
Damage/Attack: 3-8/3-8/4-12
Special Attacks: Poison
Special Defense: See Below
Magic Resistance: Standard
Intelligence: Semi-
Alignment: Chaotic Evil
Size: L (7')
Psionic Ability: Nil
 Attack/Defense Modes: Nil
Level/XP Value: V/400 + 6 per HP

The Urghaunt is a deadly creature, usually encountered in the thrall of an evil Magic User or Cleric, summoned forth to ravage and slay.  Although not strictly reptilian, the Urghaunt has the appearance of a crocodile with unusually long legs and a foreshortened tail.  They attack fearlessly and without hesitation and will fight until their opponents are utterly destroyed. 

In game terms, the Urghaunt is so tough as to be able to withstand damage beyond that which a natural beast could.  This translates to an additional amount of constitution: the creature must be brought to -5 hit points before it will drop.

The Urghaunt has three modes of attack: two vicious claws and an equally dangerous bite.  This bite is particularly feared because of the poison that drips from the serrated teeth of the beast.  If a successful bite attack is made, the victim must Save versus Poison or suffer a loss of 1d4 Dexterity points.  Each round thereafter, the victim must make a saving throw versus Poison; each unsuccessful attempt means another loss of Dexterity equal to the original 1d4 value (e.g., if a 3 was rolled, an additional 3 points will be lost each round until a successful Save V. Poison is made).  If the victim's dexterity is reduced to zero, they will drop to the ground, paralyzed.  A Cure Poison spell negates these effects.  If no Cure Poison spells are available, the wound must be cleaned and treated immediately after combat.  This will stop the loss of Dexterity, but will not recover lost Dexterity points.  Lost Dexterity is regained at a rate of 1 point/day, or can be restored with a Heal or Cure Disease spell.  Note that the restoration of lost Dexterity is the only effect these spells will have.  If their effects are required for other purposes, they must be cast a second time on the unfortunate victim!

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