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FREQUENCY: Very Rare
ORGANIZATION: Tribal
ACTIVE TIME: Nocturnal
DIET: Carnivorous
INTELLIGENCE: High (13-14)
TREASURE: J, K, L, M, Q (Z)
ALIGNMENT: Chaotic Evil


NO. APPEARING: 4-24
ARMOR CLASS: -2
MOVEMENT: 12, Leap 6
HIT DICE: 6 + 2
THAC0: 8
NO. OF ATTACKS: 3 (C/C/B)
DAMAGE/ATTACK: d8+6/d8+6/d12+6
SPECIAL ATTACKS: Fear
SPECIAL DEFENSES: ½ Damage from Type S, P Weapons
MAGIC RESISTANCE: 45%
SIZE: M (4' Tall, 6' Long)
MORALE: Steady (12)
XP VALUE: 8,000
General:
These horrible creatures, with their obsidian black, thick scaly skin, razor sharp claws, and a hunger for violent death, are usually found in dark, damp recesses of dungeons, labrynths, or forests belonging to powerful wizards. Although these creatures are usually savage, it does not mean they lack intelligence. They will frequently set ambushes and traps. This includes retreats, where they will sometimes flee just out of view and then lay in hiding, patiently awaiting their victims. Leapers have a hunched figure and tight ligaments, which allow them to jump 6 (30') per round in single leap, counting as a half-move action. They gain a +2 to hit with claw attacks when leaping on a victim in addition to normal surprise modifiers (if applicable).

Combat:
All creatures of less than 6 HD must save vs. paralyzation when viewing the savage form of a leaper. Failure means they flee for 1d6 rounds. Leapers engage with a standard Claw/Claw/Bite attack. If both front claws succeed in hitting, the leapers may rake with their rear legs with a THAC0 of 6 for 2d8+6 additional points of damage. They will then attempt to cling on their victims and continue to rake each round in addition to a bite. It takes a successful Open Doors check as a half-move action to break out of this hold.

Submitted by: ocelot@wi.net

Habitat/Society:
Leapers do not gather treasure, and the treaure listed above are usually small objects found embedded in the stomach walls. The lair treasure above indicates the treasure found in a larger group - magic items are usually rings or other small items, and will never be potions, scrolls, armor, or weapons. They do not need to eat, making them excellent long term guardians - however, they will eat any meat presented to them whether dead or alive. This hunger is what drives them to combat, and at times a hero's feast or other large food supply can be used as a distractor to set up favorable combat conditions.

Ecology:
These creatures disrupt food chains if allowed in a normal environment. Druids will seek and destroy these creatures at all costs to preserve the local food chains. It is not known how to create these dark creatures - and indeed it would seem they have been around long enough to form their own tribal attitude. This indicates a large length of time has passed since their original creation.

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