Traplan

monstrosity · CR 2 · from Dark Sun Net Handbook · by Andrew Lohmann
Traplan
StatisticValue
Climate/TerrainTemperate Forest
FrequencyRare
OrganizationGroup
Activity CycleDay, Evening
DietCarnivore
IntelligenceLow
Treasurenil
AlignmentNeutral
No. Appearing1-4
Armor Class7
Movement6
Hit Dice1
THAC016
No. of Attacks1
Damage/AttackSee below
Special AttacksPoison
Special Defensesnil
Magic ResistanceStandard
SizeS
MoraleLow
XP Value75
Psionicsnil

Description

Poison Table

ContactSaving Throw Mod.DamageDuration (in hours)
1st (initial)-25d62d8
Once removed03d62d4
Twice removed+21d61d4
Thrice removedinert——

The Traplan appears as a smallish creature that is a cross between a squirrel, an armadillo, and a land-urchin. It has an armored hide similar to the silver-colored armadillo (yet not as cumbersome), with thin, 6" black spikes extruding from the armor. When it rolls itself into a ball, the spikes point out in all directions.

When the animal is not rolled up, one can notice its squirrel-like face and claws, which gives it the ability to climb trees rapidly, as well as to jump tree to tree as a normal squirrel would.

Combat

These creatures do not engage in direct combat, but rather fall upon their victims from the trees in an attempt to spike them. If they happen not to be in the trees (only 15% chance), they may dig about .5 foot into the ground and lay there, waiting for something to come by and step upon them. If any of the spikes penetrates flesh, the victim must save vs. poison immediately or suffer the effects outlined below.

The insidious poison is very dangerous, not only for the victim, but for those around the victim. When the victim is injected with Traplan venom, they must save at -3 or suffer 5d6 damage and go into a coma for 2d8 hours. A save indicates that only .5 damage was taken, and there is no ensuing coma, but rather during that time period the victim suffers from severe dizziness and disorientation (-4 to hit, -4 damage, -4 AC, -4 movement rate). The perspiration of the victim acts as a contact poison for the period of time they are disoriented or in a coma. If anyone should contact their exposed flesh (such as to cast Neutralize Poison), they must save to avoid taking 3d6 damage (they will take .5 damage if the save is made) and go into a coma for 2d4 hours (a save indicates the same disorientation and penalties as above). This persons' perspiration then acts as a contact poison; see the chart.

Habitat/Society

The Traplan tend to stay in small groups, hunting together, and dropping in unison upon prey below. Once the prey has been incapacitated, they will feed on the body, even if it is still alive (with each Traplan causing 1-2 points of damage per round). The Traplan are immune to their own poison.

Their poison is highly sought by assassins, yet finding these rare creatures in the treetops of the darkest forests without getting injected is an immense challenge.

Ecology

Many larger, intelligent predators are aware of the power of the Traplan, and will usually follow a group of them, and the accompanying chattering/clicking noise, around the forest (without getting too close themselves, of course). They will then eat whatever is left of the carcass, after the Traplan have had their fill.

All 820 monsters in the Netbook Bestiary