Desert Rave
| Statistic | Value |
|---|---|
| Climate/Terrain | Desert sands |
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Day |
| Diet | Carnivore |
| Intelligence | Average |
| Treasure | D |
| Alignment | Chaotic Evil |
| No. of Appearing | 1-6 |
| Armor Class | 6 (-1 to armor class per 4 hit points absorbed) |
| Move | 9, Fl 36 |
| Hit Dice | 6 (base, see below) |
| THAC0 | 15 |
| No. of Attacks | 3 (2 claws, 1 bite) |
| Damage/Attack | 1d4 (per 3 HD) / 1d4 (per 3 HD) / 1d6 (per 3 HD) |
| Special Attacks | Hit point absorbtion, see below |
| Special Defenses | See below |
| Magic Resistance | Nil |
| Size | L (7' tall) |
| Morale | Elite (13) |
| XP Value | 2,000 |
Description
A desert rave looks much like a hiercosphinx. They are immune to hold spells andand charm spells will cause them to attack the chamer after everything else is dead. Desert Rave are insane. They will attack any living being (or anything that would appear to be living to a dumb creature as possibly alive, including undead). They were created magically and are quite willing to attack their own kind.
A desert rave gains one hit point for each point of damage it inflicts.
For each 4 hit points it gains, its armor class decreases by one. For every eight hit points gained it goes up on hit dice. This can affect the creatures THACO and damage it does per attack. For every three hit dice the creature does 1d4 points of damage for its claw attacks and for every 3 hit dice of damage it does 1d6 points of damage for its bite attack. Thus, initially the creature does 2d4/2d4/2d6 points of damage for each of its attacks. At 9 hit dice it would do 3d4/3d4/3d6 and at 12 hit dice, 4d4/4d4/4d6, and so on.
Cure spells do geniune damage to the creature. The injury done by cures will whittle the hit dice of a desert rave bace down to its basic 6 hit dice.