Disabiliter

monstrosity · CR 7 · from Net Monstrous Compendium · by F. Menneteau
Disabiliter
StatisticValue
Climate/TerrainSubterranean
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietUnknown
IntelligenceVery (12)
TreasureNil
AlignmentChaotic neutral (evil tendencies)
No. of Appearing1-6
Armor Class0 (base)
Move18
Hit Dice12 (base, 72 hit points)
THAC010
No. of Attacks4 (claw/claw/bite/tail)
Damage/Attack1d6/1d6/2d6/3d18 (special)
Special AttacksSurpise, ability drain
Special DefensesHide in shadows, increasing stats
Magic Resistance6% (base)
SizeS (3' tall)
MoraleFanatic (18)
XP Value12,000

Description

These creatures are three feet tall and really look like a quasit. However, they are covered in a ink black fur from head to foot and tail. Because of their predominantly black colour disabiliters are very hard to detect when hiding in shadows (66% chance of success). This blackness, combined to their high speed, grants them a 66% chance to surprise any opponent.

Combat

Disabiliters attack with a claw/claw/bite/tail routine. However, the tail piercing attack is a dreadful one: roll a six-sided die and select the corresponding effect. This effect (but not the damages) is avoided if a save versus spell with the specified modifiers is succeeded.

  1. Drain Strength: 1d6 points (save at -2). For each point of Strength drained, the disabilitier gains +1 to damage (up to a maximum of +6).
  2. Drain Intelligence: 1d6 points. For each point of Intelligence drained, the disabilitier adds 6% to its magic resistance (up to a maximum of 66%).
  3. Drain Wisodom: 1d6 points. For each point drained, the creature adds 6% its immunity versus psionic attacks (to maximum of 66%).
  4. Drain Dexterity: 1d6 points (save at -1). For each point of Deterity drained, the creatures armor class is lowered by 1 (to a maximum of -6).
  5. Drain Constitution: 1d6 points (save at +1). The creature gains 1 hit die with 6 hit points per die for each point of constitution drained, (up to a maximum of 6 extra hit dice).
  6. No special attack.

These effects last only for one day, however there is always a 6% chance they will remain permanent. If and ability score reaches 3 or less, the creature becomes comatose (a heal spell or greater magic removes this state). If the ability score drops below 0, the creature dies. Lost abilities are regained at the rate of 7 per day. A restoration spell triples the rate of recovery.

Habitat

Disabiliters are found exclusively underground. Although they are generally solitary in nature, they gather in small groups to hunt for preys, because of the infamous 6% rule... the disabiliter with the higher stats becomes the leader of the group (at least until someone else in the group gains higher stats).

Ecology

There are rumours about a mad wizard (he used to play with the number of the beast) who wanted to create deadly creatures that could drain the abilities of his opponents and transfert them to him. However, if the disabiliter's draining feature worked perfectly, the mad wizard was (to his great displeasure) the first creature that suffers this awful and in that case fatal effects!

All 820 monsters in the Netbook Bestiary