Arzol


CLIMATE/TERRAIN: Desert, Rocky Badlands
FREQUENCY: Rare
ORGANIZATION: Communal
ACTIVITY CYCLE: Continuous
DIET: None
INTELLIGENCE: Average
TREASURE:
ALIGNMENT: Neutral
NO. APPEARING: 2-12
ARMOR CLASS: 4
MOVEMENT: 18
HIT DICE: 4
THACO:
NO. OF ATTACKS: 3
DAMAGE/ATTACK: by weaponx2/2-12
SPECIAL ATTACKS: none
SPECIAL DEFENSES: resistant to fire, see below
MAGIC RESISTANCE: 40%
SIZE: S (4' long)
MORALE: 15
XP VALUE:

Arzols are strange insect-like creatures, which probably derived from antlike ancestors.

While the body of the arzol is a burnt orange color, with darker red legs and eyes, the arzol's beak is a brilliant turquoise color. It does not seem to be artificial, yet the beak radiates a very faint magical aura. The beak glows in the ultravisual range, and at night the arzol can see 120' with ultravision. When the arzol is seeing ultravisually, its eyes will change color to match the beak. The beak itself is very hard and sharp, nearly unbreakable. Expert craftsmen who are presented with an arzol beak may be able to craft spear or arrow heads from it.

Combat: Arzols are tenacious fighters, although they will not fight senseless battles. An arzol may wait until an enemy is at rest, and they will often fight very defensive battles when they are not assured of a swift victory. They frequently use small human weapons in their front limbs, and are fond of short swords and daggers. They are very quick, gaining a +2 to initiative. An arzol is resistant to fire and heat, taking one less hp/die of damage from these attacks.

Habitat/Society:

Ecology: Arzols do not eat to gain energy. Arzols are known for their high metabolism, which apparently runs without need for food, water, or sleep. They can work continuously at whatever task they have set upon without pausing to rest.


Back to Dungeons & Dragons Page