SYMP
FREQUENCY: Very rare
NO. APPEARING: 2-4
ARMOR CLASS: 4
NO. APPEARING: 2-4
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 9
% IN LAIR: 5%
TREASURE TYPE: S,T,V
NO. OF ATTACKS: 3 or by weapon (see below)
DAMAGE/ATTACK: 2-12/2-12/1-10
HIT DICE: 9
% IN LAIR: 5%
TREASURE TYPE: S,T,V
NO. OF ATTACKS: 3 or by weapon (see below)
DAMAGE/ATTACK: 2-12/2-12/1-10
SPECIAL ATTACKS : Break stone/use
magic crudely
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (see below)
ALIGNMENT: Neutral
SIZE: L (12'+)
PSlONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/1300 + 12/hp
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (see below)
ALIGNMENT: Neutral
SIZE: L (12'+)
PSlONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/1300 + 12/hp
The symps are giant ape-like creatures
that have been spotted in the remotest regions of the underground.
They appear somewhat like a giant, hairless, ebon-skinned crossbreed
between a chimpanzee and a gorilla. The shock white, pupil-less eyes
of these monsters have a subtle glow that reveals their presence in
the dark. They are completely bipedal but still retain the long armed
body shape of a great ape. The average symp is around 12 feet in
height but some can be up to 20 feet in height. They’re
intelligence is somewhat of a mystery as they appear to be able to
use devices, even of the magic sort, but have no language or societal
structure. Some learned sages say they are the mindless servitors of
a long forgotten underworld civilization not the byproduct of
evolutionary trends but manufactured of the darkest lost sorceries of
another age.
Symps are mostly solitary but annually
they organize into loose bands for raiding and mating. The raids of
these creatures are centralized around the settlements of deep earth
dwelling civilizations. Although in recent years a great mountain
fortress of the dwarves in the far North, that was completely on the
surface, was overrun with such creatures. But it was not an easy
victory as the symp battle prowess is one of raging chaotic
destruction. A famous technique of these beasts is to break the
ceiling to fall on an opponent’s head (Save VS death or 3-18 dmg).
This is done by their ability to rend through stone with their
punches. Symp tunnels can be crude, sharp, jagged, unstable or almost
unnavigable by most all creatures. These symp “highways” are a
boon to the giant apes as a source of food since many creatures don’t
get too far before being waylaid by disaster.
The symp’s lack of cunning is
sometimes forgotten because of their strange ability to use complex
items as if they were trained to do so. A symp’s possessions
which will often include looted magical items that the creatures have
identified and learned to use. They can identify with a relentless
problem solving intensity that defies logic. As mentioned above it is
unknown how but given proper time a symp can even cast a spell from a
scroll speaking the verbal incantation as if having been fully
trained as a wizard. And yet the symps have no real language of their
own and only communicate with each other through scent, growls and
body language. Give a symp a day and he’ll figure out any complex
or mechanical device as well. Although in the field application of
“figured out” devices is where the symp’s true nature is
revealed. From casting spells in the wrong direction to locking
themselves in airless tombs these beasts are probably better off
using their fists.
Many powerful wizards consider a
beguiled symp to be a great resource indeed.
COPYRIGHT GENE WEIGEL 2016
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Say whatever you want its no big deal. Thanks, Gene