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Minion of Rasthz the Many-Mouthed (Dark Spawn):

by Geoff Gander

Armour Class: 6 (7 for tentacles)
Hit Dice: 4 (M)
Move: 90' (30')
Attacks: 5 bites
Damage: 2d8/2d4/2d4/2d4/2d4
No. Appearing: 1d8 (3d6)
Save As: F 4
Morale: 10
Treasure Type: None
Intelligence: 6
Alignment: Chaotic
XP Value: 75

The minions of Rasthz the Many-Mouthed, also known as "dark spawn", are a prolific servitor race of the Outer Beings. Unlike many of their ilk, these creatures have only a rudimentary intelligence, and much of their existence is taken up by roving about in packs in search of food. In appearance dark spawn have grey, spherical bodies, with four stubby tentacles protruding from their sides. From a distance, the uninitiated could easily confuse them with beholders, given their general body shape, and the fact that they float in the air. Up close, however, it is clear that dark spawn are not at all the same.

Unlike beholders, dark spawn lack eyes of any sort. Instead, their main bodies are dominated by a large, toothy maw, which opens vertically - much like a set of pincers. At the end of each tentacle is a smaller mouth. The total absence of eyes of any sort does not appear to impede their ability to hunt down prey. Also, dark spawn lack magical abilities or any sort, which will become readily apparent to anyone encountering them.

Although among the more common servitor races, little is known about dark spawn. Their social organisation appears to be extremely primitive, and they have shown themselves to have little more than animal intelligence. Generally, they are used by worshippers of the Outer Beings as low-level temple guards.

In combat, dark spawn may make up to five attacks per round, though they may only attack a maximum of three opponents. Although all of their mouths are capable of doing considerable damage, it is the central mouth that is the most dangerous. In addition to doing 2d8 damage, if a dark spawn rolls a natural 20 on its attack, it will maintain its grip on its opponent into the next round, automatically doing another 2d8 damage before letting go. If an attacker tries specifically to hit one of a dark spawn's tentacles, and does more than six points of damage to it, it will be severed, and the dark spawn will have its attacks reduced by one. The amount of damage is deducted from the creature's hit point total.

As with many other servitors of the Outer Beings, dark spawn are immune to sleep, charm, and hold spells. Their inability to cast spells themselves, however, makes them weaker than many of their evil kin. Dark spawn, being direct creations of the Outer Beings, are vulnerable to evilbane essence, taking 1d6 damage whenever they come into contact with it.