Kluzd

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Kluzd

CLIMATE/TERRAIN:

Mud flats

Very rare

FREQUENCY:

Solitary

ORGANIZATION:

Night

ACTIVITY CYCLE:

Carnivore

DIET: INTELLIGENCE:

Animal (1)

TREASURE:

Nil

Neutral

ALIGNMENT: NO. APPEARING:

1-2

ARMOR CLASS:

2 (8)

MOVEMENT:

12, burrow 12

HIT DICE:

THAC0: NO. OF ATTACKS: DAMAGE/ATTACK: 1-8 SPECIAL ATTACKS:

Suffocation

Nil

SPECIAL DEFENSES:

Nil

MAGIC RESISTANCE: SIZE:

M (6' long)

MORALE: XP VALUE:

Nil

PSIONICS:

Kluzd are snake-like reptiles that inhabit mudflats and other

muddy areas. They are about ten feet long and two to three feet

in diameter. They can swallow a grown man whole, although this

results in a strange, almost comical, bulge in the center of their

bodies.

Male kluzd have a distinctive turquoise and white coloration

about their head and neck area. Females do not share these

bright colors; their bodies are sandy brown flecked with black

along their entire length. All kluzd have a series of elongated,

feather-like scales around the back of their heads. These flare

out to form a large fan when the creature is angered, a primitive

mechanism to make it appear larger to its animal opponents.

Kluzd have mere animal intelligence. They can communicate

with each other only in a most rudimentary fashion or through

magical or psionic means.

Combat:When a kluzd senses something moving along the sur-

face of its mud-patch, it swims toward the object and attacks

with needle-sharp, barbed teeth. A kluzd can burrow through

mud quickly. It cannot burrow through dry dirt or sand.

A successful attack by the creature inflicts 1d8 points of dam-

age. Also, in each round a kluzd will attempt to grapple, attack-

ing whatever portion of the target is beneath the surface of the

mud-in the case of a man, this is usually a leg. The victim must

save vs. paralyzation or be grappled. Once grappled, the victim

must make a bend bars/lift gates roll each round. If the roll is

failed, the victim is pulled or kept under the surface of the mud

for the entire round. If the roll is successful, the victim doesn't

manage to break free, but does reach the surface of the mud to

take a breath. If the victim rolls below half his normal bend bars/

lift gates number, he breaks free and can flee through the mud

for that entire round.

A victim that is held under the mud must hold his breath; the

character can hold his breath up to 1/6 of his Constitution score

in rounds (rounded up). While attempting to hold his breath be-

yond this time, the character must roll a Constitution check each

round. The first check has no modifiers, but each subsequent

check suffers a -2 cumulative penalty. Once a check is failed,

the character suffocates. The victim is unable to defend himself

with normal weapons or attacks while being held beneath the

mud, although he can employ psionic powers. Once the first vic-

tim dies, the kluzd will swallow it whole, then submerge to the

bottom of the mud and leave any other creatures alone while it

feeds.

Habitat/Society:Most often, the kluzd is well-protected by its

muddy environment; few native predators can submerge them-

selves in the thick muck to hunt them. Kluzd will only leave the

safety of their mud pools when these areas dry out completely.

The creatures are far more vulnerable when forced onto the sur-

face of the mud flat. A kluzd will travel in a straight line away

from its evaporated burrow in search of a new one-those that

don't locate a new mud hole within four days will themselves dry

out and perish.

Ecology:Kluzd mate when their mudflats dry across the sur-

face to become a broken, hard crust. The female lays a clutch of

eggs (1d8 in number) that will hatch and grow to full size in six

weeks. Until the young leave the mud pond, their parents will

protect them. The young do not hunt. Rather the parents attack

creatures that cross the dried surface of the mud flat, dragging

them under to feed their children.