Black Spot - (Undead)
CLIMATE/TERRAIN: Tombs, Underground Crypts, Abandoned Mausoleums
FREQUENCY: Extremely Rare
ACTIVITY CYCLE: Nighttime, Darkness
DIET: Life Essence (Preferably Living Life Essence)
INTELLIGENCE: Genius (19-20)
TREASURE: Varies (See Below)
ALIGNMENT: Chaotic Evil
NO. APPEARING: 1
ARMOR CLASS: -3, -5 If Shrunk To Less Then 75% Normal Size
MOVEMENT: 3, 6 Running
HIT DICE: 10
THACO: 9, 7 In Magical Darkness, 12 In Daylight
NO. ATTACKS: 1
DAMAGE/ATTACK: Paralyzation/Acid/Death
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: +2 Or Better To Hit (See Below)
MAGIC RESISTANCE: 40%
SIZE: Varies From 1" To 5ft Diameter Disk At Will
MORALE: Fearless - (19-20)
XP VALUE: 18,000
Undead spots are extremely rare, but even less is known about them than the greats. What is known was taken from the only two surviving members of a group who encountered one and witnessed its destructive powers. Unlike the live spots who are totally black and perfectly round, undead spots are a blackish-gray, and have jagged edges like torn cloth. They also have some grotesque holes in them, which are constantly oozing a disgusting yellowish slime. They live alone in old burial areas such as crypts and underground vaults. Preferring dark areas, they are able to conceal themselves 100%, but in daylight, this is reduced to only 20% due to their oozing pulsating bodies. They can sprout arms or legs, and can use any item a normal humanoid can, but they prefer their hands to normal weapons. Their eyes can see extremely well in the darkest areas, even in magical darkness. In daylight however, they are totally blind, and can not move for four rounds after entering it. Even without sight, they can still sense life force and continue to ruthlessly pursue their victims. Their main diet is the life essence of creatures who just happen to be in their area. If they sense intruders, they diligently hunt them down and attack, fighting to the death. They do not speak, and their treasure consists of whatever their previous victims had, besides what they find with other bodies in their graves. Undead spots are extremely deadly, and show no mercy if their lair has been invaded. Use extreme caution when encountering them.
COMBAT: Undead spots are tenacious and deadly fighters, giving little care to being injured themselves. They are never surprised unless in daylight, and are virtually undetectable as they can hide by flattening themselves extremely thin and attaching themselves to any surface. They can shrink their size at will, but prefer to stay and fight as a full size entity. They are not strong, but if they touch their victim, they will do 1d4 points of life stealing damage outright. This is permanent, and only a wish, limited wish, heal, or divine intervention can restore it. (NOTE: Only hit points are lost, not levels). Besides the touch, it is constantly dripping a disgusting ooze which falls to the ground. If anything steps in it, a save vs. paralyzation at a -2 penalty is needed to avoid being paralyzed for 1d3 turns, each round inside the ooze. If the save is made, a save for the acid damage is still needed. Every other round, the undead spot may opt to fling a handful of ooze at an opponent up to 60ft, and on a successful hit, the same saves must be made. On a natural roll of 20, the spot will envelop its victim. In so doing, the victim will suffer 1d6 points of suffocation damage, will be paralyzed automatically, have 1d4 points of life essence drained per round and an additional 1d4 points of acid damage from the ooze. The ooze from the creature will be potent enough to paralyze for up to three turns after falling off. This applies to any size creature or humanoid, living, undead, or magical. The undead spots can distinguish between living or undead life force, but prefer a living one. Like the greater spots, the undead spot will not detach itself from its victim. Only a wish, limited wish, holy word, or sanctify spell will release it. Also, a successful turning by a priest will work and force it to retreat. Turn as a ghost on the turning table. Holy water will do 2d4 points of damage on them, and a successful raise dead or decompose spell will destroy them outright. Unlike their living relatives, the undead spots are unaffected by cold or slow spells. Sunlight will severely weaken its abilities, giving its victims a +2 on all saves and the creature hits at a -3. The ooze will also only last for 5 rounds on the ground before evaporating. Their slow speed often allows victims to turn and run away before any combat can begin. Also, when hitting an undead spot with any weapon, the weapon must save each hit for acid damage, with any magical bonuses applying.
DEFENSES: Undead spots have several special defenses. First, it can blend in especially in dark areas. Second, it has the ability to lie extremely flat so it can never be squashed. Third, it can change size at will from a 1" to a 5ft diameter disk, therefore reducing its AC by 2 if it shrinks at least 3/4 it's normal size. Fourth, it takes a weapon of +2 or better to harm them, since their hide is a ragged rubber substance. Fifth, it can turn sideways making itself 75% invisible causing its opponent to fight at a -2 penalty each round the percentile is rolled. Last, it has the ooze which falls and keeps most creatures at a distance or risk the threat of being paralyzed. If killed, the spot will explode in a large shower of acid, causing 3d12 points of damage to anyone in a 20 ft. radius. A save for half damage along with all items carried is allowed.
HABITAT/SOCIETY: Unknown except for where they seem to live as stated above.
ECOLOGY: No known value.
© 1995 by John Brunette