\monster{Lightsphere}
{Subterranean} 		  	%%% Terrain
{Uncommon}                      %%% Frequency
{Solitary}   			%%% Organization
{Any}                         	%%% ActivityCycle
{Special}			%%% Diet
{Average (8--10)} 		%%% Intelligence
{Nil}				%%% Treasure
{Neutral}			%%% Alignment
\vstats{1}			%%% No. App
{-3}				%%% ArmourClass
{Fl 36 (A)}			%%% Movement
{8}				%%% HD
{13}				%%% THAC0
{2 + special}			%%% No. Attacks
{2--12/2-12}			%%% Damage / Attack
{Flash attack (stun, blind)}	%%% Special Attack
{Regenerates, \\
&Edge weapons do 1/2 damage}	%%% Special Defence
\fstats{Special} 		%%% Magic Resistance
{S (1' radius sphere)}		%%% Size
{Steady (11--12)} 		%%% Moral
{5,000}		                %%% XP VALUE 

Lightspheres appear as fuzzy, blue spheres of crackling energy, somewhat
similar in appearance to a will-o-the-wisp.  They are intelligent entities
composed of pure energy.  Lightspheres dwell in underground locations, and in
large, dark caves and caverns.  They move about by an unknown means, at high
rates of speed; they are highly manouverable, and may hover at will.

Lightspheres are harmless to most creatures, but are drawn to, and thrive
on, anything composed of energy, such as light sources, and especially magic.
They are able to detect faint sources of energy (i.e. torch light) at ranges of
up to 50 yards.  Strong energy sources, such as magic (spellcasting, magic
items, etc.) are detectable at distances of up to 200 yards.

\Com
When a lightsphere detects a source of energy, it will move towards it
at top speed to investigate; if it thinks a battle can be won, the lightsphere
will immediately move in to attack; it will usually commence with a flash
attack, and will continue with bolt attacks.  If a lightsphere is seriously
threatened, it will retreat temporarily, in order to attack again with surprise
at a later time.

If all its opponents are killed or disabled, the lightsphere will feed off
the energy it finds.  This feeding will drain all spells from memory; the
affected spellcaster must rest for 1d4 hours longer than normal before 
rememorizing any spells.  Drained magic items will lose all affectiveness for
1d4 hours, and must make a successful saving throw vs. electricity to avoid a
permanent loss of all magical abilities.  Magical items are drained in order to
gain sustinence; normally, 1d8 items will be drained at a time.  Magical spells
are drained in order to regenerate lost hit points - each spell level drained,
regenerates a single hit point.  A lightsphere will stop draining spells once
its maximum hit points have been reached.

A lightsphere's normal mode of attack is electrical bolts; these bolts may
be fired in any direction the lightsphere chooses.  Two bolts may be discharged
per round; each may be targeted independently, or may strike the same victim,
at the lightsphere's discretion.  There is no save against this attack mode,
although targets with immunity to electricity are not affected.

Once per turn, a lightsphere may conduct a ``flash'' attack; the lightsphere
emits a piercing, bright light that affects all targets within 50 feet.  Anyone
inside the area of effect (as long as they have eyes to see the flash) must
make two saves:  the first is vs. spells; those who fail are blinded for 1d4
turns (normal healing methods apply to this blindness), while those who make
their saves are not affected; the second save is vs. paralyzation; those who
fail this save are stunned (as per the {\em power word, stun } spell) for 1d6
rounds.  Targets who make the second save have a -2 penalty on all ``to hit''
rolls for 1d2 rounds, but suffer no other ill affects.

Lightspheres are immune to almost all spells, as they are able to drain the
spells of their energy; in fact, a lightsphere has, in effect, 100\% magic
resistance - any spell directed at a lightsphere will not harm it, but instead
will cause it to regenerate lost hit points at the rate of 1 per level of the
spell (i.e. a {\em fireball } directed at a lightsphere, will cause it to 
regenerate 3 hit points). The only spells that are immune to a lightsphere's 
draining effects are {\em disintegrate } and {\em wish }, which are handled 
normally, and spells that cause darkness; a pre-existing magic darkness will
keep a lightsphere at bay, while one cast directly at a lightsphere will
inflict 2d6 points of damage, and will force the lightsphere to flee the
vacinity immediately.

Use of magic items (except those that create one of the above 3 affects) on
a lightsphere will be unaffective; the lightsphere will absorb these attacks as
sustinence.  A lightsphere will leave the area after 1d8 magic item uses, as
their appetite becomes satisfied.

Edged weapons only inflict half normal damage on a lightsphere; blunt
weapons cause normal damage.

\Hab
Lightspheres are normally solitary in nature, but at rare
times will be found in pairs (it is not known if this is a mated pair, since
the lightsphere's reproductive methods are unknown).  Lightspheres live
underground, and will avoid direct contact with the sunlight; it is thought
that the sun's energy is too intense for the lightspheres to digest.
Lightspheres normally live in areas of darkness (such as large caves and
caverns), which allows them to more easily detect digestable energy, but for
some reason, magic darkness is a lightsphere's bane (it is suggested that magic
darkness drains a lightsphere's life-giving energy).

\Eco
Lightspheres feed off all forms of energy, except solar radiation,
which they avoid.  Not much is known of their origin or purpose.

\newpage

\monster{Lobster, Giant Flying}
{Any} 			  	%%% Terrain
{Very rare}                     %%% Frequency
{Pack}   			%%% Organization
{Day }                         	%%% ActivityCycle
{Carnivore }			%%% Diet
{Low (5--7)}   			%%% Intelligence
{C}                             %%% Treasure
{Chaotic Evil}                  %%% Alignment
\vstats{1--8}			%%% No. App
{3}                             %%% ArmourClass
{3, Fl 15 (B) }                 %%% Movement
{4}				%%% HD
{17}				%%% THAC0
{2}				%%% No. Attacks
{1--8/1--8}			%%% Damage / Attack
{Catch opponent}		%%% Special Attack
{Nil}				%%% Special Defence
\fstats{Nil} 			%%% Magic Resistance
{M (5' head to tail)}		%%% Size
{Steady (11--12)} 		%%% Moral
{270}		                %%% XP VALUE 

Giant Flying Lobsters look like big lobsters.  The only strange thing is that
they hover above the ground.  They do not have wings, their flight powers appear
to be magical in nature.  They can hover up to 10' above the ground, and can fly
until they tire.

\Com
Giant Flying Lobsters attack with their two pincers, doing 1-8 points of damage
with each successful hit.  If they hit, and if the roll is 18 or higher, they
have trapped an opponent's limb with a pincer.  This does not do extra damage,
but a character with a trapped limb cannot move that limb until the Lobster
releases it.

\Hab
These strange creature live near underground lakes.  They catch and eat small
fish.  All though they seem to be able to communicate with each other, they do
not have a spoken language.

\Eco
Giant flying lobsters have the same role in nature that lobsters have.  However,
they are known to attack humanoids.

\newpage
