\documentstyle[twocolumn]{article}
\setlength{\oddsidemargin}{0in}
\setlength{\textwidth}{6.5in}
\setlength{\topmargin}{-1in}
\setlength{\textheight}{9in}
\begin{document}
\parindent=30pt

\title{Miscellaneous Monsters}
\author{\copyright1990 Bradley S. Hall}
\date{}
\maketitle
\setcounter{page}{88}

{\it \noindent
{\Large H}ere are some monsters even the most arduous rules-lawyers
never heard of.}

\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large CLIFF GIANT}\\
\hline
    FREQUENCY         &  Uncommon  \\               
    \# APPEARING      &   1-6        \\              
    ARMOR CLASS       &  3            \\            
    MOVE              &  12"           \\           
    HIT DICE          &  12             \\          
    \% IN LAIR        &   75             \\          
    TREASURE TYPE     &  E                \\        
    NO OF ATTACKS     &  1                 \\       
    DAMAGE/ATTACK     &  6-36               \\      
    SPECIAL ATTACKS   &  Hurling Rocks for \\      
                        6-36 hit points.    \\     
    SPECIAL DEFENSES  &  None               \\      
    MAGIC RESISTANCE  &  Standard           \\      
    INTELLIGENCE      &  Average            \\      
    ALIGNMENT         &  Chaotic Evil       \\      
    SIZE              &  L (11' tall)       \\      
    PSIONIC ABILITY   &  None                 \\    
    X.P. VALUE        &  2850 + 16 per hit point\\  
\end{tabular}
\end{center}
      
     {\noindent C}liff giants are a cross-breed between Hill Giants
and Mountain Giants.  They typically stand 11' tall and
live in caves in high cliffs.  Cliff Giants are often
associated with giant spiders.  Thus, their is a 40\%
chance that their lair will be guarded by 1-6 such
creatures.  The favorite tactic of these creatures is to
hide in the cliffs above steep canyon passes in the
mountains.  When unwary travelers pass, the giants begin
casting down large boulders and tree limbs upon them. 
Cliff Giants are quite adept at throwing these
projectiles over distances up to 300 feet.

     Cliff Giants typically have dark brown skins with
hair ranging from a light grey to black.  They typically
dress in skins gleaned from mountain goats.\\
                                                    
\begin{center}
\begin{tabular}{ll}
\multicolumn{2}{c}{\large BLIZZARD}\\
\hline                                   
    FREQUENCY        &   Very Rare \\
    \# APPEARING     &    1- 1     \\                
    ARMOR CLASS      &   2         \\               
    MOVE             &   8"        \\               
    HIT DICE         &   16        \\               
    \% CHANCE IN LAIR&    Nil      \\                
    TREASURE TYPE    &   QQQQQ     \\               
    \# OF ATTACKS    &    2        \\                
    DAMAGE/ATTACK    &   2-16/2-16 \\               
    SPECIAL ATTACKS  &   Cold: 1D4 \\               
    SPECIAL DEFENSE  &   See Below  \\              
    MAGIC RESISTANCE &   50\%         \\             
    INTELLIGENCE     &   SEMI-          \\          
    ALIGNMENT        &   Chaotic Neutral  \\        
    SIZE             &   200' Diameter      \\      
    PSIONIC ABILITY  &   Nil                  \\    
    X.P. Value       &   7750 + 20 per hit point.\\ 
\end{tabular}
\end{center}
      
{\noindent T}he Blizzard is a large creature composed of
shifting snow and ice.  From a distance, this creature
resembles a small version of its namesake.  It cannot be
distinguished as a living creature until the party is
unfortunate enough to get caught in it.  The Blizzard
radiates a zone of intense cold within its 200' diameter
body.  This cold does 1d4 points of damage for every
round that a creature stays in the area.  The Blizzard
moves at 8" per round and attacks with 2 giant ice blades
which do 2-16 points each.

     The Blizzard was created by an evil mage
experimenting with the mutation of elementals.  This
creature is a mutated version of an air elemental which
lives on heat.  As a result of this, fire based damage
heals hit points equivalent to the amount of damage that
would normally be done.  Conversely, cold based damage
does twice the normal.  Being composed mostly of air,
cutting weapons have no affect on the Blizzard.  Blunt
weapons, however, do 1/2 normal damage.  Because of their
near indestructibility and insatiable thirst for heat,
most of these creatures have been banned to the polar
regions of the planet in order to keep their power at a
minimum.\\

\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large DRAGON FISHER}\\
\hline
    FREQUENCY         &  Common \\                  
    \# APPEARING      &   1-20   \\                  
    ARMOR CLASS       &  2        \\                
    MOVE              &  24"       \\               
    HIT DICE          &  8          \\              
    \% IN LAIR        &   60         \\              
    TREASURE TYPE     &  E            \\            
    NO OF ATTACKS     &  2             \\           
    DAMAGE/ATTACK     &  2-12/2-12      \\          
    SPECIAL ATTACKS   &  Poison/Breath Weapon \\    
    SPECIAL DEFENSES  &  None                 \\    
    MAGIC RESISTANCE  &  Standard             \\    
    INTELLIGENCE      &  Low                  \\    
    ALIGNMENT         &  Neutral (Evil)       \\    
    SIZE              &  L (20' long)         \\    
    PSIONIC ABILITY   &  None                 \\    
    X.P. VALUE        &  825 + 10 per hit point \\  
\end{tabular}
\end{center}
      
    {\noindent D}ragon Fishers are distant relatives to wyvern and
dragons.  They commonly inhabit cliffs overlooking large
water bodies.  Their normal diet consists of fish,
however, they will attack other creatures if they look
like easy prey.  Their normal attack mode is a diving
attack with both claws.  They can also make a slow pass
and use their tail.  The tail attack does 1-8 points and
the target must save vs poison or lose strength
equivalent to 4d6 minus their constitution for 1d10
turns.  If grounded, these creatures attack with their
bite for 2-20 points of damage.  Their breath weapon is
``fish breath".  Target must make save or be sick for 1d6
rounds.

     Dragon Fishers are dark blue with light blue
underbellies.  Their eyes are pitch black.\\
  
\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large DRUG ZOMBIE}\\                     
\hline
    FREQUENCY          & Uncommon        \\         
    \# APPEARING       &  3-24           \\          
    ARMOR CLASS        & 6               \\         
    MOVE               & 10"             \\         
    HIT DICE           & 4                \\        
    \% IN LAIR         &  70               \\        
    TREASURE TYPE      & OPXYZ              \\      
    NO OF ATTACKS      & 1                  \\      
    DAMAGE/ATTACK      & 1d4 or by weapon   \\      
    SPECIAL ATTACKS    & None               \\      
    SPECIAL DEFENSES   & No Nerves          \\      
    MAGIC RESISTANCE   & Standard           \\      
    INTELLIGENCE       & Low                \\      
    ALIGNMENT          & Neutral Evil       \\      
    SIZE               & M                  \\      
    PSIONIC ABILITY    & None                 \\    
    X.P. VALUE         & 60 + 4 per hit point \\    
\end{tabular}
\end{center}

     {\noindent D}rug Zombies are normal humanoids who have been
addicted to a special drug which turns them into mindless
slaves.  This drug is a derivative of a rare blue
mushroom which is only found in very deep cavern
complexes.  Anyone addicted to this drug can not be taken
off the drugs without dying in detox.  Their drugged
state prevents them from feeling pain.  Thus they will
fight until death.  Note: this means that they must be
taken to -10 hit points before they will stop fighting.

     The strong addiction of this drug generates complete
loyalty to the supplier.  In addition, the magical nature
of this drug prevents its removal from the addicts system
with anything other than a full WISH spell or clerical
HEAL.  Note: any race of creature can be addicted to this
drug.  However, creatures of low to animal intelligence
typically go insane and kill themselves.\\

\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large ELECTRONITE}\\              
\hline
    FREQUENCY         &  Rare                  \\   
    \# APPEARING      &   1-6                  \\    
    ARMOR CLASS       &  0                     \\   
    MOVE              &  12"                   \\   
    HIT DICE          &  8                     \\   
    \% IN LAIR        &   90                   \\    
    TREASURE TYPE     &  PG                    \\   
    NO OF ATTACKS     &  2                       \\ 
    DAMAGE/ATTACK     &  1-10/1-10               \\ 
    SPECIAL ATTACKS   &  See Below               \\ 
    SPECIAL DEFENSES  &  See Below               \\ 
    MAGIC RESISTANCE  &  50\%                    \\  
    INTELLIGENCE      &  Average                 \\ 
    ALIGNMENT         &  Neutral (Chaotic Evil)  \\ 
    SIZE              &  M                       \\ 
    PSIONIC ABILITY   &  None                    \\ 
    X.P. VALUE        &  1175 + 10 per hit point \\ 
\end{tabular}
\end{center}

     {\noindent T}he electronite is a distant cousin of the shocker. 
They attack by touching an opponent and discharging a
large jolt of electricity into the victim.  Opponents
wearing metal armor are treated as AC10 (minus dexterity
bonus) for the purpose of hitting.  A electronite can
only make 6 successful hits then it must withdraw to
recharge.      

     The electronite has a 50\% magic resistance, and is
immune to electrical attacks, poison, paralyzation, sleep
and charm.  Water however, will cause the electronite
2-16 points of damage per gallon applied.  These
creatures are only affected by magical weapons.  

     Electronites look like normal humanoids.  They
typically live in dark dry places far from water.\\

\begin{table*}
\begin{tabular}{lccccc}
\multicolumn{6}{c}{\large MEKPURR}\\
\hline
                 & Standard &   Captain &   Knight &   Lieutenant& Seargent\\
\hline
   FREQUENCY     &  Common  &    Rare   &    Rare  &     Rare  &    Rare   \\
   \# APPEARING  &   10-40  &      1-2  &        1 &       1-4 &      1-8   \\
   ARMOR CLASS   &     4    &       1   &      -2  &        1  &       3   \\
   MOVE          &     \multicolumn{5}{c}{12"}\\                        
   HIT DICE      &     4    &       8   &      10  &        6  &       5   \\
   \% IN LAIR    &     \multicolumn{5}{c}{80}\\
   TREASURE TYPE &     \multicolumn{5}{c}{AMN}\\          
   NO OF ATTACKS &     \multicolumn{5}{c}{2}\\
   DAMAGE/ATTACK &     \multicolumn{5}{c}{1-4/1-4}\\                  
   SPECIAL ATT.  &     \multicolumn{5}{c}{By Weapon}\\                  
   SPECIAL DEF.  &     \multicolumn{5}{c}{See Below}\\                  
   MAGIC RESIST. &     \multicolumn{5}{c}{30\%}\\                  
   INTELLIGENCE  &     \multicolumn{5}{c}{Average}\\                   
   ALIGNMENT     &     \multicolumn{5}{c}{Lawful Neutral}\\                   
   SIZE          &     \multicolumn{5}{c}{Large (7')}\\                 
   PSI. ABILITY  &     \multicolumn{5}{c}{None}\\             
   X.P. VALUE    & 85 + 4   &  550+10   & 1350+14  &   225 + 6 &   130+5   \\
\end{tabular}
\end{table*}

     {\noindent M}ekpurr are 7' tall cat-like humanoids that only
inhabit the very coldest regions of the planet.  Thus,
they are rarely encountered by other humanoids.  Most
Mekpurrs are either privateers or mercenaries.  Mekpurrs
are highly resistant to cold.  Thus, cold based damage is
reduced by 20\% while all heat damage is increased by 20\%. 
All Mekpurrs have a natural 30\% magic resistance.

     The Mekpurrs have an entire society built around the
classic caste system.  No distinction is made between
male and females, both are considered equal.  Mekpurrs
can be any standard character class.  However, a
mekpurr's character class is determined at birth by the
color of its fur.  White furred Mekpurr are almost
invariably magic users and clerics.  Orange is typically
a fighters color while black indicates rogues.  Class
changes are rare within this caste system.

     For every 5 Mekpurrs encountered, there will be 1
Seargent with the group.  For every 10, there will be 1
Lieutenant.  For every 20 there will be 1 Captain, and
for every 40, there will be 1 Knight.\\

\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large GIANT CYCLOPS}\\                
\hline
    FREQUENCY         &  Rare           \\          
    \# APPEARING      &   1-4            \\          
    ARMOR CLASS       &  2                \\        
    MOVE              &  16"               \\       
    HIT DICE          &  14                 \\      
    \% IN LAIR        &   70                 \\      
    TREASURE TYPE     &  A                    \\    
    NO OF ATTACKS     &  2                     \\   
    DAMAGE/ATTACK     &  2-16/2-16              \\  
    SPECIAL ATTACKS   &  None                    \\ 
    SPECIAL DEFENSES  &  None                    \\ 
    MAGIC RESISTANCE  &  Standard                \\ 
    INTELLIGENCE      &  Low                     \\ 
    ALIGNMENT         &  Neutral                 \\ 
    SIZE              &  L (20' tall)            \\ 
    PSIONIC ABILITY   &  None                    \\ 
    X.P. VALUE        &  5200 + 18 per hit point \\ 
\end{tabular}
\end{center}

     {\noindent T}he giant cyclops is a rare magical crossbreed
between the standard cyclops and a titan.  They are very
anti-social and avoid any form of interaction with normal
humanoid.  However, they consider most humanoids (except
gnomes) to be a delicacy.  Thus, if forced into an
encounter, these creatures are likely to eat their
opponents.  Giant Cyclops have no special attacks or
defenses and typically live in very remote areas.\\

\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large KING TROGLODYTE}\\
\hline
    FREQUENCY         &  Uncommon           \\      
    \# APPEARING      &   3-30             \\        
    ARMOR CLASS       &  3                 \\       
    MOVE              &  12"                \\      
    HIT DICE          &  5                  \\      
    \% IN LAIR        &   15                \\       
    TREASURE TYPE     &  A                  \\      
    NO OF ATTACKS     &  3                  \\      
    DAMAGE/ATTACK     &  1-6/1-6/1-8        \\      
    SPECIAL ATTACKS   &  Repulsive Odor     \\      
    SPECIAL DEFENSES  &  Fond of Heat       \\      
    MAGIC RESISTANCE  &  Standard           \\      
    INTELLIGENCE      &  Average            \\      
    ALIGNMENT         &  Chaotic Evil       \\      
    SIZE              &  L (9' Tall)        \\      
    PSIONIC ABILITY   &  None               \\      
    X.P. VALUE        &  210 + 5 per hit point\\    
\end{tabular}
\end{center}

     {\noindent K}ing Troglodytes are a mutated variety of troglodyte
who live deep in the bowels of the earth.  They are large
(9'+) lizards with bad tempers (Chaotic evil).  They
avoid regular troglodytes and most humanoids. 

     King Troglodytes have all of the characteristics of
their smaller brothers including the repulsive odor. 
Since they live deep in the earth, King Troglodytes are
very fond of heat.  Thus, they save at +2 against all
heat based attacks.  Conversely, they save at -2 against
all cold based attacks.  These creatures abhor weapons
and will fight without them unless forced to do
otherwise.  Their typical attack involves two claws (1d6)
and a bite (1d8).\\

\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large PIRAHNA PENGUINS}\\
\hline
    FREQUENCY       &    Common                \\   
    \# APPEARING    &     2-20                  \\   
    ARMOR CLASS     &    6                       \\ 
    MOVE            &    6"                      \\ 
    HIT DICE        &    3                       \\ 
    \% IN LAIR      &     90                      \\ 
    TREASURE TYPE   &    QQ                      \\ 
    NO OF ATTACKS   &    1                       \\ 
    DAMAGE/ATTACK   &    1-8                     \\ 
    SPECIAL ATTACKS &    Swarming                \\ 
    SPECIAL DEFENSES&    None                    \\ 
    MAGIC RESISTANCE&    Standard                \\ 
    INTELLIGENCE    &    Animal                  \\ 
    ALIGNMENT       &    Neutral                 \\ 
    SIZE            &    S (3 1/2' Tall)         \\ 
    PSIONIC ABILITY &    None                    \\ 
    X.P. VALUE      &    50 + 3 per hit point    \\ 
\end{tabular}
\end{center}
                                  
     {\noindent P}irahna Penguins are a distant relative to the
emperor penguin.  They stand 3 1/2' tall and have a
bright red crown.  They will generally ignore a party
unless they outnumber the party by at least 2 to 1.  In
this case, they will casually wander over to investigate. 
The longer they stay near the party, the braver they get. 
At some point, one of them will start to peck at someone. 
Once blood is drawn, all of them will flock to the victim
and begin tearing him/her apart.\\
    
\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large SKELETON ELITE}\\                  
\hline
    FREQUENCY        &   Rare                     \\
    \# APPEARING     &    1-10                    \\ 
    ARMOR CLASS      &   4                       \\ 
    MOVE             &   12"                     \\ 
    HIT DICE         &   5                       \\ 
    \% IN LAIR       &    0                       \\ 
    TREASURE TYPE    &   None                    \\ 
    NO OF ATTACKS    &   2                       \\ 
    DAMAGE/ATTACK    &   1-8/1-8                 \\ 
    SPECIAL ATTACKS  &   See Below               \\ 
    SPECIAL DEFENSES &   See Below               \\ 
    MAGIC RESISTANCE &   Standard                \\ 
    INTELLIGENCE     &   Low                      \\
    ALIGNMENT        &   Chaotic Evil            \\ 
    SIZE             &   L (9' Tall)             \\ 
    PSIONIC ABILITY  &   None                    \\ 
    X.P. VALUE       &   205 + 5 per hit point   \\ 
\end{tabular}
\end{center}

     {\noindent S}keleton Elite are a more powerful version of the
standard skeleton.  These skeletons only take 1/4 damage
from edged weapons.  Fire only does 1/2 damage while
sleep, charm, hold, and cold-based spells do not affect
them.  Holy water does 1d10 points of damage.  Skeleton
Elites turn as Wights.  A successful hit by one of these
skeletons reduces the opponents strength by 1/2 point. 
This strength will return at a rate of 1 point per day of
rest.\\     

\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large SNOW MOLE}\\               
\hline
    FREQUENCY         &  Rare                     \\
    \# APPEARING      &   1-3                      \\
    ARMOR CLASS       &  1                        \\
    MOVE              &  24"                      \\
    HIT DICE          &  14                       \\
    \% IN LAIR        &   30                       \\
    TREASURE TYPE     &  C                        \\
    NO OF ATTACKS     &  1                        \\
    DAMAGE/ATTACK     &  2-20                     \\
    SPECIAL ATTACKS   &  Swallowing Whole         \\
    SPECIAL DEFENSES  &  See Below                \\
    MAGIC RESISTANCE  &  Standard                 \\
    INTELLIGENCE      &  Animal                   \\
    ALIGNMENT         &  Neutral                  \\
    SIZE              &  L (30' or Longer)        \\
    PSIONIC ABILITY   &  None                     \\
    X.P. VALUE        &  3000 + 18 per hit point  \\
\end{tabular}
\end{center}

     {\noindent T}he Snow Mole is a distant relative to the purple
worm.  It is actually an all white worm, 30-60 feet in
length, which lives exclusively in the polar regions of
the planet.  This worm moves rapidly through the upper
layers of snow eating anything in its path.  This
creature is not an aggressive eater.  However, if
something is unfortunate enough to be in its way, it will
be eaten.  It will also retaliate if attacked.  The Snow
Mole will swallow its target whole on a score of 19 or
20.  Anyone swallowed will die of frostbite in 1-6 rounds
unless freed.  Cold Based spells have no affect on a Snow
Mole.  Fire based spells do normal damage.\\

\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large SNOWBIRD}\\             
\hline
    FREQUENCY         &  Common                   \\
    \# APPEARING      &   5-30                     \\
    ARMOR CLASS       &  7                        \\
    MOVE              &  24"                      \\
    HIT DICE          &  1                        \\
    \% IN LAIR        &   10                       \\
    TREASURE TYPE     &  NN                       \\
    NO OF ATTACKS     &  2                        \\
    DAMAGE/ATTACK     &  1-3/1-3                  \\
    SPECIAL ATTACKS   &  Frostbite                \\
    SPECIAL DEFENSES  &  None                     \\
    MAGIC RESISTANCE  &  Standard                 \\
    INTELLIGENCE      &  Animal                   \\
    ALIGNMENT         &  Neutral                  \\
    SIZE              &  S                        \\
    PSIONIC ABILITY   &  None                     \\
    X.P. VALUE        &  14 + 1 per hit point     \\
\end{tabular}
\end{center}

     {\noindent A} Snowbird is a distant cousin to the hawk.  It only
lives in very cold climates.  Its white color and gliding
ability gives it a 90\% chance of surprising its prey.  It
is always hungry and will attack anything that moves. 
Anyone touched by a snowbird must make a saving throw vs
paralyzation or suffer sever frostbite in the touched
area.  This frostbite does an addition 1d10 damage and
the target is at risk of permanently losing the affected
area if proper care is not taken immediately.\\ 
                  
\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large HYPER-SPIDER (a.k.a. Super Spider)}\\
\hline
    FREQUENCY         &  Rare                     \\
    \# APPEARING      &   1                        \\
    ARMOR CLASS       &  0                        \\
    MOVE              &  18"                      \\
    HIT DICE          &  18                       \\
    \% IN LAIR        &   100                      \\
    TREASURE TYPE     &  A                        \\
    NO OF ATTACKS     &  9                        \\
    DAMAGE/ATTACK     &  1-8/1-8/1-8/1-8/1-8      \\
                        1-8/1-8/1-8/3-18         \\
    SPECIAL ATTACKS   &  Surprise                  \\
    SPECIAL DEFENSES  &  None                     \\
    MAGIC RESISTANCE  &  30\%                      \\
    INTELLIGENCE      &  Animal                   \\
    ALIGNMENT         &  Neutral                  \\
    SIZE              &  L (18' across)           \\
    PSIONIC ABILITY   &  None                     \\
    X.P. VALUE        &  6550 + 25 per hit point  \\
\end{tabular}
\end{center}

     {\noindent T}he Hyper-Spider, a.k.a. Super Spider, is a very
dangerous predator which roams thickly forested areas. 
It is very territorial, and will always be found within
a few miles of its lair.  Hyper-Spiders are not web
builders.  However, they will spin web-like strands to
tie up their victims for later eating.  These strands are
6" in diameter and cannot be broken by any amount of
strength.  The strands must be either burned off or
carefully cut away.  The Hyper-Spider's large size and
extreme speed make it a ravenous eater.  Thus, it is
always hunting.  This creature knows no fear and will
even attack parties of as many as 10 creatures.  Its
incredible speed and many attacks make this a monster
capable of handling even a very advanced group of
adventurers.

     The Hyper-Spider's primary mode of attack is to
sneak up on a party from above, and drop on stragglers or
scouts.  This attack mode gives the spider surprise 80\% of
the time.  The legs of the Hyper-Spider have a razor
sharp blade along their back sides.  Each leg does 1-8
point of damage, and the spider's non-poisonous bite does
an additional 3-18 points of damage.

     This creature appears to be an enormous version of
a Tarantula Spider.  It is generally dark brown or dark
grey in color with its entire body covered in coarse fur. 
The large size of these creatures is reputed to be a
result of intensive radiation from a meteor impact.\\
       
\begin{center}
\begin{tabular}{ll}
      \multicolumn{2}{c}{\large TUMBLEWOLVES}\\
\hline
    FREQUENCY         &  Rare                     \\
    \# APPEARING      &   1-10                     \\
    ARMOR CLASS       &  5                        \\
    MOVE              &  18"                      \\
    HIT DICE          &  6                        \\
    \% IN LAIR        &   5\%                       \\
    TREASURE TYPE     &  I                        \\
    NO OF ATTACKS     &  3                        \\
    DAMAGE/ATTACK     &  1-6/1-6/1-10             \\
    SPECIAL ATTACKS   &  Surprise                  \\
    SPECIAL DEFENSES  &  None                     \\
    MAGIC RESISTANCE  &  20\%                      \\
    INTELLIGENCE      &  Animal-Low               \\
    ALIGNMENT         &  Neutral                  \\
    SIZE              &  S (4' Diameter Ball)     \\
    PSIONIC ABILITY   &  None                     \\
    X.P. VALUE        &  245 + 5 per hit point    \\
\end{tabular}
\end{center}

     {\noindent T}o a casual observer, tumblewolves look like
standard tumbleweeds.  However, they are actually a
carnivorous form of mobile plant.  They move around by
rolling across the ground in the direction they want to
go.  Tumblewolves attack by biting their prey for 1-10
points, and raking with a pair of thorn covered limbs for
1-6 points each.

     Tumblewolves are native to a planet in another
dimension.  However, a few have been brought from this
planet and sold as exotic hunting dogs.  They are very
loyal and train well.  As a result they are very highly
prized for this purpose.

\newpage
\ \\
\vspace{7in}
\begin{quote}
``Homebrew doesn't kill brain cells, it weeds out the weak ones."
\begin{tabbing}
\ \ \ --- \=Bill Hunter\\
\>{\em hunter@estes.Sun.COM}\\
\>Sun Microsystems, Denver, Co.\\
\end{tabbing}
\end{quote}

\end{document}

