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\title{Mounds of Mottley Monsters}
\author{For More Mischievious Mayhem and PC Maiming}
\date{\copyright1991 \\
{\small These monsters are the property of their respective authors.}}
\maketitle
\setcounter{page}{93}

{\noindent \it
{\Large H}ere are a {\em few} new monsters to spice up (and
possibly stamp out) the lives of your least favorite heros.\\}


\begin{tabular}{|l|r|c|r|r|r|r|l|l|r|}
\hline
\multicolumn{10}{|c|}{ Advanced Dungeon \& Dragons } \\
\multicolumn{10}{|c|}{ Master List of New Monsters } \\
\hline
 Monster  &  A&  S&  M& Hit & AC & T& Special  &  Special  &   Exp.  \\
 Name     &  l & i&  o& Dice & & H& Attacks  &   Defenses &   Pts. \\
          & &     z&  v&      &&  A&       &  & \\
          & &     e&  e&      && C0&  & &  \\
\hline
Aerophant & N & L & 24 & 10 &  4 & 14 & Trunk, trample & Immune to Cold & 2200 \\
Sodius     &CE &M &15 &5+1  & 3 &16 &Drain Salt      &none            &  475 \\
Concord    &CN &L &12 &9+1  &--1 &11 &strafing run    &none            & 1800 \\
Tarkon     &CN &L &12 &7    & 3 &12 &Poison tail     &50\% mag. resist & 1000 \\
Cyclic     &CE &M &12 &6    & 4 &15 &none            &Immune to cold  &  475 \\
Spamalope  &CN &S &12 &4    & 2 &17 &none            &none            &  180 \\
\hline
Dragons    &&&&&&&&& \\
Grey(Ash)  &NE &L &24 &12+1 &--3 &10 &Breath,Poison   &none            & 6000 \\
Prismatic  &LE &L &48 &40   &99 & 5 &Breath \& Spells& AC --10         &    0 \\
Stone      &CE &L &12 &18   &--5 & 8 &Sandblast       &need +3 weapon  &15000 \\
\hline
Ice Wraith &CE &M &18 &9    &--5 &12 &Breath          &need +1 weapon  & 2500 \\
Demi-Shadow& E &M &20 &14   &--2 & 9 &Spell casting   &need +3 weapon  & 7500 \\
Mud Golem  & E &L &12 &90hp & 4 & 9 &none            &need +2 weapon  & 5500 \\
Hoolk      & N &L &15 &5-7  & 3 &15 &Poison          &None            &  700 \\
Ploorian   &NE &L &15 &11   & 4 &12 &None            &None            & 3300 \\
Grendel    & N &L &45 &5-20 &--2 & 0 &Charge,Impale   &Speed           &    0 \\
True Troll &NE &L &30 &20   &--1 & 8 &Throat Rip      &Dam. Reduction  &13000 \\
Animator   &NE &M & 6 &9+5  & 2 & 9 &Par.+Animation  &+1 weap. to hit & 3200 \\
Alien      &NE &L &15 &10   &--1 & 9 &Acid            &Immune to acid  &18000 \\
Silver Twist&N &L &12 &4    & 7 &17 &Transportation  &Transportation  &  175 \\
\hline
\end{tabular}

\vspace{.2in}

\underline{\sc Aerophant }
		    This creature looks like an elephant with wings.
                    It attacks in two ways:  either wrapping its trunk
                    around the opponent and throwing the opponent to
                    the ground (d10+3), or trampling (3d10). It will
                    automatically attempt to CHARM any characters it
                    meets, and generally is of GOOD alignment (the
                    CHARM is for defensive purposes only --- however, if
                    it is under the influence of another players
                    charm, that charm can be {\em forwarded} to other
                    opponents). 

                    Creator:  Mark Oliver (LCO102@URIACC) 

\newpage
\ \\
\vspace{4.6in}

\underline{\sc Sodius }
		    This creature is exactly like the ``Salt Creature''
                    in the Star Trek episode ``The Man Trap'' (a.k.a.
                    ``The UnReal McCoy'').  It can shapechange (like a
                    Doppleganger) into any creature that its victim
                    knows (past or present).  The Sodius' main goal is
                    to hypnotize (--2 to save) it's victim, and then
                    draw the salt out of its victim.  The victim loses
                    1 point of Constitution per round until either (1)
                    the sodius stops, or (2) the victim loses ALL its
                    Constitution, in which case it dies (resurrection
                    possible).  The victim can regain its Con by
                    resting (1 point per day) or eating food with salt
                    in it (1 point per 6 rounds).  If forced to fight,
                    the Sodius does 2-12 damage with its open hand (2
                    attacks per round).  REMEMBER THAT WATER HAS NO
                    SALT IN IT! 

                    Creator:  Mark Oliver (LCO102@URIACC) \\

\underline{\sc Concord}
		    This creature has the body and wings of an eagle,
                    and the head of a ram (the head is AC2).  It has
                    black slitted eyes (at DM's discretion,can
                    paralyze), and a thin pointed tail (can strike for
                    d4 damage, save vs. poison).  The normal attack of
                    the creature is to do a {\em strafing run}, where the
                    Concord swoops down on an opponent and rakes its
                    claws on the victim as it flies by (3d4 damage).
                    It can also charge like a ram and use its horns
                    for d6 damage.  The Concord LOVES elves! It will
                    ALWAYS attempt to subdue an elf first, because it
                    considers them a delicacy.  It can secrete an odor
                    that repels all races except elves (who are
                    attracted to the smell).  If necessary (or
                    applicable), the Concord can also gate in 1-10
                    more Concords 25\% of the time. 

                    Creator:  Mark Oliver (LCO102@URIACC) \\

\underline{\sc Tarkon }
		    This creature dwells in the mountains of cold
                    regions.  It has a crocodile head and a rat-like
                    body (it is bipedal).  It has a long barbed tail,
                    and has claws for hands and feet, and has greenish
                    fur.  A normal attack for the Tarkon is to attempt
                    to grab its opponent with both claws (d6+3 damage
                    per claw, 2 attacks per round) and hold it.  If
                    both claws hit, the opponent is {\em held}, and the
                    Tarkon will sting it with its tail (d4 damage,
                    save vs. poison).  It is immune to ALL cold
                    attacks and has a 50\% magic resistance.

                    Creator:  Mark Oliver (LCO102@URIACC) \\

\underline{\sc Cyclic }
		    This creature looks like a man that has been
                    frozen solid, except for a pair of albino {\em eyes}.
                    It is formed almost entirely of living ice.  The
                    cyclic can attack with two {\em arms} for 2d6 damage
                    (2 attacks/round).  It is immune to all cold
                    attacks, but takes double damage on all fire
                    attacks (the touch of a lit torch would probably
                    do d4 damage). 

                    Creator:  Mark Oliver (LCO102@URIACC) \\

\underline{ \sc Spamalope }
		    The Spamalope is a can of SPAM with antlers and
                    legs  (this originally was an inside joke of some
                    sort).  They are usually found in groups of 6-12,
                    and will be gathered around a Hormel Ham
                    worshiping it.  The Ham is their only treasure,
                    and it is worth 5gp.  The Ham is edible, the
                    Spamalope is not. 

                    Creator:  Sam Huntsman \\ (SH06078@UAFSYSB) \\

\newpage

\underline{ \sc Dragon, Grey (Ash)}
		    Grey Dragons are far less intelligent than other
                    evil dragons.  They very rarely can speak, and
                    never have spell casting abilities.  They make up
                    for this lack of brains with their size and
                    viciousness.  The breath weapon of a grey dragon
                    is a cloud of foul-smelling gas, which causes
                    choking for d4 rounds as a Stinking Cloud (save
                    vs. spell negates) and will age the victim d20
                    years (save vs. spell negates).  This power of
                    aging and decay also affects claw and bite wounds.
                     Any wounds caused in this manner will heal at
                    half normal rate unless a Cure Disease spell is
                    first used (e.g. a Cure Light Wounds which would
                    normally heal 8 pts. of damage will only heal 4).
                    Any armor, shields, or edged weapons may corrode
                    and crumble to dust, due to the Dragon's corrosive
                    demeanor (magical weapons will be at a plus to
                    save).  Because of the Dragon's corrosive nature,
                    their treasures tend to be gems and powerful magic
                    items only. 

                    Creator:  Rob Sanders (Y13RCS1@NIU) \\

\underline{\sc Ice Wraith}      
		    The Ice Wraith is a creature that resembles a
                    man-shaped cloud of mist.  It survives by draining
                    all heat from any available source near it (for
                    example, a campfire.  Because of this, cold-based
                    attacks do double damage and heat-based attacks
                    HEAL the Ice Wraith for half the damage points the
                    attack would normally cause.  A +1 or better
                    weapon is required to hit, but any metal weapon
                    passing through the creature will become intensely
                    cold and may be dropped.  The Wraith can cast
                    Affect Normal Fires to make a heat source hotter,
                    but this will cause the fire's fuel source to be
                    consumed more quickly.  Of course, body heat is
                    also an acceptable source of heat for these
                    creatures, so if a PC tries to douse his campfire
                    to get rid of the Wraith, he may be in for an
                    unpleasant surprise...  

                    Creator:  Rob Sanders (Y13RCS1@NIU) \\

\underline{\sc Demi-Shadow }
		    A Demi-Shadow is an alternative to a lich for a
                    magic-user (MU).  A spell caster can, through the
                    use of a shadow lanthorn, a Time Stop spell, a
                    protective encasement for his body, and various
                    other components, preserve his body forever while
                    his mind roams free in shadow form.  A Demi-Shadow
                    appears as an ordinary shadow (the monster), but
                    somewhat more substantial.  His touch drains d6
                    points of strength or dexterity (divided evenly
                    between the two) for d20 rounds.  A +3 weapon is
                    needed to hit, and the Demi-Shadow is immune to
                    all spells except the following:

\begin{center}
\begin{tabular}{ll}
                      Fireball \& Lightning & --1/4 damage \\
                      Light                 & --d20 damage \\
                      Continual Light       & --d20 + \\
					& d10/round not dispelled \\
\end{tabular}
\end{center}

                    The Demi-Shadow may use all spells he had when
                    {\em alive} (except any that produce light).  He will
                    only be found in areas of darkness and will avoid
                    lighted areas (unless he can use a Darkness spell,
                    which is an innate ability).  At 0 hit points, the
                    Demi-Shadow will flee to his physical body, which
                    will awake in d10 rounds as a VERY angry MU.  Any
                    spells cast while in Demi-Shadow form are used up
                    in MU form as well (he doesn't get the spells back).

                    Creator:  Rob Sanders (Y13RCS1@NIU)\\

\underline{\sc Mud Golem }
		    A Mud Golem resembles a stone golem, with the
                    obvious exception that he is made entirely of mud.
                    A mud golem may not change his shape at all; his
                    substance is malleable but always retains the same
                    structure.  A +2 weapon is required to hit;
                    anything less just passes through the mud without
                    doing any damage.  Fire-based and cold-based
                    spells do half damage and may harden an area of
                    the golem's body.  The hardened area may be hit
                    with normal weapons for half damage, and a spell
                    of the opposite temperature cast the following
                    round may shatter that part of the body.  No other
                    spells have any effect.

                    Creator:  Rob Sanders (Y13RCS1@NIU)\\

\underline{\sc Dragon, Stone}
		    A Stone Dragon is just that --- a large dragon made
                    entirely (to all outward appearances) of stone.
                    They are only found in one size (as opposed to
                    other dragons) and age group, and originate on the
                    elemental plane of earth.  They are too slow and
                    stupid to cast spells, but most can learn one or
                    two languages.  The breath weapon of a Stone
                    Dragon is a sandblast in a 60 degree cone for up
                    to 100 feet.  The sand does d20 damage, may blind
                    the victim (save vs. petrification), and may get
                    in the mouth and lungs and choke the victim (no
                    action for d4 rounds --- save vs. petrification
                    again).  A +3 weapon is required to hit the stony
                    hide of this dragon.  It has a 30\% magic
                    resistance and only hoards jewels as its treasure.
                    It is too heavy to fly.  The spells
                    Stone-to-Flesh and Stone-to-Mud raise the Armor
                    Class of the affected area of the dragon to 1.
                    The Dig spell causes d4 times the level of the
                    Mage casting the spell.

                    Creator:  Rob Sanders (Y13RCS1@NIU)\\

\newpage

\underline{\sc Dragon, Prismatic }
		    The Prismatic Dragon (Diamar) is a unique creature
                    that inhabits the first layer of tne Nine Hells
                    (he was created as a replacement for Tiamat, who
                    was {\em permanently slain} in the author's campaign,
                    but could work equally well as her prime consort).
                    He derives his name from the crystal-like scales
                    that cover his 150 foot body.  These scales
                    glitter when struck by light, producing a Hypnotic
                    Pattern-like effect.  The scales also provide
                    immunity to fire, electric, and acid attacks, and
                    take only half damage from cold-based attacks
                    (observant PC's will notice that during cold
                    attacks, Diamar will close his eyes and mouth to
                    protect them from damage).  Diamar also has claws
                    of sharpness (as the sword) and a highly venomous
                    bite (save vs. poison at --5).  He can use the
                    breath weapon of any evil dragon, provided it is a
                    color dragon.  He has the spell casting abilities
                    of a 30th level MU, a 20th level illusionist, and
                    a 15th level Wu Jen (Oriental Adventures), and has
                    a magic resistance of 75\%.  As a lesser power (as
                    if he's not bad enough already!), he can use the
                    following spell-like abilities once per round:
                    Polymorph Self, Charm Person, Dispel Magic, Know
                    Align. Teleport, Suggestion.  He also has the
                    following innate abilities:  Vocalize, Detect Lie,
                    Detect Invisible, Read Magic, Read Languages.  He
                    has both a wisdom and intelligence of 20, a
                    charisma of 21, and a comeliness of 22.  His
                    single greatest weakness is his vanity.  He will
                    never polymorph into anything he considers ugly.
                    A clever MU once bought escape for his entire
                    party by molding a large diamond into a small
                    statue of Diamar and presented it to him.  Diamar
                    was so flattered he let the entire party pass
                    unharmed!  He prefers to use spells that reflect
                    his nature, like Prismatic Spray, Prismatic Wall,
                    and Chromatic Orb.  He should be played as very
                    intelligent, very proud, very evil, and VERY
                    DANGEROUS.  Diamar has 300 hit points, 40 Hit
                    Dice, and has a suggested EP value of 80,000 (if
                    killed {\em permanently}, XP should be 800,000).
                    Creator:  Rob Sanders (Y13RCS1@NIU)\\

\underline{\sc Hoolk }
		    The Hoolk is the result of genetic
                    experimentation.  This creature inhabits any
                    region of temperate or warmer climate.  The Hoolk
                    are always hungry and prefer human meat.  It will
                    continue to attack until dead, and attacks with
                    poisonous claws and fangs. When encountered in
                    their lair, double the numbers will be present
                    along with 1-2 young (20-80\% grown) plus a
                    {\em leader} that gets +1 per die on hit points and +1
                    to hit, damage, and saving throws.  Hoolk are
                    humanoid reptiles with wings.  Their scales are
                    green and their heads are smooth.  The eyes are
                    yellow and look like the eyes of a snake.  In
                    proportion, the build of a hoolk is larger than
                    almost any human of comparable size (8 feet tall).

                    Creator:  Gary Samek  \\ (C133GES@UTARLVM1)\\

\underline{\sc Ploorian }
		    Ploorians are half evil cloud giant and half
                    elephant.  Ploorians have lost the ability to
                    levitate.  The Ploorians hate all other life
                    forms, especially cloud giants.  They are thought
                    to be the last remnants of several thousands of
                    cloud giants that dared to confront the gods and
                    demand equal status.  The gods punished the giants
                    by torture and then cursed them with the elephants
                    that the giants used as pack beasts.  Ploorians
                    have a keen sense of smell and are surprised only
                    on a 1.  In any group, one will be considered as
                    {\em chief} (AC 3, 12 hit dice, very intelligent).
                    Ploorians are 18 feet tall and appear to be a
                    giant/elephant representation of a centaur; the
                    elephant half is normal, but the giant half has a
                    light blue skin and silver hair.  It is suspected
                    that the Ploorians will band with the fire and
                    frost giants against the gods in the battle of
                    Ragnarok.

                    Ploorians are 10\% magic resistant.

\begin{center}
\begin{tabular}{llll}
                    Str: 23 & Int: 9 (chief:11) & Wis: 11 \\
                    Dex: 10 & Con: 15 & Chr: 3 \\
\end{tabular}
\end{center}

                    Concept derived from the Lensman series by E.
                    E. Doc Smith.

                    Creator:  Gary Samek \\  (C133GES@UTARLVM1)\\

\underline{ \sc Grendel }
        	    These amphibians appear much like stegosauri, only
                    smaller and lower, and with big pointed teeth.
                    Curious, intelligent (IQ of about 75) and
                    omnivorous, they have racial memory passed down
                    through DNA/RNA and can understand relatively
                    advanced concepts, such as revenge.  They
                    generally range out from a deep pool or
                    slow-moving river, where they spend most of their
                    time, if they smell any disturbance (very good
                    sense of smell, both in water and in air).  They
                    are extremely territorial.  If attacked or
                    attacking, they can speed up their metabolism many
                    times over, increasing their running speed to as
                    much as 100 mph.  In this mode they act as if
                    doubly Hasted and move at 300"  This Speed drops
                    their AC to --10 (DEX bonus).  They may attack up
                    to 4 different targets while on Speed.  The
                    effects last from 2-7 rounds and the Grendel will
                    start to {\em overheat} after the 3rd round of Speed.
                    There is a 30\% chance per round after the 3rd that
                    the Grendel will overheat and drop dead in its
                    tracks.  This happens automatically after the 7th
                    round.  This heat sensitivity while on Speed
                    causes it to take double damage from fire or heat
                    attacks, while cold based attacks will allow it
                    another 2-7 rounds of Speed (start over), but do
                    normal damage due to the sudden temperature
                    change.
	
                    Any character with Infravision who sees a Grendel
                    going on Speed must save vx. Paralyzation at --3 or
                    be blinded in the Infrared spectrum for d4 rounds.
                    While on Speed, a Grendel may dodge up to 4
                    missile attacks per round as if it were a Monk of
                    9th level.  If it is raining or very foggy, the
                    chance of overheating is only 5\% per round, and
                    the Grendel can go up to 12 rounds before
                    dropping.  If immersed in water or snow, the
                    chance is only 2\% per round (starting on the 10th
                    round), and the Grendel can go up to the 20th
                    round before dropping.

                    If the tail attack is a natural 19 or 20, the
                    victim is impaled unless he can roll under half
                    his DEX on a d20 (round down).  When impaled, the
                    victim loses d4 hit points per round in blood,
                    loses and DEX bonus to AC, and all attacks are at
                    --5 to hit and --1 on damage.  To disengage from the
                    spikes, the victim must roll under half his STR on
                    a d20 (round down).

                    On a Speeded Charge, the prey of a Grendel must
                    roll for surprise (1-4) or be knocked down for 1-2
                    rounds and take d6 hit points.  This is in
                    addition to any attacks from the Grendel.  A
                    Grendel will normally keep fighting until it is at
                    25\% of normal hit points or for 3d4 rounds.
                    Grendels are solitary, meeting only to spawn.  The
                    young are born alive in water, and are fishlike
                    and very small (less than 1" at birth).  Often
                    50,000 will be born at once.  Once they are 6" or
                    longer, the adults will eat them if no other food
                    is available.  After about 3 or 4 months they
                    become amphibious and are recognizable as being
                    Grendels, and will crawl up on the land and attack
                    and eat everything in sight, including each other!
                    Young get no special Charge attack.

                    Creator:  Jeff Fulford (care of Charlie Fineberg
                    (FINEBERG@WUMS))\\

\underline{\sc True Troll }
     		    The True Troll seems to be the oldest member of
                    the troll family, and the base stock from which
                    the others sprang.  While lacking the regenerative
                    powers of its evil offspring, the True Troll is
                    perhaps even more dangerous, for it is resistant
                    to the spells of all but the most powerful mages
                    and clerics, and because of their thick, stony
                    hide and inherent toughness, take only 1 point of
                    damage for every 2 points done (50\% damage
                    reduction).  True Trolls are usually found in
                    deserted fens, far from civilization, and although
                    they will occasionally raid isolated settlements,
                    their numbers have been reduced to the point where
                    they do not pose a threat to society --- as opposed
                    to wandering adventurers.  Greedy, bloodthirsty,
                    and mean, they love to taste the blood and flesh of
                    humans and demihumans, often pausing for a round
                    in combat to rip the throat out of a victim
                    (requires two claw hits the previous round).  If
                    this attack (bite) is successful, the hapless
                    victim loses all but 1d4 hit points and loses 1
                    hit point every round thereafter until dead or
                    healed.  Even then, the victim is incapable of
                    speech or eating solid foods for 2-8 weeks, or
                    until healed through regeneration.  True Trolls
                    have both infravision and ultravision with a range of
                    90'.  They speak the languages of trolls, ogres,
                    orcs, and the local common speech (25\% of the
                    time).  One in 20 (5\%) will be magic-user,
                    specializing in necromantic spells and summoning.
                    If using weapons, they prefer the two-handed sword
                    or halberd (with which they are +5 to hit and +13
                    on damage).

                    Creator:  Jeff Howe (care of Charlie Fineberg
                    (FINEBERG@WUMS))\\

\underline{ \sc Animator }
		    Animators are vicious creatures who kill for the
                    pleasure of doing it.  Their appearance resembles
                    that of a lich, but with a spectral look. They
                    usually don't leave their lairs, in which they
                    never keep treasure. However, since they're found
                    in unaccessible places (dungeons and ruins), there
                    is a good chance of finding magic items from their
                    unfortunate victims:

\begin{center}
\begin{tabular}{rl}
                    30\% & Magic Weapon \\
                    20\% & Magic Shield or Armor \\
                    10\% & Potion \\
                    05\% & Miscellaneous \\
\end{tabular}
\end{center}

                    The animator can attack with 2 claws, each of
                    which inflicts a cold chill causing 2-12 damage,
                    plus paralysis unless a save is made. However,
                    they normally attack by animating objects to
                    attack the party. The animated object can be any
                    smaller than human size, and it will attack as a
                    living creature (not as a throw object). The
                    animated object(s) will usually be stones, logs,
                    or anything in sight. All objects will take 25 HP
                    of damage before being destroyed, and will have 2
                    attacks per round, each doing 1-8 HP. An animator
                    can control up to 5 objects in a range of 120". If
                    an object is destroyed, the Animator will
                    automatically take control of another.
                    The animator is immune to all non-magical weapons
                    and missiles. It is also immune to all spells
                    affecting the mind, and cannot be turned (because
                    it's not undead).

                    Creator:  J. Anotonio Chavez \\ (BL197903@TECMTYVM)\\

\underline{\sc Alien } 
		    These horrible creatures are found in the deepest
                    of caverns where they prey on unsuspecting
                    adventurers. They have 60' infravision. If found
                    in a group there will be from 5-20 leather
                    egg-like sacks which pulsate when approached. The
                    eggs contain the face huggers (FH). The FH will
                    attempt to attach to the mouth of a victim and
                    deposit an egg in the victims body. Once attached
                    to a victim the FH must be cut off, releasing the
                    alien's acid upon the victim, inflicting 1d4 of
                    acid damage per round until washed off. It takes 6
                    turns for the FH to deposit its egg. A Cure
                    Disease will kill the FH with no ill effects if
                    done within 3 turns. A Cone of Cold will cause
                    dormancy in the egg sacks for 2d6 days.
                    The egg will mature in to chest burster (CB) in
                    1d3 days. The CB will come out of the victims body
                    via the chest (hence the name). The victim is
                    killed instantly, no save! The victim may be
                    resurrected only if a Heal is performed first. The
                    CB matures into an Alien.

                    Full grown Aliens attack with their claws, bite,
                    and tail (--3 to hit). The mouth attack inflicts an
                    additional 3d4 of acid damage per round until
                    washed off. Anyone viewing an Alien from the front
                    must save vs. magic or be rigid with fright for
                    1d6 rounds. The Alien is not affected by charm,
                    sleep, feeblemind, polymorph, cold, insanity,
                    death spells/symbols, but take +3 damage from fire
                    and electricity.

                    Clearly the acid damage is the worst aspect of
                    these creatures. All acid damage may be halved if
                    a save is made against breath weapon. Any hit upon
                    an Alien causes a spray of acid in a 5' radius
                    (all in range take 3d4 points of damage per round
                    until the acid is washed off). The Aliens
                    communicate telepathically. They are VERY smart
                    and cunning.

                    Creator:  ``ToeJam'' (C471040@UMCVMB)\\

\underline{\sc Silver Twist }
		    A silver twist is considered more of an odd
                    phenomenon than a monster. The twists are thought
                    to be the result of a backfired experiment in
                    magic. Appearing as a constantly shimmering mobius
                    strip, the twist can stretch into a fairly thin
                    12' long, 2' wide rectangle or expand outward
                    into a 12' diameter, 2' depth cylinder. Its size
                    and relatively clumsy means of locomotion make it
                    an easy target.

                    The danger associated with it comes from the
                    twist's magic. If a successful strike is made by
                    the twist, the victim is transported to a random
                    location as if a Dimension Door spell was cast
                    upon the victim. If a character strikes the silver
                    twist, there is a 2 in 6 chance that the character
                    will be equally affected by a Dimension Door. The
                    effect of the Dimension Door is as if a 15th level
                    mage cast it to its maximum distance of 450 yards
                    (1350 feet). There is, however, a random direction
                    associated with the effect. Roll 2d8 (one at a
                    time) and use the table below to determine where
                    in 3 dimensional space the receiver goes: \\

\begin{tabular}{|c|l|r|c|l|r|}
\hline
          die 1 & Direction & $\Theta$ & die 2 & Direction & $\Phi$ \\
\hline
                1 &  N   &  90  &  1  &  Up    &    0  \\
                2 &  NE  &  45  &  2  &  Up    &   45  \\
                3 &  E   &   0  &  3  &  Flat  &   90  \\
                4 &  SE  & 315  &  4  &  Down  &  135  \\
                5 &  S   & 270  &  5  &  Down  &  180  \\
                6 &  SW  & 225  &  6  &  Down  &  225  \\
                7 &  W   & 180  &  7  &  Flat  &  270  \\
                8 &  NW  & 135  &  8  &  Up    &  315  \\
\hline
\end{tabular}
\begin{itemize}
	\item{Radius of Rho = 450 Yards (1450 Feet)}
	\item{Location in 3-dimensional space is given by: \\
		$$ X = \rho \times Sin(\Phi) \times Cos(\Theta)$$ \\
\vspace*{-.25 in}
		$$ Y = \rho \times Sin(\Phi) \times Sin(\Theta) $$  \\
\vspace*{-.25 in}
		$$ Z = \rho \times Cos(\Phi) $$  }
	\item{Double check the calculation with the formula: \\
        	$$\rho = \sqrt{ X^{2} + Y^{2} + Z^{2} }$$ }
\end{itemize}

                    The first die roll gives the direction in the X-Y
                    plane for the first point of reference; the second
                    roll gives the direction in a plane perpendicular
                    to the X-Y plane. The point determined is the
                    destination for the victim/striker. A truly
                    vicious alternative is to have two more dice
                    rolled to determine the bodily orientation once
                    the destination is reached (you can make this
                    table up on your own). If the destination point is
                    found to be a solid object, then the {\em Astral
                    Plane} rule of Dimension Door applies. The weight
                    restriction rules of Dimension Door also apply.
                    The best way to oppose a silver twist is to attack
                    it in a non-physical (magical) manner. Better
                    still, running away never hurts. \\

                    Creator:  Jeff Contompasis \\ (JCONTOMP@TUFTS) \\

\newpage
\ \\
\vspace{6in}

\begin{quote}
``Never send a monster to do the work of an evil genius."\\

\begin{tabbing}
\ \ \ --- \=Joe Block\\
\>jpb@umbio.med.miami.edu\\
\end{tabbing}
\end{quote}

\end{document}

