A hog-snouted, soot-skinned lurker that buries itself in the ash around a permanent fire, snaring intruders with its long tail and clamping on with jaws that will not let go.
An ash crawler is a squat, 2-foot body tipped with a snout like a hog's and trailed by a bare, prehensile tail roughly twice that length. Its hide is a dull, sooty gray. Each week it sheds the skin in flakes that look just like ash.
Lying buried in the ash of its home, the crawler gains +4 to Armor Class and to saving throws. The moment it breaks cover, such as when it attacks, that bonus is gone. Movement inside the lair and flashes of bright color are what usually set it off.
Its opening move, whenever it can manage one, is to whip its tail around a foe's legs. This takes a normal attack roll; a man-sized or smaller target that is hit must pass a Dexterity check or be pulled down into the ash. A fallen victim fights at -4 to hit and suffers a -4 penalty to Armor Class while floundering there.
Next comes the bite. On a hit the crawler sinks its jaws in and holds, dealing 1d2 damage at once and then 1 point every round afterward with no further roll. While latched on it rakes with both front claws, each at +4 to hit for 1d4 damage. Claws are only used during a hold, and the tail swipe is unavailable while the jaws are locked. Once it has taken 5 points of damage the crawler lets go and has to land a fresh bite to grab again.
Ordinary fire does nothing to its thick hide. Against magical fire it saves at +2 and subtracts 1 point from each die of damage, though every die still deals at least 1.
These beasts settle wherever a steady blaze burns: caves, deserts, mountainsides, volcanic vents, or ruined buildings with a fire that never goes out. They guard that fire jealously and attack anything that intrudes. Water is hateful to them, and a threatened crawler will curl its body over the flames to keep them from being doused.
A lair holds 2 to 4 feet of powdery ash and shed skin that the crawlers swim through with ease. The air is hot, smoky and stinking of scorched meat and wood, thick enough that nobody can act quickly inside. A single fire, or a cluster of fires close together, supports 1d6 crawlers, either loners or a small family. Any treasure is there by accident. Roll for each: 10% for d10 coins (copper, silver or gold), 5% for 1d4 gems or 1d2 pieces of jewelry, 2% for a single magic item.
Rodents, birds and other small prey that stray into the ash make up most meals, and winter brings a feast as chilled animals come looking for warmth.
Crawler hide makes fine fireproof gear. Four hides clothe a halfling, while a typical human needs at least nine. Tanned and hardened, the hide works as base AC 8 leather armor. Softened instead, it gives no Armor Class bonus but still protects against flame, and wizards and other classes barred from armor can wear it. Either way the leather ignores normal fire, takes 1 less point of damage per die from fire, and grants +1 on saves vs. magical fire, breath weapons included.
The tanning must be done right. A skilled tanner or leatherworker is needed, and the DM may require a fitting proficiency roll made at half normal odds. Botched leather crumbles into worthless ash the first time it meets flame, or within 1d4 weeks regardless.
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| Climate/Terrain | Arid areas with fire |
|---|---|
| Frequency | Rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Carnivore |
| Intelligence | Semi- (2) |
| Treasure | See below |
| Alignment | Neutral |
| No. Appearing | 1d6 |
| Armor Class | 6 |
| Movement | 6, Br 6 (ash only) |
| Hit Dice | 3+1 |
| THAC0 | 17 |
| No. of Attacks | 1 |
| Damage/Attack | 1d2 (bite) |
| Special Attacks | Tail, locking jaws, 2 claw attacks (+4 to attack, 1d4 damage each) |
| Special Defenses | Resitant to fire |
| Magic Resistance | Nil |
| Size | S (just over 2' long without tail) |
| Morale | Average (10) |
| XP Value | 270 |