Blindheim

A yellow, frog-like cave dweller whose eyes snap open like searchlights, blinding anyone close, and whose tribes sometimes swarm the tunnels in devouring hordes.

Setting: Greyhawk · Sources: Monstrous Compendium, 1997 Annual, Volume 4

Appearance

This amphibious subterranean humanoid looks like a large frog with enormous eyes that can shine like twin lanterns whenever it wishes. Its yellow hide is darker on the back and paler underneath. It has webbed three-toed feet, four-fingered hands with a thumb and hooked claws, and a wide mouth of needle teeth and fangs. Ordinary blindheims use no tools and seem to talk only in croaks. A dead one's eyes, pried open, are a dull gold.

Combat

At rest a blindheim keeps its eyes shut under an extra lid and listens for prey. When it strikes it flicks them open at once; anyone within 30 feet saves vs. wand or is blinded for 1d10+10 rounds, with infravision users at -3 to the save. Those who resist still cannot meet the glare and attack at -2 unless immune to bright light. Blindheims themselves are unaffected by dazzling light, even their own reflected beams.

Up close it bites for 1d8. A Tiny foe is swallowed if the attack roll beats the required number by 4 or more, then takes 2d4 acid damage each round.

Habitat and Society

They live near underground pools and lakes, equally at home swimming or walking, usually alone or in small groups. Every so often hordes of tens or hundreds gather to sweep an area, eating everything, before quietly scattering back to their own territories.

Ecology

Omnivores, they eat nearly any fungus or moss except the most poisonous and hunt other cave creatures, keeping populations of small things like jermlaine in check. Light-shy races such as goblins and drow find them a menace.

One encounter in ten involves an advanced tribe, which speaks a crude language, uses tools and lives in rough villages of 30 to 120. Warriors throw one or two barbed darts like javelins (range 20/40/60, 1d6). Every 10 blindheims have a 5+3 HD leader of unusual color and power, and a group of 100 or more answers to a 7+4 HD chief whose eyes also cast a rainbow pattern 60 feet. A village of 50+ has one shaman/witch doctor (3rd level minimum); one of 100+ has two such, plus another of 5th level. Most advanced tribes revere the chaos toads.

Known leader types: amber eyes create a hypnotic pattern instead of blinding, and those who save are slowed 2d4 rounds; white eyes discharge a sunburst every third round, like a wand of illumination; blue eyes outline victims in faerie fire for 1d6+1 turns (1d4 rounds with a save vs. spell) instead of blinding; gold ones keep their blinding beams and also spit a small fireball every 3 rounds (30 yards, 10-foot area, 3d6).

More: Monsters starting with B · Greyhawk monsters · All monsters A-Z

Statistics

Climate/TerrainSubterranean
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietOmnivore
IntelligenceAnimal (1)
TreasureNil (B)
AlignmentChaotic evil
No. Appearing1-4
Armor Class3 (base, see below)
Movement9
Hit Dice4+2
THAC017
No. of Attacks1
Damage/Attack1d8
Special AttacksBlinding stare
Special DefensesImmune to glare
Magic ResistanceNil
SizeS (4' tall)
MoraleAverage (8-10)
XP Value270
Leader: 420
Ruler: 650