A towering, lead-heavy blend of plant, animal and stone that grows where positive energy meets living rock, lashing visitors with tentacles and blasting them with raw life force.
Chamrols grow thick as a forest wherever the plane of positive energy touches the quasi-plane of Mineral, and they are found nowhere else, since only there can they soak in pure positive energy. A traveler to that region will almost certainly meet one.
Each is built mostly of dense metal, about 80% lead, its surface crusted with crystal outcrops; a rare 1% are made of gold. The mineral roots plunge deep into the quasi-plane's stone, and some sages say they tap elemental Earth itself. A typical chamrol stands 5d100 feet tall, its central stalk armored in thin, layered, mica-like scales.
Dozens of tentacles writhe out between those scales. Anyone within 20 feet may face 1d6 of them, each dealing 1d6 damage on a hit. Every hit also carries a 15% cumulative chance of a grab, after which the victim suffers 1d6 constriction damage automatically each round. Breaking loose calls for a successful bend bars/lift gates check, tried once each round, and every miss means another round of crushing.
Once per day for each 100 feet of its length, the chamrol can fire a cylinder of positive energy from its tapered tip. The bolt reaches any point within 120 feet of the base and fills an area 60 feet across, dealing 2 points of damage per 10 feet of the plant's length; a save vs. breath weapon halves it. It is neither fire nor lightning, so protections against those do not help the save.
Fire and electricity cannot hurt a chamrol, but acid does double damage, and only weapons enchanted to +2 or better can wound it at all.
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| Climate/Terrain | Plane of Mineral |
|---|---|
| Frequency | Unknown (common) |
| Organization | Solitary or “pod” |
| Activity Cycle | Any |
| Diet | Positive energy |
| Intelligence | Semi- to low |
| Treasure | Nil (Q X 20) |
| Alignment | Neutral |
| No. Appearing | 1d8 |
| Armor Class | 2 |
| Movement | 0 |
| Hit Dice | 1 hp per foot of length (5 hp count as 1 HD); range of 5-100 HD |
| THAC0 | Variable |
| No. of Attacks | 1d6 per opponent |
| Damage/Attack | 1d6 per attack |
| Special Attacks | Positive energy burst, constriction |
| Special Defenses | +2 or better weapon to hit, fire and electrical resistance, elemental abilities |
| Magic Resistance | 75% |
| Size | M-G (5’-500’ long) |
| Morale | Fanatic (18) |
| XP Value | Variable |