Chamrol

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.

Setting: Dragon Magazine · Sources: Dragon174

Appearance

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.

Combat

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.

More: Monsters starting with C · Dragon Magazine monsters · All monsters A-Z

Statistics

Climate/TerrainPlane of Mineral
FrequencyUnknown (common)
OrganizationSolitary or “pod”
Activity CycleAny
DietPositive energy
IntelligenceSemi- to low
TreasureNil (Q X 20)
AlignmentNeutral
No. Appearing1d8
Armor Class2
Movement0
Hit Dice1 hp per foot of length (5 hp count as 1 HD); range of 5-100 HD
THAC0Variable
No. of Attacks1d6 per opponent
Damage/Attack1d6 per attack
Special AttacksPositive energy burst, constriction
Special Defenses+2 or better weapon to hit, fire and electrical resistance, elemental abilities
Magic Resistance75%
SizeM-G (5’-500’ long)
MoraleFanatic (18)
XP ValueVariable