Fordorran

A stinking, three-horned armadillo beast of the city-state heartlands whose reek drops foes retching, whose mind powers turn friends against each other, and whose attention wanders with no warning.

Setting: Dark Sun · Sources: Dark Sun Appendix II - Terrors Beyond Tyr

Appearance

Imagine a huge, plodding armadillo with three horns on its brow. The fordorran's hairless armor plates are jointed so it can roll itself into a ball, and soft fur grows between them, along its legs and across its belly. It can shift its color to match its surroundings, which would make it nearly invisible if it did not stink so badly all the time. It may be a distant relative of the so-ut.

Combat

Slow and dim as it is, a fordorran is a real threat, mostly because nobody can predict it. It has a 25% chance each round of abruptly switching to a new opponent, with no penalty, even if that target is out of reach. When a switch comes up and no one else is around, it just ambles away in a daze, though it will defend itself if attacked. Its horns gore for 2d4 points, and each of its two three-toed front claws rakes for 1d6.

Every creature within 10 feet must save vs. poison or start gagging and vomiting for 1d6 rounds, during which it can only move at one third speed and do nothing else; ending the fit early takes another successful save.

If it notices enemies before they notice it, the fordorran opens with psionics. It uses domination to seize one foe and turn that victim on its allies. Facing a lone opponent, it masks its smell with false sensory input, then softens up its target with ballistic attack and detonate before charging. Sleep, charm and hold spells have no effect on it.

Psionic powers: in psychokinesis, the science detonate and the devotions levitation, soften and ballistic attack; in telepathy, the sciences domination and psionic crush, with the devotions mind thrust, ego whip, inflict pain, attraction, repugnance, false sensory input and psionic inflation.

Habitat and Society

Fordorrans roam the city-state heartlands around the silt sea, sheltering in caves and cracks in the rock. None has ever been seen with another of its kind; perhaps they cannot bear each other's smell either, and how they breed remains a mystery. Toward other creatures a fordorran is equally likely to ignore them, attack them or tag along as a temporary friend. It swallows gems and colored glass even though it cannot digest them.

Ecology

The meat can be eaten but tastes as foul as the animal smells, although some elf tribes are said to know a way of cooking it that makes it bearable. Spellcasters of every stripe pay well for the scent gland, which goes into potions.

More: Monsters starting with F · Dark Sun monsters · All monsters A-Z

Statistics

Climate/Terraincity-state heartlands
FrequencyUncommon
OrganizationSolitary
Activity CycleDay
DietOmnivore
IntelligenceLow (5-7)
TreasureNil (Q)
AlignmentChaotic neutral
No. Appearing1
Armor Class4/0
Movement6
Hit Dice5
THAC015
No. of Attacks3
Damage/Attack1d6/1d6/2d4
Special AttacksStench
Special DefensesSee below
Magic Resistance20%
SizeL (8' long)
MoraleIrregular (5-7)
XP Value1,400

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
52/3/10EW,MT,PsC/MB,MBk,TS1140

Psychokinesis - Science: detonate; Devotions: soften, levitation, ballistic attack.

Telepathy - Sciences: domination, psionic crush; Devotions: attraction, ego whip, false sensory input, inflict pain, mind thrust, repugnance, psionic inflation.