MrBishop
Well-Known Member
For the RPG geeks like moi
Forvalaka
Climate: Any temperate or tropical
Hit Dice: 13d8 + 100 hit points
Intelligence: Very (11-12)
Size: Medium
Alignment: Chaotic Evil
No Appearing: 1
Armor Class: -2 (-5 vs. missile weapons)
Thac0: 9
Treasure: 10xJ, 10xK, 5xM, Q, V (in lair)
Movement: Movement: 36" ground (so fast they're hard to track visually, accounting for the lowered missile AC) 18" climbing
Attacks: 3 (bite, claw, claw)
Damage: 1d20, 1d20, 1d12
Special Abilities:
Lives in graveyards if not following targets. Digs up and eats new dead (though it cannot starve - it just gets cranky), lives in crypts. Immortal without extraordinary measures taken after killing it. Complete destruction of the body is necessary - consumption or magical burning.
In combat, the forvalaka jumps nearly at random from target to target. Swarms its target, makes one to four rounds of attacks, and jumps to another target.
My thanks to Paul Kupperman for submitting this daunting creature. Below, I have pasted part of his message to me when he submitted it as a warning for any DMs out there who wish to use this creature:
"Keep in mind, this thing is *not* meant to be found by low-level characters. In the books (The Black Company by Glen Cook), it took a couple of mid-level mages, a couple of mid-level fighters (I'd guess 6-8th level), a high-level fighter (say 10th), and a demi-god to stop one. The demi-god wasn't really trying, I'll admit, since all he did was keep it still, but it wasn't easy even then. My party dealt with it at about 7th level, but they had some warning and they're tactically quite good (and there were seven of them)."
Forvalaka
Climate: Any temperate or tropical
Hit Dice: 13d8 + 100 hit points
Intelligence: Very (11-12)
Size: Medium
Alignment: Chaotic Evil
No Appearing: 1
Armor Class: -2 (-5 vs. missile weapons)
Thac0: 9
Treasure: 10xJ, 10xK, 5xM, Q, V (in lair)
Movement: Movement: 36" ground (so fast they're hard to track visually, accounting for the lowered missile AC) 18" climbing
Attacks: 3 (bite, claw, claw)
Damage: 1d20, 1d20, 1d12
Special Abilities:
- Can disengage with one opponent and move to another without being subject to a parting attack by the first opponent.
- Save vs. paralyzation to attack the first round it attacks a character if initiative is lost (shock value)
- 70% immunity to mind-affecting spells
- -5 to surprise rolls
- Regeneration 280d4 days after killed if body not destroyed completely
Lives in graveyards if not following targets. Digs up and eats new dead (though it cannot starve - it just gets cranky), lives in crypts. Immortal without extraordinary measures taken after killing it. Complete destruction of the body is necessary - consumption or magical burning.
In combat, the forvalaka jumps nearly at random from target to target. Swarms its target, makes one to four rounds of attacks, and jumps to another target.
My thanks to Paul Kupperman for submitting this daunting creature. Below, I have pasted part of his message to me when he submitted it as a warning for any DMs out there who wish to use this creature:
"Keep in mind, this thing is *not* meant to be found by low-level characters. In the books (The Black Company by Glen Cook), it took a couple of mid-level mages, a couple of mid-level fighters (I'd guess 6-8th level), a high-level fighter (say 10th), and a demi-god to stop one. The demi-god wasn't really trying, I'll admit, since all he did was keep it still, but it wasn't easy even then. My party dealt with it at about 7th level, but they had some warning and they're tactically quite good (and there were seven of them)."