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BEMBIN
Created 1985, revised 1988, redrawn 2003

FREQUENCY: Very Rare (at best)
NO. APPEARING: 1 or 6 (in lair)
ARMOR CLASS: -3
MOVE: 16"
HIT DICE: 9 (d10)
% IN LAIR: 10%
TREASURE TYPE: nil (Ax2 in lair)
NO. OF ATTACKS: 2
DAMAGE: 2-12/2-12 + Special
SPECIAL ATTACKS: Spells; see below
SPECIAL DEFENSES: Spells, regeneration
MAGIC RESISTANCE: 50% and see below
INTELLIGENCE: Exceptional
ALIGNMENT: NE
SIZE: L (30' long, 10' at shoulder)
PSIONIC ABILITY: 188
--ATTACK/DEFENSE MODES: A,C,E/F,G,H
LEVEL/XP: VIII / 2400 + 12/hp

The Bembin is a seldom seen creature with incredible endurance, strength, intellect, and power otherwise. The beast is a dynamo of constitution, regenerating a full 2 lost hit points per round. Its sheer size does adversely affect its fighting ability, however. It attacks as a 9-die monster despite a higher hit point capacity. When attacking, the Bembin uses its massive forty foot long tentacles to inflict 2-12 points of damage each. If both attacks hit, the victim must save vs. Petrification or suffer additional damage according to the following chart:

ROLL D8RESULT
1-4-no additional damage
5-STUNNED for 2-5 rounds
6-victim's appendage (arm, leg) is ripped off -- 6-36 damage
7-hurled into nearest wall (1-4 damage)
8-chracter is ripped in half -- 6-60 damage + 1-8 per round due to blood loss

If a Bembin lair is stumbled upon, there will always be six of them present. They will probably be performing a religious ceremony, and in this heightened state of awareness attack at +2 to hit.

Bembins can use any evil Clerical spells as a 12th level Cleric; spell levels 1-6. They are immune to all fire, cold, and electrical attacks, and can only be hit by +2 or better magical weapons.

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All artwork Copyright 2002 David C. Lovelace