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DINUAM
Created 1985, revised 1988

FREQUENCY: Rare
NO. APPEARING: 2-20
ARMOR CLASS: 9
MOVE: nil
HIT DICE: 3 hp per tendril
% IN LAIR: 100%
TREASURE TYPE: nil
NO. OF ATTACKS: 3, 4, or 5
DAMAGE: 1-3 each
SPECIAL ATTACKS: see below
SPECIAL DEFENSES: nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: N
SIZE: S
PSIONIC ABILITY: nil
LEVEL/XP: II / 80 + 1/hp

The Dinuam (dye-NEW-um) is a deadly patch of plant life with long vine-like appendages which instinctively grasp and probe. These vines secrete a dangerous contact poison which rots flesh upon contact for 1-3 damage, plus an additional point per 1-6 rounds thereafter or until some sort of CURE spell is cast (per wound).

Vines attack as 1HD monsters at -4 to hit their prey, but once one hits, the "to hit" adjustment increases by 2 for each subsequent attack by both it and any neighboring Dinuams. In the case of two 5-vine plants attacking (all vines in the same round, mind you!), once the first vine hits at -4, each subsequent one attacks at -2, 0, +2, +4, +6, etc. Here's where it gets interesting: these vines each HOLD FAST until either severed normally, or if its prey breaks free on his own by successfully rolling his BEND BARS percentage. Now, if 5 or more vines are all holding one person, he will be dragged into the patch and exposed to exploding gas spores. Now he must save vs. Poison or be killed, and by the end of the day he'll be completely dissolved. Uncoincidentally, there will be an additional 2-20 Dinuam in that patch by week's end after this sort of killing!

Stepping on all the spore pods will kill the plant more efficiently than attacking individual tendrils, but will expose the stomper to the deadly toxins.

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All artwork Copyright 2002 David C. Lovelace