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ZIKKER
Created 2002

FREQUENCY: Very Rare
NO. APPEARING: 1-10
ARMOR CLASS: 6
MOVE: 7"
HIT DICE: 2
% IN LAIR: 25%
TREASURE TYPE: nil
NO. OF ATTACKS: 1
DAMAGE: 1-6 +Special
SPECIAL ATTACKS: Ripping
SPECIAL DEFENSES: nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: N
SIZE: S (3' long)
PSIONIC ABILITY: nil
LEVEL/XP: II / 65 +2/hp

Unfortunates submerged in the same waters as a roving school of Zikkers usually end up as bloodied meals for these serpentine, barbed carnivores. Their six-inch hook-like teeth puncture exposed flesh for 1-6 damage, automatically ripping back out for 3-12 damage in the following round. These wounds are usually terribly painful and will render the victim incapacitated in the following round unless a save vs. Petrification is made. It will continue to ooze blood all day, and unless a Cleric CURES it or a person of 14 or better intelligence mends it, the bitten person will bleed to death within 2-4 hours.

Heavily armored persons will not be affected by the toothy varmints, but leather can be penetrated with a "to hit" roll of 18 or better by the Zikker. However, the armor-clad individual in question would probably sink like a stone in the water, which is a dilemma just as deadly as hungry sea creatures!

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All artwork Copyright 2002 David C. Lovelace