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Nazgorean, Nehnite

Dog-sized creature with segmented chitinous body and retractable salamander-like upper portion that can cast spells like a Magic-user

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class11 soft portions, 15 otherwise
Hit Dice1d4* per MU level (AB +1 per MU level)
Number AppearingWild 1d4, Lair 2d4
Attacks1 bite or small weapon
Damage1d2+poison bite, 1d4 or by weapon
Movement30'
Save AsMagic-User: 1+
Morale8
XP13+
Treasure TypeChance of magical wand

About the size of an average dog, a Nehnite has a segmented chitinous body similar to what one might see on certain spider or insect species. From this lower portion the nehnite’s head, small manipulating arms, and hands can be extended to give the creature an almost centaur-like form. The similarity ends there as the upper portion resembles something like a slimy salamander or eel. This soft vulnerable portion (AC 11) can be fully retracted into the carapace (AC 15) when threatened, with only its alien face showing through.

A nehnite avoids combat, preferring to command other Nazgoreans to protect it, but if cornered may bite with its poisonous fangs. Those bitten must save vs. Poison or suffer an additional 2d6 points of damage.

Like other Nazgoreans, nehnites have an alien intelligence which is impossible for others to understand, causing them to be immune to charm magic as well as mind reading or any other form of mind-reading. Each can cast spells like a Magic-user, but with unfamiliar, even strange displays. For instance, one might produce a fireball effect made of green lightning, or magic missiles in the form of acid globules.

Nehnites are fond of carrying wands; each has a 10% per hit die chance of owning one, and if one is indicated, another 5% per hit die chance of owning a second. Such a wand has a 75% chance of being of Nazgorean origin, and thus possibly unusable by a normal character. However, a nehnite can always use a wand of the more common type, even without knowing (or speaking!) the command word or words.

Nehnites can command certain other Nazgoreans. One is almost never found without some frogmen around to serve it, and occasionally one might encounter a powerful nehnite protected by a gray render.

Nehnites, like other outsiders from Nazgor, suffer damage when exposed to sunlight or dry air. Sunlight alone causes 1d4 points of damage per hour, as does dry air; exposure to both results in 1d8 points of damage per hour.

Special Abilities

Poisonous Bite: Those bitten must save vs. Poison or suffer an additional 2d6 points of damage.
Alien Intelligence: Immune to charm magic as well as mind reading or any other form of mind-reading.
Spellcasting: Can cast spells like a Magic-user, but with unfamiliar, even strange displays. For instance, one might produce a fireball effect made of green lightning, or magic missiles in the form of acid globules.
Wand Use: Each has a 10% per hit die chance of owning one wand, and if one is indicated, another 5% per hit die chance of owning a second. Such a wand has a 75% chance of being of Nazgorean origin, and thus possibly unusable by a normal character. However, a nehnite can always use a wand of the more common type, even without knowing (or speaking!) the command word or words.
Command Nazgoreans: Can command certain other Nazgoreans. One is almost never found without some frogmen around to serve it, and occasionally one might encounter a powerful nehnite protected by a gray render.
Vulnerability to Sunlight and Dry Air: Sunlight alone causes 1d4 points of damage per hour, as does dry air; exposure to both results in 1d8 points of damage per hour.