No Enc.: 2d6
Movement: 60' (20')
Armor Class: 4
Hit Dice: 1+2
Attacks: 1 (weapon)
Damage: As weapon
Hoard Class: VI, XX
Knockers are aberrant, insane beings accidentally created through an error in the carving process by which dwarves propagate their kind. They are wild-eyed, almost feral demihumans of similar stature to their dwarven kin but much thinner and with somewhat sharper features. Their skin is pale and they favor unkempt clothing and armor that weirdly enables them to blend in with stone, granting them the ability to hide in shadows in such surroundings on a roll of 1-3 on 1d6 (and surprising opponents with the same probability).
Consumed with a lust for gold, gems, and precious metals, knockers hate other dwarves, against whom they wage constant guerrilla warfare. Fortunately, they similarly hate most other creatures, which means they rarely have allies in their war against their kin. Foolhardy and mad, most knockers do not have a long life expectancy. Those that do survive grow more powerful as a result. Consequently, 50% of all knockers encountered with be 2nd-level Dwarves and, in a group of 10 or more, there will always be a 4th or 5th-level Dwarf amongst them. Knockers favor the use of polearms and axes and rarely use missile weapons. All knockers radiate an aura of confusion (as per the 4th-level magic-user spell of the same name) and anyone who comes within its 30' radius must save vs. spells or suffer its ill effects for 12 rounds.
By all rights, there should be no more knockers than there are gnomes -- likely fewer given the lives these savage beings lead. Yet, somehow, there are more. Indeed, in some subterranean areas, knockers inexplicably exist in very large numbers, suggesting that either there are other means of creating these beings than through an error in carving or they have a means to reproduce themselves. There are longstanding rumors that knockers steal inert dwarves and transform them into more knockers, but no evidence of its truth has ever been found.
Tuesday, June 22, 2010
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