Saturday, July 21, 2012

Beast of the Week: Garthim

A while back, my weekly Beast was the Gelfling from The Dark Crystal.  A couple of comments asked if I'd do the Skeksis and their insect/crustacean thugs, the Garthim.  Well, if you happen to have the Classic D&D Creature Catalog or modules X4/X5 The Desert Nomads series, you have stats for the creature called a Nagpa, which I've always used as a Skeksi.  So I won't be doing those iconic creatures in this series.  The Garthim, however, are a good choice for a write-up.  Here's my take on them:

Armor Class: 2 (18)
Hit Dice: 5**
Move: 120 (40)
Attacks: 2
Damage: 1d10 + grab
No. Appearing: 2d4 (2d6)
Save As: Fighter 5
Morale: 12
Treasure Type: C
Alignment: Chaotic
XP: 425

Garthim are large black magical constructs created from the cast off shells of giant insects and crustaceans.  They have very limited intelligence, and must be commanded by their creator to perform tasks.  They have great strength, and are able to hold those they hit with their claws, unless the victim saves vs. paralysis.  Garthim can use nets to capture opponents, and excel in tracking and capturing specimens for their masters.  Other than that, they are mainly good for killing things.  Garthim can break through walls to surprise their opponents.  They have a 4 in 6 chance to break wooden walls of less than 1' thickness, and a 2 in 6 chance to break stone walls of less than 1' thickness.

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