A DCC version of rot
grubs appears in Sailors on the Starless Sea, but I do not assume everyone owns
that adventure, although they should. I have therefore included a version which
can easily be used as a hazard without treating non-giant insect larvae like a
combat encounter.
Probably the best use of a roc in AD&D was in Eye of the
Serpent, where the roc was used in the set-up. A hatchling remorhaz also
appears in that adventure. Apart from that and The
Glacial Rift of the Frost Giant Jarl, I can’t remember using either a roc
or a remorhaz in my 1e days. Ropers
and rust monsters, or course, I have used. I am not certain if I ever used a
rhinoceros then either, although I may have.
These many-legged creatures live in polar and other cold regions, where
they hunt prey by using their extraordinary internal heat to melt snow and ice,
burrowing beneath it to surprise prey 25% of the time. When it fails to
surprise prey, it is usually because its internal heat is so great that
whatever it is hunting becomes aware of a noticeable rise in temperature.
The creature’s bite attack is horrific, and its attack roll is 6
or more higher than the target AC, it swallows its prey whole (DC 22 Reflex
negates), where its internal body temperature instantly kills almost any living
creature, and does 6d6 damage per round to creatures with resistance to heat.
Creatures completely immune to heat and fire take only 1d6 damage per round.
Mundane weapons striking a remorhaz are destroyed unless the
wielder succeeds in a DC 15 Reflex save with each attack. A creature using
natural weapons to make melee attacks against a remorhaz takes 2d6 damage
itself from the intense heat with each successful attack.
These creatures are 1d20+20 feet long.
Rhinoceros: See the Cyclopedia of Common Animals.
Not only do you get both rhinoceroses and wooly rhinoceroses, but you get
white, black, and Indian varieties.
Small Roc: Init +3; Atk beak +6 melee (2d8) or claws +8 melee (2d6 plus snatch); AC 14; HD 7d6; MV 10’ or fly 120’; Act 1d20; SP snatch (DC 20 Reflex negates); SV Fort +6; Ref +4; Will +4; AL N.
Medium Roc: Init +0; Atk beak +8 melee (3d8) or
claws +10 melee (3d6 plus snatch); AC 14; HD 10d6; MV 20’ or fly 150’; Act
1d20; SP snatch; SV Fort +8; Ref +2; Will +6; AL N.
Large Roc: Init -3; Atk beak +12 melee (4d8) or
claws +14 melee (4d6 plus snatch); AC 16; HD 18d6; MV 30’ or fly 200’; Act
1d20; SP snatch; SV Fort +14; Ref +0; Will +8; AL N.
Rocs are gigantic, eagle-like birds, the largest of which is big
enough to carry a full-grown elephant away in its talons. When they attack with
their talons, they can snatch foes and carry them aloft – usually to some place
where they can feed at their leisure, or to a nest where hungry chicks await.
Once talons have gripped flesh, victims can only resist being snatched away by
small rocs (DC 20 Reflex save negates); for larger specimens, this is
unavoidable.
The wingspan of a small roc is 1d20+20 feet. The wingspan of a
medium roc is 1d24+24 feet. The wingspan of a large roc is 1d30+30 feet.
These creatures can reach up to 50' away with their tentacles,
surprising foes fully 50% of the time due to their stalagmite-like appearance
(before they move). A creature so struck is held by the creature, who can use
an Action Die to automatically cause constriction damage (2d6) or draw the
victim 1d3 x 10' closer (opposed Strength check vs.+4 negates). The creature
can only bite victims drawn adjacent to it.
10% of ropers have a special ability. Roll 1d7:
1. Stony Carapace: +4 bonus to AC.
2. Spellcasting: The roper has the spell abilities equal to a level
1d3 wizard.
3. Extendable Mouth: The roper can bite victims up to 10' away. If
this is rolled again, the range is extended by +5'.
4. Better Camouflage: The roper has a +10% chance to surprise.
5. Stronger: The roper gains a +1d5 bonus to opposed Strength
checks. Each of its attacks has its damage increased by the same amount.
6. Increased Hit Dice: The roper gains +1d3 Hit Dice. For every
full 3 HD, it gains a +1 bonus to all attack rolls, a +1 bonus to Fort saves, a
+2 bonus to Will saves, and a -2 penalty to Ref saves.
7. Roll twice and keep both results. This result can occur any
number of times.
From this post.
Equine Roper: Init +4; Atk bite +1 melee (1d6) or
lariat +5 ranged (capture); AC 16; HD 6d8; MV 60’; SP capture (DC 20 Strength
escapes), drag (2d6, DC 15 Fort for half), draw (10’, opposed Strength vs. +6
negates); Act 1d20; SV Fort +6, Ref +4, Will +2; AL N.
Rare creatures of the plains, equine ropers look like large scaled
horses with lariat-like appendages growing from their nasal cavities. These
organic nooses are strong and elastic, and can be used to capture prey up to 60
feet away. A trapped creature can use an action to escape with a DC 20 Strength
check. Otherwise, the equine roper can run with its victim, dragging them for
2d6 damage (DC 15 Fort for half) or attempt to drag it 10 feet closer (opposed
Strength vs. +6 resists). Equine ropers have 1d3+1 nasal lariats, any of which
could potentially be severed by a blow doing 10+ damage with a sharp
instrument.
Equine ropers subdue their prey by dragging them, then drag them
closer to consume.
Rot Grub: Init -2; 1 Stamina damage per grub
per round, cut out for 1d3 damage per grub in the first round, treat as disease
thereafter.
Rot grubs are the larval forms of a subterranean beetle which
develop in rotting matter, bodies, offal, and similar decaying material. When
rot grubs are present, anyone searching through waste material containing them
must succeed in a Luck check or be infested by 1d3 grubs. Wading through, or
being submerged in, this sort of foulness requires a Luck check on 1d30 to
avoid infestation by 1d6 rot grubs.
Each round of infestation, the victim takes 1 Stamina damage per
grub. During the first round, the grubs can be cut out, doing 1d3 damage per
grub to the victim. Thereafter, the grubs can only be treated as a disease. If
the victim reaches 0 Stamina, they die.
These weird creatures have antennae which can turn ferrous metals (such as iron and steel) into rust. If an attack misses due to the AC bonus of a creature wearing metal armor, it is considered to be a hit against that armor. They can target metal weapons and gear with standard attack rolls, and ferrous metal weapons that hit them are also subject to rusting.
Armor takes a permanent -1d6 penalty to its AC bonus, collapsing
into rusty fragments when it reaches +0. Weapons have their damage reduced by
1d3d on the dice chain, likewise falling completely into rust when they go
below 1d3 damage. Magical items resist this rusting to some degree; armor is
reduced by 1 point less for each “plus” it has, and magic weapon are reduced by
1d less per “plus”. Other magic items must be adjudicated by the judge.
Rust monsters can bite, but this is purely defensive. They survive
by consuming oxidized ferrous metals.

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