osric
osric| Frequency | Common |
|---|---|
| Number appearing | 1d4 or 3d4 (in the Abyss) |
| Armor class | 1 |
| Move | 120-ft |
| Hit dice | 5+1 |
| % in lair | 20% |
| Damage per attack | 1d6+1/1d6+1 or by weapon |
| Special attacks | See below |
| Special defenses | See below |
| Magic resistance | 40% |
| Intelligence | Average |
| Alignment | Chaotic evil |
| Size | Medium |
Shub resemble deformed humanoids, with hunchbacks, twisted arms and legs, and a strange, loping gait. Their pinhead skulls are bald, and their pointed ears flop down.
While physically among the weakest of demonkind, the shub are a vile, vengeful sort. They are the continual target of abuse by other classes of demon, and the shub are quick to respond in kind if given the opportunity. Shub particularly enjoy bullying the dretch, whom they despise as lumbering and stupid.
In combat, shub prefer to wield a variety of strange, wicked-looking pole arms, saw-toothed swords, and bizarre atlatls and throwing knives.
Treasure: Shub love treasure, and will try to steal or swindle to get it. Most Shub will have some coins in a sack or pouch (2d12×10 ep, 2d4×5 gp). If encountered in their lair, Shub may have 1d4×1,000 cp (25%), 1d3×1,000 sp (20%) and 1d4 random gems (50%).
Special Abilities
Cause darkness — 5-ft radius, at will
Fear — Touch only, otherwise as the 4th level magic user spell, at will
Fly — As the 3rd level magic user spell, at will
Telekinesis — As the 5th level magic user spell, up to 100 lbs, at will
Gate — Gate in an ekivu (15% chance of success), at will
Teleport — Once per day, without fail, otherwise as the 5th level magic user spell