“It is always something,” Chalk groaned as the group of adventurers began running for the cave entrance.
Giant moths were bearing down on them, with odd looking riders.
Suddenly one of the straggling hirelings lifted up off the ground, gently floating away and screaming.
“Damn!” Koram said, looking over his shoulder, “that one was carrying the wine and ale!”
“Run faster!” Gnybaro yelled as he passed Chalk and Koram.
The cleric, Valance, stopped and turned to face the giant moths and their riders.
“What are you doing?” Chalk asked, stopping himself.
“Get into the cave!” the cleric ordered. The priest turned back to face their opponents. Whirling the staff he so often leaned on, with a strange prayer the end of the staff began shooting strange, large webs at the moths.
As Valance began slowly lifting off of the ground it was apparent that the titanic moths couldn’t fly while constricted by the webs and the priest tumbled the scant three feet back to the earth. Giant moths crashed to the ground, flailing and trying to free themselves from the sticky webbing as their riders used swords and spears to cut the bindings.
“You know, I suppose I should have asked which deity you followed,” Chalk said some time later as the dungeon explorers were feasting near the mouth of the cave.
“The Spider God!” Koram said, shivering a little, “who would have thought?”
“Well, there are the spider patterns in my robe and the carved webs on my staff,” Valance replied, a little surprised at the density of his companions.
No. Enc.: 1-4(1d6)
Movement: 90’ (30’)
Fly: 180′ (60′)
Armor Class: 6
Hit Dice: 7+4
Damage: 1d6 (claw)/1d6 (claw)/ 1d12 (bite)
Hoard Class: Nil
Normally docile creatures, the giant mirkmoth can be a frightening creature as well as a loyal flying mount. Often ridden by the servants of the insect god Locustus, the giant mirkmoth is a semi-intelligent giant insect that understands basic commands. When in combat, the mirkmoth can cast a form of the Levitate spell that will levitate all within 200′ of the mirkmoth, making all attacks made by those levitated at -3 to hit due to the dizzying spinning and rotating that accompanies this form of levitation. This effect lasts for six turns and then abruptly stops, dropping all who were levitated 40 feet to the ground. The mirkmoth (and often those riding the creature) take this opportunity to attack, striking those floating enemies at +1 or helping any unfortunate allies that are floating helplessly by either assisting them aboard the moth or gently pushing them to the ground, once touching the ground, the spell-like effect is negated.