“Something you won in a card game?” the Scholar of Wexos asked Valance.
A wide grin on the cleric’s face affirmed the illusionist’s suspicions.
The weird creature stood before them, goggle-eyed and semi-transparent.
“And what does it do?” Koram asked.
“I am glad that you asked!” Valance replied as he looked around and found a section of pipe.
The priest of the Spider God looked at the pipe and then at the strange thing. The creature looked bashfully away. Valance cleared his throat. As the thing looked toward the cleric Valance made a gesture with one hand that resembled a crawling spider. The odd creature gulped and then proceeded to alter its shape and ooze through the section of pipe. Valance grinned.
“Well that will come in handy until you scare it off and it escapes,” commented Chalk.
No. Enc.: 1 (1d10)
Movement: 90′ (30′)
Armor Class: 6
Hit Dice: 3+4
Damage: 1d4 or by weapon
Hoard Class: VIx2, XX
Nalf are strange creatures, semi-transparent and rubbery, lacking any real bones, with strange magic that holds the creature upright and in humanoid form. Nalf are sometimes hired to get into tight places and they can elongate an arm or a leg up to 10′ or fit their entire bodies through a space 5” in diameter. While not big on fighting themselves, their rubbery bodies give them a damage resistance of 4 (i.e. nalf ignore the first 4 points of incoming damage from physical attacks) although fire, acid and electrical attacks do double damage. For unknown reasons alchemists seem to be tied in with these creatures, who some think were summoned to the Material Plane from some weird Outer Plane to fetch ingredients for alchemical experiments. Nalf have Low-Average intelligence and will try to escape if treated poorly. These creatures tend to hoard little bits of treasure they find here and there and make lairs that are sometimes nearly impossible to get to due to the small entrances.