The creatures attacked as Stork and Vistis the Blue Mage were half-way to the strange tower situated in the middle of the lake. Clawed hands reached over the edge of the small rowboat and an eerie hissing could be heard. One of the things pulled itself into the boat and rushed at Vistis, who had a dagger ready.
Stork sighed and looked up at the gloomy sky. The sorcerer reached over the edge of the boat and pointed at the water. A bolt of lightning tore through the sky and struck the lake with intense fury. Screams and howls mixed with thunder as the little fiends desperately tried to escape the vicious wizard. Stork laughed maniacally.
No. Enc.: 1d4(2d4)
Movement: 90’ (30’)
Swim: 120′ (40′)
Armor Class: 6
Hit Dice: 2+2
Damage: 1d4 claws or bite
Hoard Class: X, XII, XIIIx2
Strange creatures of unknown origin, the musdop are short humanoids that stand 3′-4′ in height, with large baleful lamp-like eyes and a thin dun or dark green body that is rubbery with clawed fingers and toes. These creatures have the following spell-like powers, usable twice per day: Entangle, Barkskin and Stumble, all cast as a 5th level druid while these creatures are permanently under a Water Breathing spell.
A favorite tactic of these creatures is to wait underwater for victims to float by in a boat and then two or more musdop (depending on the size of the boat, they prefer small rowboats or other small watercraft) will attempt to capsize the boat and attack those knocked overboard. To capsize a vessel a pair or more of musdop need a 14+ on a d20.