Valance jerked his head around, seeing creatures out of the corner of his eye. He thought he saw something thin-limbed the last time he spun around. He decided he had better tell the others back in camp. Just then something curled around an ankle and dragged him slowly into the underbrush.
Cursing and spluttering the priest of the Spider God emerged from the bushes a few minutes later, a little disheveled. A half a dozen hideous looking spiders skittered after him and jumped onto his robes, nestling in the folds.
‘What happened to you?’ Chalk asked when Valance returned to the adventurer’s camp.
‘Nothing that six blue nightbiters and I couldn’t handle,’ replied the priest smugly. ‘But there are some little fiends in the woods not far away that are handy with traps and snares, we had best be on the alert, especially at night.’
No. Enc.: 1 (1d4)
Alignment: Neutral (Chaotic tendencies)
Movement: 120′ (40′)
Armor Class: 6
Hit Dice: 3
Damage: 1d4 (bite or hit) or 1d6+4 (constrict-see below)
Hoard Class: XIx2
Dintel are strange little folk that live in bogs and fens and even into tropical areas where they thrive in deep jungles, anywhere that vines and ropy plants grow is the perfect habit for these mischievous creatures as they have an unnatural affinity for such plants and may control any vine like plant (including natural ropes). Dintel never become trapped or ensnared in any natural vine or rope and they may weave a web (as the Web spell) to throw at opponents (up to 25′). Three times per day a dintel may control all ropes and vines within a 25′ radius, using these to ensnare, bind or constrict. Opponents must make a save versus spell-like devices to avoid these perils. Cutting through any magically animated vines or ropes will take 4 hit points of damage to sever the cord, vine, etc. These creatures have been known to ambush people in urban areas, using pilfered rope. Magically animated plants do not trap or hinder dintel.
Dintel appear as short, brown creatures with spindly limbs and vague facial features.