Kara-Tur (Forgotten Realms)

Doc cuoc

2116



Doc cuoc
Climate/Terrain:Tropical, subtropical, and temperate plain, forest, hill, and mountain
Frequency:Very rare
Organization:Solitary
Activity Cycle:Night
Diet:Nil
Intelligence:Genius (17)
Treasure:G
Alignment:Chaotic good
No. Appearing:1
Armor Class:-3
Movement:24
Hit Dice:10
THAC0:11
No. of Attacks:2
Damage/Attack:1-8/1-8 + special
Special Attacks:See below
Special Defenses:See below
Magic Resistance:70%
Size:M (5 tall)
Morale:Champion (15)
XP Value:6,000

The doc cuoc is a greater spirit who serves as the protector of a given region, provided the locals remain sufficiently deferential.

The doc cuoc appears as the body of half a man, who stands on a single leg. Each may dress differently, but doc cuocs usually wear the native garb of the region they protect. Likewise, their physical features resemble those of the local inhabitants, including such things as beards, moustaches, and braided hair. A doc cuoc always grips an axe in his hand. A soft golden light envelopes the tool, which otherwise resembles an ordinary woodsmans axe.

Doc cuoc are conversant in all languages of men.

Combat: Although it isnt aggressive by nature, a doc cuoc is a great enemy of evil spirits, particularly those who threaten its guarded region. It also is a skilled spellcaster, and can employ the following spells once per day: cure disease, remove paralysis, cure blindness, oath, and remove curse. It can cast control weather and become astral up to three times each day. It can become invisible at will, and can see invisible objects and spirits at all times.

The doc cuocs most effective attacks come from its axe. Creatures struck by the axe suffer 1-8 hit points of damage. In addition, the weapon delivers a massive electrical shock, inflicting damage equal to the doc cuocs current hit points. The victim is allowed a saving throw vs. spells; a successful save reduces the amount of electrical damage by half.

Doc cuocs protect only their own regions. They are not above pointing out an equally suitable area for opponents to raid, even if that area is inhabited. If the spirit cannot encourage an opponents withdrawal, or cannot frighten him away with control weather, a doc cuoc is most likely to charge the target and attack with its axe. With its low Armor Class and high resistance to magic (it can only be hit by weapons +3 or greater), the doc cuoc has little to fear from most opponents in melee. If a battle turns against the doc cuoc, it often becomes invisible to study its opponent. If the invisible spirit decides that defeating the opponent is unlikely, it will become astral and retreat to the safety of its lair on the Astral Plane.

Habitat/Society: A doc cuoc is drawn to an area when petitioned by the local inhabitants. Such an area may be as small as a single home or as large a modestly-sized village. The doc cuoc protects this area as long as the inhabitants conduct regular worship ceremonies and make small offerings. Appropriate offerings include food, handcrafted items, and treasure (doc cuoc are especially fond of coins and gems). If the locals shirk their worship services or neglect to make offerings, the offended spirit leaves the area, never again to return.

The doc cuocs primary concern is the land it guards, not necessarily the inhabitants. Good fortune for the locals usually is only a side effect of the spirits actions. A doc cuoc seldom, if ever, becomes directly involved in the affairs of the mortal world. For instance, a doc cuoc probably would ignore a request to provide food for a starving family, but might use control weather to provide sufficient rain for crops, thus ensuring a bountiful harvest.

A doc cuocs lair is never found on the Prime Material Plane. Instead, the spirit creates a lair on the Astral Plane, usually in an isolated place that is unlikely to be disturbed by other life forms. A doc cuoc visits its lair only occasionally, most often to store the offerings from its worshippers, as well as any items obtained from vanquished evil spirits. If its lair is robbed, the doc cuoc returns to the Prime Material Plane, where it casts spells to wreak havoc over the area it protects. Once this is done, it leaves and never returns.

Ecology: The doc cuoc does not consume organic or inorganic substances for nourishment. Instead, it is refreshed and revitalized by the energies of the Astral Plane. A doc cuoc must spend at least one day per month in the Astral Plane to absorb these energies. If a month passes without a visit to the Astral Plane, the spirit creature loses 5% of its hit points per day (these lost hit points are fully recovered as soon as it spends a day in the Astral Plane).


Last Modified: June 10, 2010, 11:54:31 GMT

Advanced Dungeons & Dragons 2nd Edition


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