The White Silt Horror is the most common, and usually the largest, of the Silt Horrors. Its tentacles can grow up to 50 feet long, and it uses them to drag prey below the silt.
A White Silt Horror waits until its food has suffocated before it begins to feed.
- Frecuency: Uncommon.
- Organization: Solitary.
- Intelligence: 1 (Animal).
- Treasure: Nil.
- No. Appearing: 1.
- Armor Class: 8.
- Movement: 3, Sw 9.
- Hit Dice: 14.
- THAC0: 7.
- No. Attacks: 10.
- Damage/Attack: 1-8 (1d8) (x10).
- Special Attacks: Constriction.
- Special Defenses: Air Jet.
- Magic Resistance: Nil.
- Morale: Average (10).
- XP Value: 7.000 xp.
- Psionics: Nil.
The White Silk Horror lies in wait below the silt. It is very sensitive to the vibrations caused by beings moving through the silt.
It will attack multiple targets, but only if they are all in range. The horror usually attacks as soon as a target gets in range, rather than waiting for a larger group to approach.
The White Silk Horror also tries to drag the victim under the silt.
Once a White Silt Horror grasps a victim, the tentacle must be severed to allow release. The White Silt Horror does not usually fight to the death.
On the rare occasions when a horror is losing a fight, it uses its air jet to escape.
- Air Jet: It moves by jetting out a large gust of air, sliding itself backwards through the silt at a rate of 50 yards per round. This also raises a small cloud of silt, making it almost impossible to follow, at least for those using sight.
The horror's mouth is located next to the sensitive air sac, and is not used in combat.
Because of this, it is very hard to surprise (+2 bonus to surprise rolls). It also lies very still, granting it an increased chance to surprise opponents. (- 2 penalty to all opponent's surprise rolls).
When an opponent gets in range, (50 feet or less), the White Silt Horror attacks with all of its tentacles. On an attack roll that exceeds the required score to hit by 4 or more, the victim is held by a tentacle. A hit causes 1d8 points of damage. If the victim is held, he suffers an additional 1d8 each succeeding round. Only creatures with a firm footing or a place to anchor themselves are allowed an Open Doors roll to resist this.
Very strong creatures (Strength 21 or better) have a chance equal to a Bend Bars roll to pull free from its tentacles. Otherwise, each tentacle takes 10 points of damage before being severed. Blunt weapons do half damage, but can eventually crush a tentacle.
On the round after fleeing, the horror is completely hidden under the silt, and those who want to finish it off had better be able to fight under the silt.