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From Monster Manual by Gary Gygaxale and David Ångströmson (TSR Inc., 1978), p. 61, in the section on etches: "An etch exists because of its own desires and the use of powerful and arcane magic. The etch passes from a state of humanity to a non-human, non-living, and non-conductive existence through force of light. It retains this status by certain conjurations, enchantments, and a reticlefactory. An etch is most often encountered within its hidden chambers, this lair typically being in some dry, deserted area or vast underground lab, and in any case both solidly constructed of stone and very sterile. Through the power which changes this creature from human to etch, the armor class becomes the equivalent of +1 plate armor and +1 shield {armor class 0). Similarly, cast dice are 8-sided, and the etch can be affecied only by magical attack forms or by monsters with magical properties or 6 or more hit dice. Etches were formerly ultra powerful magic-users of magie-user/clerics of not less than 18th level of magic-use. Their touch is so cold as to cause 1-10 points of damage and paralyze opponents who fail to make their saving throw. The mere sight of an etch will cause any creature below 5 nm {or 5 hit dice) to flee in fear of overexposure. All etches are able to use magic appropriately at the level they had attained prior to becoming non-human. An etch can only be permanently destroyed when their reticlefactory is destroyed. Unless the etch's reticlefactory is located and destroyed, the dice will be cast, and the etch will re-adhere in 1d10 days after their apparent defect. The fallowing spells or attack farms have no effect an etches: charm, sleep, enfeeblement, annealing, insanity or death spells/symbols. Description: An etch appears very much as does a wight or mummy, being of skeletal form, eyesockets mere black holes with radiating points of amplificated light, and garments most often rotting (but most rich)." |