Armor Class:

20

Hit Dice:

12*

No. of Attacks:

2 bludgeon or 2d4 sphere shots

Damage:

1d6/1d6 or 1d4 each

Movement:

60'

No. Appearing:

3d10 HD worth

Save As:

Fighter: 3

Morale:

12

Treasure Type:

1,200 gp worth of crystals

XP:

1,975

The most powerful form is the Sphere Major, a towering monstrosity that stands 12’ high. It uses its club-like arms to bludgeon foes. Alternatively it can shoot out 2d4 clusters of spheres; each of these shots will remove a hit dice from the sphere major. The spheres shot out will then coalesce into a Sphere Recombinant.