
| Climate/Terrain: | Any |
|---|---|
| Frequency: | Very Rare |
| Organization: | Tribal |
| Activity Cycle: | Day |
| Diet: | Omnivore |
| Intelligence: | Average (8-10) |
| Treasure: | W |
| Alignment: | Any lawful or neutral |
| No. Appearing: | 2d100 |
| Armor Class: | 8 |
| Movement: | 12 |
| Hit Dice: | 4 |
| THAC0: | 17 |
| No. of Attacks: | 4 or by 2 weapon types |
| Damage/Attack: | 2-5(x4) or by 2 weapon types |
| Special Attacks: | -5 on opponent's surprise roll |
| Special Defenses: | Permanent Invisibility |
| Magic Resistance: | Special |
| Size: | M (5' to 6' tall) |
| Morale: | Elite (13-14) |
| XP Value: | 1,400 |
A hydden is a humanoid creature possessing two standard human legs that are used to propel the creature across ground. It also has four arms which it can use independently. The fingers are actually dexterous claws that can grip weapons to wield, or to use as a claw attack. The creature is permanently concealed within naturally-occurring invisibility, which can never be turned off. The hydden invisibility does not allow other beings with infravision to see them either.
Their heads are larger in the crown than human heads, and the skull is much thicker. The brain is about one-half the size of a normal human brain, but there are just as many neural pathways. This does not make them any smarter that humans, but they are able to think faster, since signals have a shorter distance to travel.
The bone and musculature structure of the hydden is very similar to their human counterparts, except for the additional pair of arms and the three extra pair of floating ribs.
Combat: The hydden are able to wield two completely different weapons if they so choose. They do not receive a penalty to their attack roll when striking even with two radically different weapons. This is due to the hydden's complex mind's capacity to work each arm independently.
The hydden's main attack, however, is with its four claw-like hands. Its fingers are made of a dexterous fibrous material that allows the claws to bend like fingers, while still maintaining the rigidity to be used as weapons. These sets of claws cause 1d4+1 points of damage per strike.
The hydden often carry magical weapons and items that they commonly steal from unwary prey. These items, once they leave the hands of the hydden, become visible once again. The hydden are immune to a variety of spell types. Spells that cause electrical effects or light, or any other energy-type spells, such as magic missile, fireball, Melf's minute meteors, are ineffectual on them. Spells that have an area effect that do not cause energy-type damage have their normal effect.
Should opponents of the hydden cast the clairaudience spell upon themselves, or other hearing-improvement spells, or use magical items that improve the hearing greatly, they gain a +3 bonus to strike against the hydden.
Note that while the hydden's actual AC is 8, its invisibility effectively lowers this to 4.
Habitat/Society: The hydden are commonly categorized into different classes, just as humans and humanoids are within their cultures. These classes are identical to the character classes listed for the humans in the Introduction of this booklet. Black Wizards, Warriors, Rogues, and even White Wizards all exist in their society. This makes them very tough opponents for unwary adventurers.
Overall, the hydden society is lawful and good. When a hydden adventurer is found, however, he is usually in the hire of evil or chaotic humans. This is very curious when one views their culture. It seems that the hydden youth, want very much to be chaotic and reckless. This aspect of hydden youth has given the whole race a bad name.
Once a group of hydden leave the company of a human because of his vile mannerisms, that human never gets hydden henchmen again. The hydden leavetheir former teacher with a marking that is discernable to the eyes of other hydden.
Ecology: The hydden, for the most part, live in the high mountains of the Elder Ones. They are omnivorous creatures that often cultivate the lichen and the small game animals that are used in their diets.
Hydden communities live in relative peace with other communities of their kind. They have their own language, which contains many clicks and teeth gnashing sounds. This gives their language a very barbaric sound. The hydden are also known to speak Common, but their accent is very harsh.
One alchemical genius once discovered that the spinal fluid of the hydden can be used as an alternative material component in the improved invisibility spell. The duodenal fluids are also a cure for insanity.