The prolific Roger Moore, longtime editor of Dragon Magazine, made many great contributions to the D&D game, including plenty of nasty new monsters. Moore was also an infrequent writer for White Dwarf magazine, though many of his pieces there are not very well known now. The following creation of his appeared in the "Fiend Factory" column of White Dwarf No. 33, the September 1982 issue.
This odd, soil-flecked creature with dark fur resembles a giant mole, as large as a man.
Giant mole illustration by Kevin Bulmer copyright © 1982. Used with permission.
Often N Medium magical beast
Init +0; Senses blindsense 20 ft.; Listen +8, Spot +0
Languages Mole
AC 13, touch 10, flat-footed 13
(+3 natural)
hp 19 (3 HD)
Fort +4, Ref +3, Will +3
Spd 15 ft. (3 squares), burrow 5 ft.
Melee 2 claws +4 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +4
Abilities Str 12, Dex 11, Con 12, Int 11, Wis 10, Cha 13
SQ detect magic
Feats Blind-Fight, Iron Will
Skills Knowledge (nature) +4, Listen +4, Spot +0
Environment temperate hills and plains
Organization colony (3–18 giant moles plus 75% 2–4 brain moles)
Treasure standard
Advancement 4–6 HD (Medium), 7–9 HD (Large)
Level Adjustment +1
Detect Magic (Su) At will, a giant mole can detect magic by touch. In all other ways this ability is as the spell (caster level 3).
Skills A giant mole has a +4 racial bonus on Listen checks and a -4 racial penalty on Spot checks.
Giant moles inhabit hills, plains, and scrub country where they build their winding homes. They are man-sized, and have dark grey or black fur. With their barely visible eyes, giant moles cannot see well, and have no darkvision. However, their sense of hearing and touch are extraordinary, and their sense of smell is extremely well developed. A giant mole's long, sharp front claws tear easily through even hard-packed dirt, but it cannot burrow into solid rock. A giant mole is from 5 to 7 feet in length and can weigh up to 300 pounds.
Giant moles live in colonies in complex tunnel systems with several entrances and secret exits. A giant mole usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose. The chambers and rooms in the colony are large, usually 10 to 20 feet across.
Giant moles are naturally psionic. A giant mole colony is 75% likely to have 1d3+1 brain moles acting as unintelligent guards.
These creatures are fairly amiable, and are on especially good terms with gnomes. They are usually indifferent to all other beings except ankhegs, whom the giant moles hate for the damage and destruction they do to the mole colonies. Giant moles tend to use their detect magic ability to collect magical items in their burrows as souvenirs.
For DMs using psionics, a psionic version of the giant mole is presented below. Only the portions of the monster entry that are specifically changed by the addition of psionics rules have been listed. All other elements remain the same.
CR 3
Often N Medium magical beast (psionic)
A giant mole does not possess the detect magic special ability. This is replaced by the detect psionics ability.
Detect Psionics (Su) At will, a giant mole can detect psionics by touch. In all other ways this ability is as the psionic power (manifester level 3).
Naturally Psionic Giant moles begin with 3 bonus power points.
Psi-Like Abilities (ML 3rd) At will—defensive precognition, empty mind, force screen.