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.
Moore’s giant mole appeared in the "Fiend Factory" column of White Dwarf No. 33, the September 1982 issue. This monster, like the AD&D giant owl or giant lynx, is actually intelligent and furthermore, psionic.
Although these choices might seem rather weird at first blush, there is ample precedent in folklore and fiction for intelligent moles: the fairy tale “Thumbelina” features one; Mole is one of Kenneth Grahame’s central characters in the Wind in the Willows, and intelligent moles appear in the works of Beatrix Potter and C.S. Lewis. The psionic connection goes back to Eldritch Wizardry (1976) and the odd little brain mole.
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This odd, soil-flecked creature with dark fur resembles a gigantic mole as large as a man.
Amiable Creatures. Giant moles are friendly with gnomes and generally indifferent to all other creatures. They are hostile only to ankhegs, which regularly threaten mole colonies.
Expert Burrowers. Giant moles have long, sharp front claws that allow them to move through just about any material softer than solid rock. 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.
Winding Homes. A giant mole colony consists of numerous winding tunnels that connect large chambers 10 to 20 feet across. These complexes typically feature several entrances and secret exits.
A giant mole has barely visible eyes and dark grey or black fur. A typical giant mole is 5 to 7 feet in length and can weigh up to 300 pounds.
Giant Mole CR 2
Usually N Medium magical beast
Init +0; Senses low-light vision, scent; Listen +8, Spot +0
Languages Sylvan
Defense
AC 13, touch 10, flat-footed 13
(+3 natural)
hp 19 (3d10+3 HD)
Fort +4, Ref +3, Will +3
Offense
Spd 15 ft., burrow 5 ft.
Melee 2 claws +4 (1d4+1)
Space 5 ft.; Reach 5 ft.
Tactics
During Combat Giant moles are shy creatures that avoid combat except to defend their colony.
Morale Giants moles normally retreat once wounded.
Statistics
Str 12, Dex 11, Con 12, Int 11, Wis 10, Cha 13
Base Atk +3; Grp +4
Feats Blind-Fight, Iron Will
Skills Knowledge (nature) +4, Listen +4, Spot +0
SQ detect magic
Ecology
Environment temperate hills and plains
Organization colony (3–18)
Treasure standard
Advancement 4–6 HD (Medium), 7–9 HD (Large)
Level Adjustment +2 (cohort)
Abilities
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). Giant moles use this ability to amass minor magical items for their burrows.
Skills A giant mole has a +4 racial bonus on Listen checks and a -4 racial penalty on Spot checks.
Psionic Giant Moles
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.
Giant moles are naturally psionic. A giant mole colony often contains 1d3+1 brain moles serving as guards.
CR 3
Usually 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.
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