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==Step up to 2nd Edition== [[File:Hook horror MM 2e.png|right|300px]] The conversion of [[Advanced Dungeons & Dragons]] 1st edition monsters to 2nd edition was... erratic. Hook Horrors, as old-school beasties, were assigned the Monstrous Compendium [[Greyhawk]] Appendix in 1990, despite not featuring in much actual, you know, ''Greyhawk product''. And then a few months later [[R.A. Salvatore]] released his [[Drizzt Do'Urden]] backstory novels, which featured the [[drow]] fighting Hook Horrors in the [[Underdark]] of the [[Forgotten Realms]]. Ironically, this could have slipped the Horror into a Realms [[splatbook]] instead had the novels come out first. The description in the Monstrous Compendium entry is largely consistent with 1st Edition. More emphasis is placed on the hooks, with all three toes having small, sharp hooks, and additional hooks protruding from each elbow. There are also short spines depicted on the hook horrors shoulders, but they are not mentioned in the text. For the first time, the eyes of a hook horror are specified as multifaceted, strengthening the link to insects. They have no odour discernible to typical humanoids, but animals detect a dry musty smell. An adult weighs almost 350 pounds. Some of the remaining information here contradicts the lore from Dragon magazine. Significantly, hook horrors now eat meat in addition to fungus, plants and lichen, and even have a preference for it. This makes them more aggressive in nature, and willing to ambush unsuspecting travellers or underground denizens as potential food. They will not foolishly attack, however, and will retreat from stronger parties. In combat, they are more powerful, hitting with both hooks each round, and gaining a bonus automatic beak attack if both hooks hit. They can also use their hooks to climb, and move at normal speed when climbing most vertical surfaces. The senses of a hook horror remain basically the same: poor eyesight, acute hearing, and a form of echolocation. However, the rules mechanics for modelling the penalties and bonuses differ from 1st Edition, and as we'll see below, would continue to change in every successive edition. There is a tip-of-the-hat to Don Turnbull's editor's note in the original White Dwarf version of the hook horror here, as the creature is treated as blinded in normal light. More detail is given on hook horror clans, which are ruled by the eldest female. She does not participate in combat, instead the eldest male -- often her mate -- is considered the war chieftain and is in charge of hunting and battle situations. Conflict between members of a tribe is rare, and usually limited to petty quarrels. Inter-clan conflict is just as rare, and generally only triggered by a dispute over territory. Hook horror clans are not expansionist in nature, and do not seek to rule larger areas than they need, or to rule over other creatures. They usually dwell in underground caves or warrens with an entrance on a vertical rock wall, accessible only by climbing. All of the clans eggs are kept in the most defensible place, but each family unit in the clan inhabits its own small cavern located close to the central area. Adventurers are cautioned against assuming that hook horrors will understand concepts such as gratitude or indebtedness, as their clacking language has no terms for these. Saving the life of a hook horror in no way means that it will feel obliged to return the favour. This information would be reprinted in 1993's Monstrous Manual, where the Hook Horror would snag a snazzy new piece of color artwork by [[Tony DiTerlizzi]].
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