Vek (D&D, First Edition)

A General narrative about Vek can be found here. What follows are stats for the game of Tunnels and Trolls.

***

FREQUENCY: Rare.

NUMBER APPEARING: 10-60.

ARMOR CLASS: 6

MOVE: 12”.

HIT DICE: 1d8.

PERCENT IN LAIR: 25%.

TREASURE TYPE: D.

NUMBER OF ATTACKS: 2 or 1.

SPECIAL ATTACKS: Tail spikes.

DAMAGE OF ATTACKS: (2) claws for 1d4 each, or (1) tail spike for 1d4, or by weapon type.

SPECIAL DEFENSES: None.

MAGIC RESISTANCE: Standard.

INTELLIGENCE: Average.

ALIGNMENT: Neutral.

SIZE: Medium (6’ tall).

PSIONIC ABILITY: Nil.

Attack/Defense Modes: Nil.

Vek may attack (twice per round) using their claws or (at normal rates of attack) with manufactured weapons or once per round with tail spikes. They possess 1 tail spike per point of their Constitution plus their level. They generate new spikes at a rate of 1 per week, dropping old ones at about the same rate.

Character Stats: Vek would have the following adjustments to attributes in first edition D&D: Strength is +1, Dexterity is +1, Constitution is +1, Intelligence is normal, Wisdom is normal, Charisma is normal.

Vek (Tunnels & Trolls)

© Daniel S. Wall, May 21, 2026.

***

These are rules for playing Vek in Tunnels and Trolls, the Delux Edition. The general description of Vek can be found here.

Str: 1.1, Con: 1.1, Dex: 1.1, Lk: .9, IQ: .9, Wiz: .75, SP: 1 Chr: .75

Height: 1, Weight: 1

Language(s): Vek speak The Wild Tongue (or its closest equivalent).

Special Qualities: 1) All Vek have natural weapons useful in melee (their claws and a spiky tail) and missile (tail spikes). 2) The tail spikes have a range of 15 yards. Any given Vek will have a number of tail spikes equal to their strength or their Constitution (whichever is higher). They will grow back in between game sessions.

Standard Monster Rating: 30.

Vek

© Daniel S. Wall, April 7, 2026

“A two legged manticore without wings? That’s what you think of me? Fair enough. Just so you realize, I can engage your shield man and still throw tail spikes at you. So, try not to get too creative with the creature comparisons.”

-Kessen Mir, Vek Scout.

***

Vek by Earl Geier

It is a widely held view that these creatures are actually demons who know the way from hell to the hottest parts of the surface world. To some degree this is due to their appearance. Vek are essentially humanoids possessing a very rough textured skin, usually ranging from black to reddish brown in hue. All Vek sport at least one pair of horns atop their skulls, and some bear quite a few more than that. In place of fingernails these creatures have claws. Most importantly, Vek possess a tail, and from that tail, Vek typically grow a range of hard spikes made of dense bone. With the flick of its tail a Vek may launch a spike at short range. One could well excuse those on the receiving end of such an attack for thinking they have encountered a beast straight out of the depths of hell itself.

In fact, the Vek are merely a variety of wilding whose love of the desert rivals the elven love of trees and meadows. Vek often serve as scouts and long distance traders, and more often still, they provide mercenaries to those who can afford the service. Vek generally prefer to trade with civilized peoples, but in a pinch they may well resort to raiding.

Vek may use manufactured weapons or stick with their natural weapon abilities as they see fit. For purposes of game rules, their tail spikes are considered hand thrown missiles.

***

Rules for playing Vek in Tunnels and Trolls (Delux Edition) can be found here. Rules for playing Vek in first edition, D&D can be found here.