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This one based on the Cornish legend. Note that the real world reason why a miner might throw away his pasty crust is because its the bit he's bene holding with his toxic-ore encrusted hand while eating the pasty, but its also true that at times wives of miners would bake pasties with their initials on the crust, so when it was thrown away the knockers would know who was feeding them. Tomorrow, I think I might present one from my native North East of England. Quite a different take on the mine spirits.

Knocker

by Cab Davidson

STATS (BECMI) Knocker
Armor Class 6
Hit Dice 1/2
Move 120’ (40’)
Attacks 1
Damage by weapon -1
No. Appearing 4d4 (10d6)
Save As NM
Morale 7
Treasure Type J+K
Intelligence 9
Alignment Chaotic
XP Value 5

Knockers are humanoids, around 3' tall and can be any one of numerous bright colours, typically being the shade of any local metal ores. For example where iron is common they are often rust, with flecks of gold as if of pyrite, where copper is common they usually take on a blue tinge, etc. Where there are multiple ores present a group can take on an array of hues, some even glowing when there are radioactive ores to be found locally. They typically inhabit mines and caves, where they prefer to steal (rather than mine) metal ores to refine and produce a range of often quite inexplicable and exotic tools. The use of such tools always makes sense to a knocker, but rarely does to members of other races. Knockers are entirely bald, with pointed ears and huge, saucer like eyes. They have excellent infravision (90') and keen hearing, making them hard to surprise (only surprised on a 1 on 1d6).

Knockers are chaotic but not malicious, and rarely seek out trouble with other races but will, if they feel their homes are encroached on or threatened, set traps to defend their lairs. Frequently they will warn creatures who are getting too close to their homes by making strange knocking or banging noises, sound suggestive that the mine or cave may be about to collapse. Most traps they also set take on the form of dangerous ores and poisonous materials that will harm others by contact or inhalation, to which they seem immune. They can be persuaded to leave miners alone if food and drink are left for them, and a wise miner will often have his initials baked onto his pasty crust to be discarded for the knockers, so that they can see who is feeding them. If confronted directly, knockers will always seek to flee before risking a fight, and will use small cracks and craw ways to escape, re-group, and set devilish traps for their adversaries.

Knockers seem to have no tribal system. There are no known examples of knocker children, there are no identifiable chieftains. A group of more than 10 will have a shaman (of up to level 12), and a group of more than 20 will have a wokan (also up to level 12).