Alignment: Neutral
Movement: 150' (50')
Armor Class: 4
Hit Dice: 7
Attacks: 3 or 1 (2 claws, 1 bite, or 1 tail-slap)
Damage: 1d10 / 1d10 / 2d10 or 2d6
Save: L5
Morale: 9
Hoard Class: XI, XII, XIII
XP: 2,190
Movement: 150' (50')
Armor Class: 4
Hit Dice: 7
Attacks: 3 or 1 (2 claws, 1 bite, or 1 tail-slap)
Damage: 1d10 / 1d10 / 2d10 or 2d6
Save: L5
Morale: 9
Hoard Class: XI, XII, XIII
XP: 2,190
Chromodos are large, stocky lizards reaching lengths of 12'-16' long and weighing over a ton. They are quicker and more agile than they look, and can scale all but the smoothest vertical surfaces. They inhabit hot and dry environs, favoring deserts, wastelands, and savannahs.
While able to digest meat, chromodos primarily feed off of metal, and they can hone in on even the slightest amounts within five miles of their location. In combat, they always attack Android PCs first, followed by the person(s) wearing and/or carrying the most metal objects.
Such a diet makes their scales shiny, dense, and impervious (meaning chromodos only take 1/4 damage from standard melee weapons and conventional firearms), and causes ore-like growths and nodules to erupt from their hides (representing their "treasure"). Because their bodies are comprised of so much metal, chromodos avoid water, and suffer 1d8 damage per round when doused or immersed due to "oxidation poisoning".
While primarily solitary, breeding pairs will nest in junkyards, abandoned installations, and vehicle graveyards. The strange alloys comprising the shells of chromodo eggs can be melted down and forged into bladed weapons of such fine quality that they grant +2 to hit and +2 to damage.
Mutations: Epidermal Susceptibility (Water) [D], Natural Armor (Extreme), Reflective Epidermis (Radiation), Unique Sense (Metal Detection)
While able to digest meat, chromodos primarily feed off of metal, and they can hone in on even the slightest amounts within five miles of their location. In combat, they always attack Android PCs first, followed by the person(s) wearing and/or carrying the most metal objects.
Such a diet makes their scales shiny, dense, and impervious (meaning chromodos only take 1/4 damage from standard melee weapons and conventional firearms), and causes ore-like growths and nodules to erupt from their hides (representing their "treasure"). Because their bodies are comprised of so much metal, chromodos avoid water, and suffer 1d8 damage per round when doused or immersed due to "oxidation poisoning".
While primarily solitary, breeding pairs will nest in junkyards, abandoned installations, and vehicle graveyards. The strange alloys comprising the shells of chromodo eggs can be melted down and forged into bladed weapons of such fine quality that they grant +2 to hit and +2 to damage.
Mutations: Epidermal Susceptibility (Water) [D], Natural Armor (Extreme), Reflective Epidermis (Radiation), Unique Sense (Metal Detection)
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