Tuesday, January 25, 2011

"S" is for "Scramel"

Scramel

No. Enc.:  0 (2d4)
Alignment:  Neutral
Movement:  330' (110')
Armor Class:  3
Hit Dice:  3
Attacks:  4 (2 bites, 2 kicks)
Damage:  1d4 / 1d4 / 1d8 / 1d8
Save:  L3
Morale:  9
Hoard Class:  None
XP:  110

Scramels appear almost identical to their Ancient ancestors, except for a darker, reddish coloration.  They dwell in deserts and badlands, and navigate such terrain with ease.

A scramel's hump contains a massive nerve cluster that effectively acts as a second brain.  This "brain" grants not only hyper-quick reflexes and one additional random Mental Mutation, but also makes them all the more ornery, stubborn, and temperamental (meaning each scramel has a WIL score of 10+1d8); consequently, they are nigh-impossible to tame.  A scramel will only submit to someone possessing both a higher WIL score and either the Metaconcert or Neural Telepathy mutations...and it will still take 2d3 months of intense training and practice.

Mutations:  Dual Cerebellum, Increased Willpower, Metaconcert, Quickness


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