Thursday, February 24, 2011

"J" is for "Juggermaw"

Juggermaw

No. Enc.:  0 (1)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  3
Hit Dice:  10
Attacks:  1 or 7 (butt or trample, or 6 bludgeons, 1 bite)
Damage:  2d6 or 3d8, or 1d8 / 1d8 / 1d8 / 1d8 / 1d8 / 1d8 / 1d10
Save:  L4
Morale:  9
Hoard Class:  VII, VIII
XP:  4,500

Juggermaws are horrifying beasts of massive size and power, with bodies reaching lengths of 15', heights of 6'-7' tall, and weights of 5-6 tons.  Each sprouts six thick, 6'-7' long tentacles that surround grasping three-pronged mandibles.  Lacking eyes, juggermaws use sonar and oversized ears to navigate.  Their ridged, gray hides are so dense that they only take half damage from conventional weapons and armaments.

Juggermaws plod across the landscape, scooping up plants and live prey alike...but despite their prominent jaws, their actual mouth orifices are small, so they stomp, bludgeon, and rend food into managable mashed chunks.  Consequently, a hungry juggermaw first Charges in (doing double damage in the process), and then follows up with Tramples, flailing tentacles, and snapping mouth.  Valuables sometimes accumulate in their digestive tracks.

They take +3 damage per die from sonic-based attacks, as a result of their hyper-sensitive hearing.

Mutations:  Echolocation, Frailty (Sonic Attacks) [D], Increased Sense (Hearing)

1 comment:

  1. I love that name, and the whole thing sorta reminds me of a grasp hand with dumbo ears. ;)

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