Saturday, May 14, 2011

"S" is for "Spackal"

Spackal

No. Enc.:  1d6 (2d4)
Alignment:  Neutral
Movement:  150' (50') 
Armor Class:  6
Hit Dice:  1
Attacks:  1 (bite)
Damage:  1d6
Save:  L1
Morale:  8
Hoard Class:  None
XP:  13

Spackals are small canines that stalk praries, deserts, and badlands, but they sometimes venture in to urban areas and Ancient ruins.  They have milky-gray eyes and sticky, matted fur.

When attacking, spackals spit globs of quick-drying adhesive mucus at their prey at a range of up to 15'.  Each successful hit reduces both a victim's Strength and Dexterity by -3, and Movement Rate by -40' -(15').  These reductions impact appropriate Ability Modifiers (ex: a 16 STR reduced to an effective 7 drops a +2 bonus to a -1), and if values drop to 0 (or below), that Ability is unusable—0 STR prevents melee attacks, 0 DEX prevents ranged attacks, and 0' (0') Movement means the target is stuck in place.

When a target is entombed and rendered helpless, spackals close in for the kill.  Their saliva contains a compound that dissolves the paste-like adhesive, so they can devour their prey alive...bite by agonizing bite. 

The paste disintegrates naturally in one hour, and assuming they're still alive, a victim's Abilities return to normal.

Some tribes collect spackal saliva and for use on the tips of arrows and bolts, as the liquid adds an additional +1d3 acidic damage.

Mutations:  Toxic Weapon ("Adhesive Discharge")

2 comments:

  1. That's pretty disgusting - clever too though. I don't think I've seen this approach taken before.

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  2. As usual, thank you kindly.

    I try to give each critter something unique, while working it into "old school" parameters. (I'm a Champions GM by trade, and it's all about the "special effects"...and I'm finding Mutant Future's retro-clone system equally liberating and wonky, as far as making it all fit.)

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