Thursday, June 23, 2011

"T" is for "Thotter"

Thotter

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  90' (30')
     —Swim:  60' (20')
Armor Class:  2
Hit Dice:  2
Attacks:  3 or 1 (2 claws, 1 bite, or by weapon)
Damage:  1d2 / 1d2 / 1d4, or by weapon
Save:  L2
Morale:  7
Hoard Class:  VII, VIII
XP:  74

Thotters are sleek, sinewy creatures that reach lengths of 3'-4', and they never stray far from water.  They possess enlarged craniums that house cunning—and impish—minds.

With their nimble digits, thotters are adept with small tools, and they have an almost savant-like ability at understanding both the theories behind, and applications thereof, Ancient technology.  That said, their quadrupedal anatomy isn't conducive to actually using most Artifacts, and they suffer a -3 To Hit penalty with hand-held weapons.  And unlike the effusive Meen'go, thotters usually don't share their technical knowledge without suitable compensation....

A thotter's slick, greasy fur provides protection from temperature extremes and associated damage.

Mutations:  Energy-Retaining Cell Structure, Neural Telepathy, Precognition, Quick Mind, Reflective Epidermis (Cold, Heat/Fire)

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