Friday, June 3, 2011

"Z" is for "Zanhorr"

Zanhorr

No. Enc.:  1d4 (2d8)
Alignment:  Any
Movement:  90' (30') 
Armor Class:  7
Hit Dice:  7
Attacks:  2 or 1 (2 claws, or 1 weapon)
Damage:  1d8 / 1d8, or by weapon
Save:  L7
Morale:  9
Hoard Class:  XVIII
XP:  1,840

The Zanhorr (both singular and plural) are a race of 8'-10' tall sentient plants with distinctive optic orbs and long, tapered bodies.   They stand on wriggling tendrils used for both locomotion and feeding, as through them they leech moisture and minerals from soil and biomatter.  The hollow tentacles on their heads are used for breathing and vocalization, and when a Zanhorr speaks, it sounds like a chorus of multiple susurrant voices.

A Zanhorr's wicked claws inject a toxin that causes Blindness for 1d4 hours upon a failed Saving Throw Versus Poison.

While many Zanhorr exist as peaceful hunter-gatherers and traders, the cruelest of their kind operate as brigands and slavers.

Mutations:  Animal Limbs (Arms and Hands), Free Movement, Full Senses (Vision), Injected Poison Sap ("Blinding Toxin")



2 comments:

  1. COol and freaky as usual.

    These look very much like a race of evil carrot men I was at war with for a while in Spore.

    ReplyDelete
  2. Someone else has done freaky, evil carrot men?! I am undone!

    ReplyDelete