Friday, July 8, 2011

"D" is for "Dredgehead"

Dredgehead

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:  120' (40')
     —Swim:  45' (15')
Armor Class:  6
Hit Dice:  11
Attacks:  1 (tail-slap or trample)
Damage:  2d8 or 5d6
Save:  L6
Morale:  7
Hoard Class:  VIII, XXII
XP:  2,800

The nocturnal, bioluminescent dredgeheads are elephantine, semi-aquatic reptiles that congregate near inland bodies of water.  They reach heights of 15' at the hips, and can attain lengths of 65' or more. 

Dredgeheads are very protective of their young, and Trample when threatened.  And anyone struck by their tails goes flying 20', taking another 2d4 damage upon landing with a failed Saving Throw Versus Stun.  Those with the Increased Balance Physical Mutation ignore the additional damage.

Able to hold their breaths for 90 minutes, dredgeheads use their unique skull-crests to scoop up the muck and mire from lake- and riverbeds.  They then feed upon uprooted plant matter and displaced crustaceans and mollusks.

Dredgeheads continually unearth soggy and rusty detritus (including vehicles) of the Ancients, which constitutes their "treasure".  Such items are usually in terrible shape, though, and range from Condition Grades 0-2 (determine by rolling 1d3) as described on p. 42 of the Mutant Future Core Rules.

Mutations:  None


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