Sunday, January 16, 2011

"C" is for "Craytor"

Craytor

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  90' (30')
      Swim:  60' (20')
   Burrow:  30' (10')
Armor Class:  2
Hit Dice:  9
Attacks:  3 (2 pincers, 1 bite)
Damage:  1d10 / 1d10 / 2d8
Save:  L5
Morale:  10
Hoard Class:  XV
XP:  3,800

Craytors are massive beasts that reach lengths of 15'-20' (nose to tail) and weights of 1,500-3,000 pounds, and possessing both lungs and gills, they move freely between land and water.  Their thick hides, comprised of scales and chitin, are nigh-impervious (meaning they take only 1/4 damage from conventional melee weapons and firearms).

Craytors dwell near rivers, streams, swamps, and ruined sewers.  When not hunting in the murky depths, they dig large burrows comprised of multiple tunnels and chambers (which tend to fill with water).  These dens are easily recognizable, as the entrances resemble hardened mud "chimneys" that jut 10'-15' above the ground.

Voracious predators, they fixate on one prey item and rend and tear until it's dead, then spend 1d6 rounds devouring all the chunks before moving on to the next target.  They also scavenge for carrion.

As craytors grow, they molt out of their carapaces.  Traders and armorers pay a premium for such husks, as they can be fashioned into exquisite armor and shielding (such armor grants a -3 AC bonus).  Craytor meat is also a delicacy.

Mutations:  Aberrant Form (Gills and Lungs), Natural Armor (Extreme) (x2), Night Vision