Friday, February 25, 2011

"Q" is for "Quarilla"


No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  90' (30')
   —Burrow:  30' (10')
Armor Class:  2
Hit Dice:  8
Attacks:  3 or 2 (2 fists, 1 bite or 2 shards)
Damage:  2d6 / 2d6 / 1d6 or 1d8 / 1d8
Save:  L5
Morale:  4
Hoard Class:  X
XP:  4,060

Quarillas are massive, 7'-8' tall primates that dwell in mountainous regions, lurking deep underground in vast cavern complexes, volcanic lava tubes, and ruined Ancient installations/bunkers.  They feed on giant fungi, lichens, tubers, insects, and grubs, and occasionally venture forth to forage on the surface.  A quarilla's powerful frame is coated by a dazzling crystalline carapace, typically of yellowish, pinkish, or glassy-clear coloration; there are rare variants, though, matching gemstone hues.

This carapace provides many benefits.  When threatened, quarilllas either flick their spiked wrists to launch shards up to 50' with deadly accuracy (+3 To Hit at range), or wade in flailing with armor-piercing (+2 To Hit) fists.  Quarillas prefer to Chargethereby doing double damageif afforded enough room to maneuver.  Defensively, anyone successfully striking a quarilla bare-handed suffers 1d8 damage.  Quarillas can also freely reflect/refract light-based attacks, requiring only a standard To Hit roll to target either the original aggressor or another subject of their choice.

Quarilla crystals and hides (representing the creatures' "treasure") fetch high prices from merchants, artisans, and shamans...and those from the elusive "jewel" varieties are the most valuable of all, with values increasing up to an additional 2d6x1000 GP.

Mutations:  Natural Armor (Extreme) (x2), Reflective Epidermis (Light/Lasers), Spiny Growth (Large), Thermal Vision