Thursday, March 24, 2011

"Z" is for "Zephrog"

Zephrog  ("Tornatoad")

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:  30' (10')
          Fly:  240' (80')
Armor Class:  2
Hit Dice:  2
Attacks:  2 (1 bite + gusts)
Damage:  1d3 + see below
Save:  L1
Morale:  7
Hoard Class:  VI, VIII
XP:  95

Zephrogs are blue-gray amphibians about the size and weight of Ancient housecats, and they inhabit environs ranging from tropical wetlands to open savannahs to cool mountain ranges.  Active hunters, they rarely make contact with the ground, and instead divebomb unsuspecting insects and rodents, or dart after birds.

Zephrogs control winds and air pressure at a localized level, and each is encased in a miniature cyclone of swirling dust and debris (causing all incoming missile attacks to suffer a -3 To Hit penalty).  They attack by expanding their cyclones to encompass an area 30' in diameter, and all caught within the gusts take an automatic 1d6 damage per round while surrounded, and must also make a Saving Throw Versus Energy Attacks or be Blinded for the duration.  Zephrogs can also focus their winds to move objects a la Neural Telekinesis, with weights determined as if they had WIL scores of 10+1d8.

Mutations:  Neural Telekinesis, Psionic Flight




Zephrog—Nephrog  ("Thundertoad")

No. Enc.:  0 (1d4)
Alignment:  Neutral
Movement:  45' (15')
          Fly:  270' (90')
Armor Class:  2
Hit Dice:  4
Attacks:  2 (1 bite + gusts)
Damage:  1d4 + see below
Save:  L3
Morale:  8
Hoard Class:  VII, VIII
XP:  575

Larger, stockier, and darker than their cousins, nephrogs also evince greater control over atmospheric conditions.  Their bodies arc with static electricity.

Continually surrounded by a roiling grey nimbus, all attacks made against a nephrog suffer a -4 To Hit penalty.  And they, too, can harness blinding winds as above; however, their area of effect expands to 50' in diameter, and damage increases to 1d8+2 per round.  Nephrogs can also generate electrical bolts and claps of disorienting thunder, and given time, influence the weather on a grander scale.

Mutations:  Control Weather, Energy Ray (Electricity), Neural Telekinesis, Psionic Flight, Shriek (Greater) (x2)