Saturday, May 28, 2011

"D" is for "Dynok"

Dynok  ("Kleptile")

No. Enc.:  1d4 (2d6)
Alignment:  Neutral
Movement:  195' (65') 
Armor Class:  6
Hit Dice:  5
Attacks:  3 or 1 (2 fists, 1 bite, or weapon)
Damage:  1d4 / 1d4 / 1d6, or by weapon
Save:  L5
Morale:  8
Hoard Class:  VII, VIII, XVI, XXII
XP:  800

Dynoks are agile, 5' tall bipedal reptiles with 4 eyes and enlarged, dextrous hands.  They travel in organized packs, and communicate with a series of chirps and whistles that emanate from their elongated nostrils.

Dynoks are drawn to technology and artifacts of the Ancients...and the shinier and better preserved, the better.  In combat, they target those wielding the most tech, and try to disarm them.  Anyone struck by a dynok's claw attacks must make an Ability Check Versus Strength or Dexterity (whichever is higher) with a -1 penalty; failure indicates that they have lost their weapon...and will most certainly have it used against them the next round.  Dynoks are just as likely to kill their foes as they are to simply loot and flee.

While dynoks clearly seek out artifacts, what they do with them is another matter entirely.  They never arrive on the scene with tech of their own, and they have proven too fast and wily to follow; no one knows where they stash their purloined goods, and communication has proven fruitless.  Some posit that dynoks are amassing weapons and gadgetry to create an unconquerable reptilian army.  Others believe they are religious zealots akin to Archivists, Restorationists, or Seekers.  And some even claim they are invaders from another world!

Mutations:  Increased Sense (Sight), Increased Sense (Touch), Quick Mind