Monday, December 12, 2011

"S" is for "Shrumak"


No. Enc.:  1d4 (1d8)
Alignment:  Neutral
Movement:  150' (50') 
Armor Class:  5
Hit Dice:  13
Attacks:  3 or 1 (2 claws, 1 tendril-bite, or by club)
Damage:  1d8+3 / 1d8+3 / 1d10+3, or 1d12+3
Save:  L7
Morale:  10
Hoard Class:  XV
XP:  7,800

Shrumaks are towering, 12' tall beasts that lair in swamps, caverns, sewers, and Ancient ruins.  Though technically blind, they are active hunters, and chase down prey with surprising strength, speed, and agility.  Shrumaks often use stalagtites, logs, or debris as clubs, but (seemingly) lack any other hallmarks of intelligence.

A shrumak's spores act as the Mental Phantasm mutation when inhaled, and affect everyone within a 10' radius upon a failed Saving Throw Versus Poison.  The effects last 1d6 turns.

There is no evidence to suggest that shrumaks associate with either fungal groves [see p. 72 of the Mutant Future Core Rules] or fungoids [p. 73], though some speculate they may be the hyper-mutated forms of either.

Shrumaks and quarillas are mortal enemies.

Mutations:  Combat Empathy, Control Weather, Echolocation, Energy Ray (Cold), Free Movement, Nocturnal [D], Poisonous Spores