Monday, December 26, 2011

"G" is for "Grimfin"

Grimfin

No. Enc.:  0 (1d4)
Alignment:  Neutral
Movement:  0' (0')
     —Swim:  30' (10')
Armor Class:  1
Hit Dice:  3
Attacks:  1 (bite)
Damage:  1d10 + poison
Save:  L3
Morale:  11
Hoard Class:  VII
XP:  95

Grimfins are sluggish, armored, 6' long fish that dwell in sludgy, polluted waterways.  They thrive in the most unlivable of conditions.

Grimfins are feared for both their toxic bites (which inject a Class 8 poison) and their "death beams".  From its glowing cyclopean eye, a grimfin can fire a withering ray that requires a victim to make a Saving Throw Versus Death when struck.  Success means the target only takes 3d6 damage...but failure means it shrivels into a lifeless husk.  Like the Energy Ray Physical Mutation, a grimfin's beam is usable only every 3 rounds, and at a range of 50'.  Androids are completely immune to this effect.

Grimfins can live for about 1 hour when removed from water.  Enterprising pirates exploit this ability and tie the fish to the front of their vessels, and the agitated creatures fire their beams indescriminately at everything in their paths.

A grimfin's "treasure" represents swallowed shiny items trapped in its stomach.

Mutations:  Accumulated Resistance (Contaminants & Toxins), Toxic Weapon (Venom), Unique Mutation ("Death Beam")