No. Enc.: 1d6 (2d8)
Alignment: Lawful
Movement: 75' (25')
Armor Class: 4
Hit Dice: 8+2
Attacks: 5 or 2 (4 claws, 1 bite, or 2 weapons)
Damage: 1d6 / 1d6 / 1d6 / 1d6 / 1d4, or by 2 weapons + 3d6
Save: L8
Morale: 10
Hoard Class: VII, XIV
XP: 4,220
The Lysids are a race of 6' tall, be-carapaced isopoids that favor dark, damp environs, like lush forests, dank caves, and Ancient ruins.
Despite their prefered habitats, Lysids are a gregarious and outgoing people, and relish contact with other sentients. They can be menaces to themselves and others, though, as their general dimwittedness and clumsiness are amplified by their rowdiness and love of bingeing. Luckily for the Lysids, their thick exoskeletons provide a 75% reduction against damage from conventional melee weapons, firearms, and explosives.
Lysids make excellent bodyguards and laborers, and can often be persuaded to take compensation in the forms of homemade liquors and/or Ancient erotica.
Mutations: Atrophied Cerebellum [D], Enhanced Vision (Night Vision), Increased Physical Attribute (Strength), Natural Armor (Extreme), Temperature Control (Cold)
I could see these guys being some comic relief. There name reminded me of the old tradename of LSD (Delysid)--occupational hazard, I guess. ;)
ReplyDeleteIt makes complete sense that your profession involves consciousness-expanding substances. I just KNEW you were the high priest of a UFO sex-cult!
ReplyDelete(And, yeah...the "Pillbuds" might bring a bit of levity to the proceedings. I had to restrain myself from calling them "Fratbugs" or "Pillbros".)
Ha! Only in my off-time. ;) I actually get paid to treatment drug and alcohol problems.
ReplyDeletePillbros. I like that.