Tuesday, September 11, 2012

"Z" is for "Zeromir"


Zeromir

No. Enc.:  2d4 (3d6)
Alignment:  Chaotic
Movement:  60' (20')
     —Swim:  120' (40')
Armor Class:  7
Hit Dice:  10
Attacks:  1 (bite, or Ancient ranged weapon)
Damage:  1d4, or by Ancient ranged weapon
Save:  L10
Morale:  8
Hoard Class:  XVI
XP:  6,600

Like most animal species granted sentience by strange radiations and exotic toxins, the despotic, acrimonious, 4' tall zeromir (both singular and plural) want nothing more than utter conquest of the Mutant Future...but they will content themselves with dominance of just the polar regions...for now.  They enslave the most dangerous and deadly beasts of the frigid wastes for their arctic armies.

Each zeromir possesses two hearts, which grant a +2 bonus to any given Saving Throw. They can also hold their breaths for 1 hour, making them immune to inhalants.

A zeromir can become so apoplectic with rage that its Mental Mutations backfire.

Mutations:  Ancestral Form, Empathy, Extra Parts (Hearts), Mental Phantasm, Mind Reflection (Defective) [D], Optic Emissions (Gamma Eyes), Reflective Epidermis (Cold), Vampiric Field


2 comments:

  1. "A zeromir can become so apoplectic with rage that its Mental Mutations backfire."

    It's touches like these that show the true genius of your blog. :)

    Keep up the good work!

    ReplyDelete