Thursday, March 8, 2012


Chiklak  ("Lobsturtle")

No. Enc.:  1d4 (2d8)
Alignment:  Any
Movement:  75' (25')
      —Swim:  120' (40')
Armor Class:  2
Hit Dice:  11
Attacks:  2 or 1 (2 claws, or 1 head-butt)
Damage:  2d6 / 2d6 or 1d8
Save:  L11
Morale:  10
Hoard Class: V, XIV
XP:  5,200

From the mucky swamp-seas of the bogworld Morassmus-Prime come the Chiklaks, a tribal race of 9' tall fluorescent reptoids.  Mighty warriors, they possess crushing pincers, armored carapaces, and beam-projecting antennae.  Their primitive villages are comprised of mud-domes connected by extensive tube networks running above and below the mire.

Chiklaks can telescope their necks up to 10' in length, providing a +1 bonus on Initiative rolls if surveying an area for foes.  They also use this maneuver in combat, doing 1d8 ramming damage and knocking targets prone with a successful strike.

The Chiklaks' claws prevent them from utilizing weapons and technology effectively; they suffer a -4 To Hit penalty when doing so.

Chiklak PCs have d10 HD per point of CON, gain +3 STR, lose -5 DEX and -3 INT, and possess the full suite of racial Mutations.  25% (determined at character creation) of all such PCs suffer from Albinism [D],  and are generally shunned by their fellows.

Mutations:  Energy Ray, Natural Armor (Extreme) (x2)