Saturday, June 16, 2012

"J" is for "Jelstrider"

Jelstrider

No. Enc.:  0 (1d8)
Alignment:  Neutral
Movement:  195' (65')
Armor Class:  7
Hit Dice:  7
Attacks:  4 (claws) + special
Damage:  1d4 / 1d4 / 1d4 / 1d4, + poison
Save:  3
Morale:  9
Hoard Class:  None
XP:  1,140

Jelstriders are 8' tall, multi-limbed, gelatinous beasts that tirelessly stalk the irradiated wastes.  They can be found in all but the coldest climes, but prefer open expanses in which to chase down their prey.

Jelstriders attack with pincers that can reach targets up to 12' away.  And their dozens of lashing, stinging tentacles have a 25% per combat round [no To Hit roll required] of striking any opponent(s) engaged in melee combat, and injecting a Class 10 paralytic poison.

Lacking brains and central nervous systems, jelstriders are utterly immune to all Mental Mutations that  directly impact the mind:  Empathy, Mental Phantasm, Mind Thrust, etc.

Mutations: Enhanced Vision (Thermal), Toxic Weapon (Venom)