Monday, November 5, 2012

"T" is for "Toxodile"


No. Enc.:  1d8 (1d12)
Alignment:  Neutral
Movement:  90' (30')
     —Swim:  90' (30')
Armor Class:  5
Hit Dice:  3
Attacks:  1 (bite)
Damage:  1d12
Save:  L2
Morale:  9
Hoard Class:  None
XP:  155

Toxodiles thrive in the most hazardous of environs: contaminated wetlands, ruined sewers, glowing reactor ponds, etc.  And, strangely, some even find their ways to arid atomic testing sites, or mountainous strip-mines. Luminescent algae and noxious filth cover their hides.

Toxodiles inject a Class 7 venom with every bite, and emit beams of Class 5 radiation from the bony growths on their snouts.  They are never Surprised (thanks to their 1d10 extra eyestalks), and are completely immune to all poisons, diseases, and radiation.

A carnivorous subspecies of needlewing often lives in symbiosis with toxodiles, keeping teeth and maws free of extraneous debris.

Mutations:  Energy Ray (Radiation), Extra Parts (Eyes), Toxic Weapon (Bacterial Bite)