Wednesday, September 11, 2013

"M" is for "Molock"

Molock

No. Enc.:  1d10 (5d6)
Alignment:  Neutral
Movement:  120' (40')
  —Burrow:  30' (10')
Armor Class:  7
Hit Dice:  7
Attacks:  2 or 1 (2 claws, or weapon)
Damage:  1d8 / 1d8, or by weapon
Save:  L7
Morale:  9
Hoard Class:  XVII +1d12 gizmos
XP:  2,540

Molocks are 4' tall bipeds with fleshy snouts and enormous claws.  Their beady eyes are obscured by dusty fur.

Molocks construct elaborate subterranean complexes, where they cultivate forests of the tastiest fungi in the Mutant Future.  They trade their harvest for only the most exotic of Ancient foodstuffs, as they fancy themselves quite the gourmands.  Molocks hoard any and all artifacts they find in their excavations.

Most molocks are genial...but a renegade fringe faction known as The Architects Of Night seeks out buried doomsday weapons so as to destroy the sun and claim dominion over the planet's surface.

Mutations:  Damage Turning, Echolocation, Fragrance Development, Increased Sense (Hearing, Taste), Precognition




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