Friday, May 17, 2013

"F" is for "Freakock"


No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  120' (40')
         —Fly:  18' (6')
Armor Class:  3 (7)
Hit Dice:  5
Attacks:  1 (peck)
Damage:  1d4
Save:  L3
Morale:  8
Hoard Class:  VII
XP:  1,400

Freakocks are iridescent, 3' tall birds with long tails that unfurl into expansive, eye-riddled fans.  The extra eyes grant 360-degree vision (thereby preventing being Surprised) and fire energy beams [determine type at random].

A freakock generates a swirling, kaleidoscopic field that disorients foes, making its effective AC 3.  Those targeting with Echolocation, other non-visual super-senses, and / or mechanical systems treat the birds as having AC 7.  And though of animal intelligence, freakocks possess powerful minds (WIL 12+1d4) and the psychic powers to match.

Freakocks can only fly short distances, and usually just seek higher elevations so as to avoid predators.

Fluids from freakock eggs make serums that grant 1d3 positive Mental Mutations, at the risk of intense psychic burnout (a -2d4 WIL) and the random acquisition of one of the following Drawbacks:  Atrophied Cerebellum, Phantasmal Damage, or Phobia.

Mutations:  Control Light Waves, Disintegration, Energy Ray (Any), Increased Sense (Vision), Mental Phantasm, Mind Reflection, Mind Thrust, Unique Sense (360-Degree Vision)