No. Enc.: See Below
Alignment: Chaotic
Movement: 120' (40')
—Swim: 120' (40')
Armor Class: 4
Hit Dice: 7
Attacks: 2 or 1 (2 claws, or 1 weapon)
Damage: 1d6 / 1d6, or by weapon
Save: L8
Morale: 9
Hoard Class: XV +1d6 gizmos
XP: 2,190
Skelemen are freakish extraterrestrials with bony indigo frames topped by an enormous, unblinking eye. They are equally at home on land and in water. Lacking respiratory systems, they are immune to gas-based attacks and related environmental effects. Skelemen see right through holograms, mirages, and illusion-based Mutations.
Mute and utterly silent in motion, skelemen Surprise on a 1-4 on 1d6.
Skelemen navigate the spaceways in craft of their own design, and they are experts at scavenging, repairing, and piloting Ancient vehicles of any and all varieties. In fact, their primary motivation seems to be procuring and hoarding such transports (particularly planes) for reasons unknown.
Skelemen travel in trios, and larger groupings always comprise multiples of three (six, nine, etc).
Mute and utterly silent in motion, skelemen Surprise on a 1-4 on 1d6.
Skelemen navigate the spaceways in craft of their own design, and they are experts at scavenging, repairing, and piloting Ancient vehicles of any and all varieties. In fact, their primary motivation seems to be procuring and hoarding such transports (particularly planes) for reasons unknown.
Skelemen travel in trios, and larger groupings always comprise multiples of three (six, nine, etc).
Mutations: Aberrant Form ("All-Seeing Eye", "Skeletal Body"), Enhanced Vision (Night), Intellectual Affinity (Tinkerer)
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Inspired by The Scooby-Doo Show episode #26, "A Creepy Tangle In The Bermuda Triangle" (1978).
And for the Savage Worlds version, click here!
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