Thursday, June 18, 2015

"C" is for "Chudstak"

Chudstak

No. Enc.:  3 (2d8)
Alignment:  Chaotic
Movement:  105' (35')
Armor Class:  3
Hit Dice:  7+1
Attacks:  3 (2 claws, 1 bite)
Damage:  2d6 / 2d6 / 1d10
Save:  L4
Morale:  11
Hoard Class:  VII, VIII
XP:  4,500

The subterranean chudstaks are nightmarish crossbreeds between two dreaded, degenerate races, and they combine the worst aspects of each.  They are 7'-tall, blackish-green beings with oversized claws and snaggle-toothed maws, and their bodies drip so much slime they seem to be melting. Though gangly, chudstaks possess ferocious strength, and the damage they inflict takes twice as long to heal.

Chudstaks' eyes blaze with such enmity that anyone beholding the brutes must make a Saving Throw Vs Stun, or be Paralyzed in shrieking terror for 1d4+1 rounds.  The creatures are immune to radiation, toxins, and disease, and their viscous coating makes them impervious to flame-based attacks.  Chudstaks Surprise only on a 1 on 1d6, though, due to a combination of their luminous gaze and continual hissing.

Chudstaks haunt ruined sewers, befouled basements, and underground contaminant (nuclear, biohazard, etc.) depositories, and their nauseating lairs are littered with the rotting corpses of their victims.  They are too stunted to use technology, but possess a feral cunning, and set traps, deadfalls, and ambushes to waylay prey.  Chudstaks can also contort and stretch their frames to pass through apertures too small for most humanoids, allowing them to invade otherwise secure domiciles.

Wandering chudstaks are always encountered in groups of 3.

Mutations:  Atrophied Cerebellum (D)Enhanced Vision (Night, Thermal, Ultraviolet), Increased Sense (Hearing, Smell)