Wednesday, November 17, 2010

"M" is for "Meen'go"

Meen'go

No. Enc.:  1d8 (5d8)
Alignment:  Lawful
Movement:  75' (25')
         —Fly:  120' (40')
Armor Class:  8 (or by armor)
Hit Dice:  4
Attacks:  1 or 2 (1 kick, or by 2 weapons)
Damage:  1d4, or by 2 weapons
Save:  L4
Morale:  7
Hoard Class:  XV
XP:  355 (+55 per additional Mental Mutation)

The Meen'go are gregarious, loquacious bipeds with delicate, slender builds and bright pink plumage.  They average 6'-7' tall, and possess 3 arms that end in dextrous clawed hands adept at manipulating and repairing Ancient technology.

The Meen'go are are consummate tinkerers, traders, and barterers, and traveling bands explore and scavenge Ancient ruins and installations, peddling the spoils from settlement to settlement.  They also establish permanent villages near waterways, which invariably become thriving hubs of aquaculture and commerce.

There is a 30% chance that any given Meen'go enountered will have 1d3 additional beneficial Mental Mutations.

Mutations:  Aberrant Form (Extra Limbs), Complete Wing Development, Increased Sense (Touch), Intellectual Affinity (Bartering), Intellectual Affinity (Tinkering)