Monday, November 22, 2010

"M" is for "Molebear"


Molebear

No. Enc.:  1 (1d2)
Alignment:  Neutral
Movement:  75' (25')
  —Burrow:  150' (50')
Armor Class:  3
Hit Dice:  10
Attacks:  3 (2 claws, 1 bite)
Damage:  1d10 / 1d10 / 1d6
Save:  L5
Morale:  10
Hoard Class:  VI, VII
XP:  3,800

Molebears are voracious omnivores that reach over 6' tall at the shoulder, and over 15' when standing on their hind legs.  Their enormous front paws allow them to tunnel through even the densest earth, and they lair in subterranean dens and caves.

A molebear's preferred method of hunting is to burst forth from the ground beneath an unsuspecting target.  The speed and ferocity of this maneuver grants the molebear +1 to both Surprise and Initiative rolls, and a +2 To Hit bonus.  They attack with claws and bite, and if both paws successfully strike in the same round, the molebear then crushes its prey in a hug for an additional 3d6 damage.

Molebears use the unique sense organs on their snouths to effortlessly track prey both below and above the ground...and even if a target flees, it isn't safe for very long.  Once a molebear tastes the blood of a particular victim, it relentlessly stalks the escapee across the wastelands, no matter how long it takes.  Stories suggest that not even vast bodies of water can keep a molebear from its prey.

Mutations:  Increased Sense (Smell), Increased Caloric Needs [D], Unique Sense (Detect Vibrations), Unique Sense ("Prey-Sense")





Molebear — Polar Molebear

No. Enc.:  1 (1d2)
Alignment:  Neutral
Movement:  75' (25')
  —Burrow:  150' (50')
Armor Class:  3
Hit Dice:  13
Attacks:  3 (2 claws, 1 bite)
Damage:  2d6 / 2d6 / 1d8
Save:  L7
Morale:  11
Hoard Class:  VI, VII
XP:  6,000

Found in frigid climes, polar molebears are bigger and more vicious than the standard variety.

Their squeeze does an additional 3d8 damage.

Mutations:  Increased Sense (Smell), Increased Caloric Needs [D], Reflective Epidermis (Cold), Unique Sense (Detect Vibrations), Unique Sense ("Prey-Sense")