Friday, April 8, 2011

"X" is for "X-Ray"

X-Ray

No. Enc.:  1d6 (2d8)
Alignment:  Neutral
Movement:  9' (3')
          Fly:  105' (35')
Armor Class:  7
Hit Dice:  5
Attacks:  1 (bite or sting)
Damage:  1d6 or 1d8 + poison
Save:  L6
Morale:  9
Hoard Class:  VII
XP:  950

X-Rays are flat, leathery creatures with 10'-12' wingspans and barbed tails just as long.  Their bodies glow with internal energies so intense that their cartilaginous structures are visible to the naked eye.  Fully adapted to life on land, x-rays sleep by day hanging from their tails in caves and Ancient ruins (particularly abandoned hospitals, power plants, and military installations), and actively hunt the skies at night.

An x-ray's tail-barb injects a Class 7 poison.  In addition to doing the base toxin damage, anyone stung must make a separate Saving Throw Versus Radiation, or acquire a Bizarre Appearance Drawback that manifests as both translucent skin and luminous bones.  Those with Reflective Epidermis (Radiation) are immune to this side effect.

Blastats are a favored prey item, and x-rays often take over their territories.

Mutations:  Optic Emissions (Radiation), Prehensile Tail, Reflective Epidermis (Radiation), Toxic Weapon ("Isotopic Venom"), Ultraviolet Vision

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