Spackal
No. Enc.: 1d6 (2d4)
Alignment: Neutral
Movement: 150' (50')
Armor Class: 6
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d6
Save: L1
Morale: 8
Hoard Class: None
XP: 13
Spackals are small canines that stalk praries, deserts, and badlands, but they sometimes venture in to urban areas and Ancient ruins. They have milky-gray eyes and sticky, matted fur.
When attacking, spackals spit globs of quick-drying adhesive mucus at their prey at a range of up to 15'. Each successful hit reduces both a victim's Strength and Dexterity by -3, and Movement Rate by -40' -(15'). These reductions impact appropriate Ability Modifiers (ex: a 16 STR reduced to an effective 7 drops a +2 bonus to a -1), and if values drop to 0 (or below), that Ability is unusable—0 STR prevents melee attacks, 0 DEX prevents ranged attacks, and 0' (0') Movement means the target is stuck in place.
When a target is entombed and rendered helpless, spackals close in for the kill. Their saliva contains a compound that dissolves the paste-like adhesive, so they can devour their prey alive...bite by agonizing bite.
The paste disintegrates naturally in one hour, and assuming they're still alive, a victim's Abilities return to normal.
Some tribes collect spackal saliva and for use on the tips of arrows and bolts, as the liquid adds an additional +1d3 acidic damage.
Mutations: Toxic Weapon ("Adhesive Discharge")
That's pretty disgusting - clever too though. I don't think I've seen this approach taken before.
ReplyDeleteAs usual, thank you kindly.
ReplyDeleteI try to give each critter something unique, while working it into "old school" parameters. (I'm a Champions GM by trade, and it's all about the "special effects"...and I'm finding Mutant Future's retro-clone system equally liberating and wonky, as far as making it all fit.)