No. Enc.: 0 (4d6)
Alignment: Neutral
Movement: 6' (2')
—Fly: 18' (6')
Armor Class: 6
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1 hit point
Save: L4
Morale: 7
Hoard Class: None
XP: 28
Treehorses are reclusive, foot-long animal/plant hybrids that dwell in thick forests and dense jungles. Strictly arboreal, they congregate in clusters along the branches of larger host plants to leech the moisture within.
In addition to being mildly venomous (their own sap acts as a Class 1-4 poison, determined randomly on a 1d4), treehorses have limited psionic abilities. Each possesses the Mind Thrust Mental Mutation at a reduced 2d6 damage, and the ability to levitate. And they gradually adopt the natural colorations of their hosts, and therefore Surprise on a roll of 1-5 on 1d6.
While no proof exists, some naturalists posit that treehorses may be smarter than they appear, and share a "hive mind". [Mutant Lords can add the Metaconcert and Mental Phantasm mutations, if they so desire.]
Mutations: Flight, Free Movement, Injected Poison Sap, Mind Thrust (Limited), Reflective Cellular Structure (Radiation)
I just came across your blog from a link over at Dark Horse Game Design and I have to say I am very impressed with your work and creativity. It makes me want to roll out a Gamma World game. BTW, are you using a model design from the Spore game? They all look cool and I like the various power/abilities descriptions.
ReplyDeleteThanks for the kind words, Padre! I really appreciate the feedback.
ReplyDeleteYep, I'm using the Spore software. I'm not all that fond of the game, but the building aspects are Grade A Awesome.
Glad to have you aboard!