No. Enc.: 0 (2d4)
Alignment: Neutral
Movement: 330' (110')
Armor Class: 3
Hit Dice: 3
Attacks: 4 (2 bites, 2 kicks)
Damage: 1d4 / 1d4 / 1d8 / 1d8
Save: L3
Morale: 9
Hoard Class: None
XP: 110
Scramels appear almost identical to their Ancient ancestors, except for a darker, reddish coloration. They dwell in deserts and badlands, and navigate such terrain with ease.
A scramel's hump contains a massive nerve cluster that effectively acts as a second brain. This "brain" grants not only hyper-quick reflexes and one additional random Mental Mutation, but also makes them all the more ornery, stubborn, and temperamental (meaning each scramel has a WIL score of 10+1d8); consequently, they are nigh-impossible to tame. A scramel will only submit to someone possessing both a higher WIL score and either the Metaconcert or Neural Telepathy mutations...and it will still take 2d3 months of intense training and practice.
Mutations: Dual Cerebellum, Increased Willpower, Metaconcert, Quickness
Movement: 330' (110')
Armor Class: 3
Hit Dice: 3
Attacks: 4 (2 bites, 2 kicks)
Damage: 1d4 / 1d4 / 1d8 / 1d8
Save: L3
Morale: 9
Hoard Class: None
XP: 110
Scramels appear almost identical to their Ancient ancestors, except for a darker, reddish coloration. They dwell in deserts and badlands, and navigate such terrain with ease.
A scramel's hump contains a massive nerve cluster that effectively acts as a second brain. This "brain" grants not only hyper-quick reflexes and one additional random Mental Mutation, but also makes them all the more ornery, stubborn, and temperamental (meaning each scramel has a WIL score of 10+1d8); consequently, they are nigh-impossible to tame. A scramel will only submit to someone possessing both a higher WIL score and either the Metaconcert or Neural Telepathy mutations...and it will still take 2d3 months of intense training and practice.
Mutations: Dual Cerebellum, Increased Willpower, Metaconcert, Quickness