Friday, March 11, 2011

"G" is for "Gullverine"

Gullverine

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:  150' (50')
      Swim:  120' (40')
Armor Class:  5
Hit Dice:  4
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d10
Save:  L2
Morale:  12
Hoard Class:  None
XP:  190

Gullverines are predators the size of large Ancient canines, with stocky, muscular bodies, dingy feathers, clawed, webbed feet, and toothy, beaked snouts.  They are never found far from coastal waters, and are equally comfortable in both tropical and arctic climes.

Tenacious and bloodthirsty, gullverines get +4 to all To Hit rolls.  And 4 times per day, they can regurgitate an odious mixture of saliva and undigested prey that coats a cone 20' long and 15' wide at its endpoint.  Targets failing a Saving Throw Versus Energy Attacks are not only blinded for 2d6 rounds, but also suffer a loss of 2d6 points of Charisma for 2d4 days.

Some Clamazon tribes breed gullverines as both hunting and combat companions, and often unleash the beasts on unwary villages prior to a raid.  Such trained specimens are kept in surface caves and pens, and tended by particularly brutal Clamazon wranglers (who have +1 Hit Die above the standard).

Mutations:  Toxic Weapon ("Gore-Goo")

"K" is for "Karkadillo"

Karkadillo

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  30' (10')
   —Burrow:  45' (15')
Armor Class:  -2
Hit Dice:  8
Attacks:  3 or 1 (2 claws, 1 bite, or 1 tail-slap)
Damage:  1d6 / 1d6 / 2d6 or 1d10
Save:  L4
Morale:  9
Hoard Class:  None
XP:  2,060

Karkadillos are ornery predators the size and shape of Ancient compact automobiles.  Three "fins" jut from their bony shells, and a fourth protrudes from their pointed heads.   Their tails end in studded, spiked masses.

Slow and ponderous, karkadillos primarily burrow after prey they can catch (giant worms, grubs, and the like), but they also ambush convenient topside prey by exploding forth with slashing claws and snapping jaws.  And while too heavy to swim, their gills allow them to trundle along the beds of both fresh and saltwater bodies to devour giant crustaceans and mollusks.

Natural enemies, karkadillos and molebears fight to the death when one crosses the other's territory.  These subterranean battles often create small localized tremors.

Mutations:  Aberrant Form (Gills and Lungs), Increased Sense (Smell), Unique Sense (Vibrations)