Friday, May 20, 2011

"Z" is for "Zotz"

Zotz

No. Enc.:  1d6 (2d10)
Alignment:  Lawful
Movement:  120' (40')
         —Fly:  150' (50')
Armor Class:  6
Hit Dice:  6
Attacks:  3 or 1 (2 claws, 1 bite, or volley)
Damage:  1d4 / 1d4 / 1d6, or 1d8
Save:  L6
Morale:  8
Hoard Class:  VII, XVI
XP:  2,320

The Zotz (both singular and plural) are a race of nocturnal beings that form colonies in cave networks and Ancient ruins.  They have lanky, lean physiques, and range from 4'-6' in height, with wingspans of 12'-16'.  Their skin is so thin as to be almost transparent, and their forearms are covered with long quills (which can be hurled up to 50').

Lacking eyes, the Zotz rely on hyper-keen aural and radio-detection senses; in fact, sound is the center of their existence.  They are drawn to Ancient military installations, radio stations and towers, satellite beacons, and sites with active broadcasting technology.  Some tribes found monastic enclaves at these locales, where self-professed "Prophets of The Voice" deliver auguries derived from Ancient programming.  The Zotz zealously trade for noise-related artifacts (digital players, phonograph records, instruments, etc)...and they can be quite insistent in their negotiations.

Zotz are master mimics, and can flawlessly replicate any sound—including voices, animal cries, and modulated "computer speak"—upon hearing just the briefest of snippets.

Due to their hollow bones, they take an extra +2 per die of damage from clubs, hammers, flails, and the like.

Mutations:  Echolocation, Frailty (Crushing Implements) [D], Increased Sense (Hearing), Sensory Deficiency (Blindness) [D], Shriek (Greater), Spiny Growth (Large), Unique Sense (Detect Radio Waves)