No. Enc.: 1d4 (2d8)
Alignment: Any
Movement: 75' (25')
—Swim: 120' (40')
Armor Class: 2
Hit Dice: 11
Attacks: 2 or 1 (2 claws, or 1 head-butt)
Damage: 2d6 / 2d6 or 1d8
Save: L11
Morale: 10
Hoard Class: V, XIV
XP: 5,200
From the mucky swamp-seas of the bogworld Morassmus-Prime come the Chiklaks, a tribal race of 9' tall fluorescent reptoids. Mighty warriors, they possess crushing pincers, armored carapaces, and beam-projecting antennae. Their primitive villages are comprised of mud-domes connected by extensive tube networks running above and below the mire.
Chiklaks can telescope their necks up to 10' in length, providing a +1 bonus on Initiative rolls if surveying an area for foes. They also use this maneuver in combat, doing 1d8 ramming damage and knocking targets prone with a successful strike.
The Chiklaks' claws prevent them from utilizing weapons and technology effectively; they suffer a -4 To Hit penalty when doing so.
Chiklak PCs have d10 HD per point of CON, gain +3 STR, lose -5 DEX and -3 INT, and possess the full suite of racial Mutations. 25% (determined at character creation) of all such PCs suffer from Albinism [D], and are generally shunned by their fellows.
Mutations: Energy Ray, Natural Armor (Extreme) (x2)
I recognize those guys from my youth. You should do the antennaed Chewbacca stand-in from that line too.
ReplyDeleteYou mean like I did two days ago...?
ReplyDeletehttp://afieldguidetodoomsday.blogspot.com/2012/03/galaxy-laser-team-converge.html
(Insert smiley here!)