Monday, July 30, 2012

"D" is for "Drednek"

Drednek

No. Enc.:  0 (1d3)
Alignment:  Chaotic
Movement:  240' (80')
Armor Class:  5
Hit Dice:  11
Attacks:  2 (2 bites)
Damage:  1d10 / 1d10
Save:  L6
Morale:  10
Hoard Class:  VII
XP:  8,400

Ferocious, cunning, and sadistic predators, the 20' tall, muscular dredneks stalk herd animals and nomadic peoples alike on the plains of the Mutant Future.  They are intelligent enough to set ambushes and makeshift traps (which usually amount to log obstacles, or precariously-piled wreckage).

If a drednek successfully bites the same target with both heads in the same round, the victim takes an additional +2d6 tearing and twisting damage.

Lacking eyes, ears, and nostrils, dredneks compensate with the bulbous sensory nodules on their heads.  Through these organs, the creatures gain access to the equivalent abilities derived from Echolocation, Increased HearingIncreased Smell, and Increased Vision.  [XP adjusted accordingly.]  They are also immune to attacks that disorient, blind, and/or disrupt the conventional senses (tear gas, sonic screeches, illusions/holograms, etc.).  A drednek gains no extra mutations from its Dual Cerebella, and its collective WIL score is determined randomly on 3d6.

Dredneks always birth twins...but the mother starves the newborns until they turn on each in a ravenous frenzy, leaving only the strongest, most vicious offspring.

Mutations:  Dual Cerebellum (Modified), Echolocation, Extra Parts (Heads), Unique Sense ("Hyper-Sensing")