Zeron
No. Enc.: 1d4 (1d6)
Alignment: Neutral
Movement: 90' (30')
—Burrow: 90' (30')
Armor Class: 2
Hit Dice: 12
Attacks: 4 (2 claws, 1 gore, 1 bite)
Damage: 1d8 / 1d8 / 1d10 / 2d6
Save: L6
Morale: 10
Hoard Class: XVI, XVIII
XP: 3,600
—
From this impenetrable, cutting-edge fortress, I orchestrate my campaigns for the total subjugation of Earth. And I owe it all to you, loyal Zeron!!!
—
Mutant Future Version
Zerons are dinosaur-sized, reptilian quadrupeds with horned snouts and distinctive five-pointed frills. They sometimes rear up on their hind legs in combat, trundling about bipedally at half-speed.
Zerons excavate massive tunnel complexes beneath the earth. And, bizarrely, a single zeron can turn a hollowed-out cavern into an elaborate, fully functional, technology-filled stronghold within 4d6 hours. How the creatures accomplish such engineering marvels is unknown (especially considering their bulk and lack of manipulative digits), but zerons seemingly possess keen grasps of architecture, construction, plumbing, wiring, and electronics. Perhaps nanobots are involved....
A zeron's Hoard Classes represent the value of its closest construction project and artifacts contained therein.
Mutations: Enhanced Vision (Night Vision), Intellectual Affinity (Tinkerer), Unique Mutation ("Wonder-Construction")
[Zeron appears courtesy of Episodes 3-4 from the 1971 TV series, Spectreman.]