Gilagind
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 3
Hit Dice: 14
Attacks: 2 or 1 (1 stab, 1 drill, or 1 punch, 1 kick, or 1 weapon)
Damage: 2d8 / 2d10, or 2d6 / 3d6, or by weapon +1d6
Save: L14
Morale: 10
Hoard Class: VII
XP: 6,000
—
Ahhh, Giligand...my most powerful monster yet!!! Ten times stronger than all that came before, and a master of martial arts!!! And your elbow-drill bores through rock and steel!!! None can stand against you!!!
If only you weren't so foolish, and obsessed with ritualized dancing before and after your battles. I must purge such artistry from your programming, so only your bloodlust rages supreme!!!
—
Mutant Future Version
Giligands are freakish, 10' tall humanoids with massive, mouthless heads sporting bulbous, glowing eyes and greasy, limp hair. Metallic spurs jut from their elbows: one a slashing blade, and the other whirring drill. Despite their gawky, lanky builds, they are 10 times stronger than the average man.
Giligands are masters of all forms of melee combat, gaining +4 To Hit and +1d6 overall damage. If a giligand's drill attack succeeds with a natural To Hit roll of 16-20 against a foe with a shield, the target must make a Saving Throw Versus Stun. Failure indicates the shield is pierced, shredded, and rendered useless, suitable only for scrap. And when a giligand is killed, its body—even if decapitated!—fights on for another 1d4 rounds.
Despite their malevolent natures, gilaginds adhere to strict codes of battle. They never gain Initiative, spending the beginning of every fight bowing, saluting, and/or dancing to honor their foes. And after vanquishing their enemies, gilaginds perform interpretive dance for 1 full turn in celebration.
Mutations: Enhanced Vision (Night Vision), Increased Balance, Increased Physical Attribute (Dexterity), Intellectual Affinity (Martial)
[Giligand (aka Giragindo in Japan) appears courtesy of Episodes 21-22 from the 1971 TV series, Spectreman.]