Friday, December 20, 2013

"M" is for "Malacargon"

Malacargon  ("Slimeseer")

No. Enc.:  1d3 (2d4)
Alignment:  Any
Movement:  45' (15')
Armor Class:  6
Hit Dice:  10
Attacks:  3 (2 fists, 1 radula, or weapon)
Damage:  1d4 / 1d4 / 1d10, or by weapon
Save:  L10
Morale:  8
Hoard Class:  XVIII
XP:  5,900

Malacargons are 6' tall molluscoids with protruding eyestalks and sticky, spongy bodies that truncate in a single locomotory "foot". They possess conical head-shells that reach 1'-3' in length, and the longer the shell, the greater a malacargon's social status.

Malacargons inject a Class 11 paralytic compound with piercing radular tongues.  And lacking skeletal structures proper, they are immune to bashing / crushing weapons and damage.

Malacargons see up to 1d12 hours into the future, instead of the typical 3 minutes from standard Precognition.  Lawful malacargons use their abilities to improve the generally bleak lives of Mutant Future denizens, while Neutral sorts barter their knowledge.  Chaotic types (which typically have reddish coloration, for reasons unknown) found cults and establish themselves as living gods.

The beings wear mysterious robes that protect them from dehydration, and any PC that acquires such garb can survive without ingesting fluids for 1d6+2 days.  There is a 30% chance, however, that the robe will irrevocably alter the character's DNA, and imbue 1d2 random Physical Mutational Drawbacks.

Mutations:  Damage Turning, Increased Balance, Increased Sense (Smell), Precognition (Modified), Quick Mind, Toxic Weapon (Venom), Vision Impairment [D]





2 comments:

  1. Are they susceptible to salt and other desiccants?

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  2. The robes protect from such attacks...but who knows what happens if they're caught unawares?

    (Besides, any PC with a heapin' helpin' o' salt is probably gonna be a wealthy warlord, instead of throwing on slug-men!)

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