Friday, January 24, 2014

"C" is for "Caterman"


Caterman

No. Enc.:  1d4 (1d6)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  6
Hit Dice:  9
Attacks:  5 (4 punches, 1 bite), or 2 weapons
Damage:  1d4 / 1d4 / 1d4 / 1d4 / 1d8, or by weapons
Save:  L9
Morale:  9
Hoard Class:  XVIII
XP:  3,800

Catermen are fleshy, 12'-15' long insectoids that "stand" 6'-7' upright.  They can cling to all but the slickest surfaces. Gregarious and chatty, catermen collect stories and tall tales from travelers.  One can always determine a caterman's mood by the movements of its antennae and tail-whips.

Catermen spit strong, sticky strands of silk at distances up to 15'.  Creatures caught within become cocooned, and can't move or attack.  Anyone with a STR of 16 or less breaks free in 2d4 turns; those with higher scores do so in 1d4+2 rounds.

Upon encountering sentient mutant plants, catermen ask ever so politely if they can take a small nibble (which only inflicts 1d3 damage) of their personages.  They relish the flavors of exotic vegetation as a sommelier does wine, you see.

Mutations:  Aberrant Form (XenomorphismSpinnerets), Extra Parts (Limbs), Force Screen, Mind Reflection




2 comments:

  1. I have to say, judging from the last picture, the Catermen are snappy dressers.

    ReplyDelete
  2. Now that you mention it, they can be *quite* the dandies.

    ReplyDelete