Tuesday, July 15, 2014

"C" is for "Czarfish"

Czarfish

No. Enc.:  1 (1d4)
Alignment:  Chaotic
Movement:  18' (6')
      —Swim:  60' (20')
Armor Class:  3
Hit Dice:  5
Attacks:  2 (spine-shards)
Damage:  1d6 / 1d6
Save:  L5
Morale:  9
Hoard Class:  XXII
XP:  2,300

Czarfish are 1'-diameter echinoderms adorned with glowing, crystalline growths.  They can launch 2 shards per round at a range of 20'.

The megalomaniacal czarfish embed themselves in targets (animals, humanoids, and even sentient plants), then slither headwards to be worn as "crowns".  A czarfish's Parasitic Control requires only 1 round of contact to be effective, instead of the usual 3.  Psychic leeches, czarfish drain 1d3 WIL points from their hosts per day.

In melee combat with a czarfish and its "mount", the Mutant Lord should apply all damage to the host first; only called shots with natural To Hit rolls of 18-20 hit the czarfish.  But mental attacks apply against the parasite first, which has a Willpower score of 15+1d4.

Czarfish ordinarily live marine existences, but can survive on land (attached or otherwise) for 5 days.

Mutations:  Energy Ray (Laser / Light), Force Screen (Greater), Increased Willpower, Metaconcert, Mental Barrier, Mind ReflectionMind Thrust, Neural TelepathyParasitic Control (Modified), PrecognitionSpiny Growth (Medium)


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