Tuesday, February 11, 2014

"T" is for "Tar Devil"

Tar Devil

No. Enc.:  1d4 (1d4)
Alignment:  Neutral
Movement:  60' (20')
      —Swim:  30' (10')
Armor Class:  5
Hit Dice:  5
Attacks:  3 (2 claws, 1 bite)
Damage:  1d8 / 1d8 / 2d8
Save:  L3
Morale:  10
Hoard Class:  None
XP:  950

The amphibious, ill-tempered tar devils are massive, quarter-ton fish that dwell in polluted pools and muddy pits.  When their territories dry out or run low on prey, the creatures drag themselves across open land to find more suitable environs.

Tar devils belch black globs of viscous goo that envelop targets and gunk-up high-tech artifacts.  Anyone struck (as if from a Ranged Attack) must make a Saving Throw Vs Stun. Success means that only the victim's person is affected, suffering a +4 AC penalty for 1d6 turns; failure indicates that not only is the victim hobbled, but all hand-held gadgets are rendered useless for 2d6 hours (the time taken to thoroughly clean them).

Tar devils posses exceptionally large brains, giving them a WIL of 16 to resist Mental Attacks.  And they are immune to toxins, chemicals, and radiation.

Mutations:  Toxic Weapon ("Sludge-Spittle")