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.
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.