Tuesday, August 12, 2014

"R" is for "The Rax"

The Rax  ("Webrustler")

No. Enc.:  1d4 (1d6)
Alignment:  Chaotic
Movement:  180' (60')
Armor Class:  4
Hit Dice:  11
Attacks:  3 (2 claws, 1 bite) or 2 (2 kicks) or 4 (4 spine-volleys) or 1 (lasso)
Damage:  1d3 / 1d3 / 1d8 + poison, or 1d10 / 1d10, or 1d4 / 1d4 / 1d4 / 1d4, or See Below
Save:  L11
Morale:  9
Hoard Class:  XXII
XP:  7,800

The Rax (singular and plural) are nightmarish arachnoids that stand 10' tall atop six spindly, spike-festooned legs.  They possess another set of stunted limbs that ends in manipulative digits.

Nocturnal, silent, and terrifyingly fast, The Rax lurch from the darkness (which they often generate themselves...), Surprising on a 1-4 on 1d6 and attacking in a flurry of claws and spines.  They hurl these spines ranges of 60' without penalty.  A rax bite injects Class 11 paralytic poison.

The Rax primarily use their "hands" to weave and hurl lariats made of sticky webbing.  It takes 1 round to spin a lasso, after which it can be tossed up to 45'.  Anyone struck is trussed up on the spot, and falls helpless to the ground.  The web-cords are nigh-unbreakable, and require 15 points of cutting damage from an outside party, or solvents (which invariably damage the prisoner).

The Rax are religious fanatics, and their bizarre faith fixates on "the liquids of life"...so their rituals involve blood, battery acid, gasoline, and android fluids.

Mutations:  Control Light Waves, Enhanced Vision (Night), Mind Thrust, Shriek, Spiny Growth (Small), Toxic Weapon (Venom)