No. Enc.: 1d4 (2d8)
Alignment: Chaotic
Movement: 120' (40')
—Fly: 210' (70')
Armor Class: 5
Hit Dice: 7
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6 / 1d6 / 1d10
Save: L7
Morale: 9
Hoard Class: VII + d100 audio-related artifacts
XP: 1,490
Terrordactyls are bipedal, winged reptiloids that lair in mountainous cavern complexes. Vicious and territorial, they attack any and all flyers (including vehicles) that enter the airspace around their dens. A terrordactyl can carry off a full-grown man with a standard Dive maneuver [p. 58 of the Mutant Future Core Rules].
Terrordactyls shimmer radiantly upon ending a Teleport move.
While their own tribal culture is primitive, terrordactyls are obsessed with Ancient music and its assorted media forms, and hoard instruments, albums, cassettes, digital players, and even studio recording equipment.
Terrordactyls shimmer radiantly upon ending a Teleport move.
While their own tribal culture is primitive, terrordactyls are obsessed with Ancient music and its assorted media forms, and hoard instruments, albums, cassettes, digital players, and even studio recording equipment.
Mutations: Fear Generation, Teleport
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Inspired by The Scooby-Doo Show episode #19, "Hang In There, Scooby-Doo" (1977).
And for the Savage Worlds version, click here!
And for the Savage Worlds version, click here!