No. Enc.: 1d4
Movement: 180' (60')
Armor Class: 6
Hit Dice: 5
Attacks: 2 (bite/sonic bark)
Hoard Class: None
The Guardbark is a mutated, hairless, multi-limbed canine which stands about 3 feet tall. Usually green-skinned, a Guardbark can also be pale tan, beige, dark brown, or albino (treat as having the albinism mutation). Guardbarks hardly look like their Ancient dog cousins though, as their mouths take up nearly half their body size, and their eyes are bulbous spheres found sitting in the middle of their backs. Guardbarks usually have 6 to 8 legs, giving them a higher movement rate than other creatures their size. (It's fairly tough to outrun a pursuing Guardbark)
If a Guardbark attacks, it will usually do so with its incredibly large mouth, which bites for 1d8 hit point of damage. If a Guardbark barks however, its highly developed mutant vocal cords will blast out a deafening sonic bark. All within 20 feet need to save versus stun attacks or take 2d6 hit points of ear-splitting damage. Mutants with sensitive hearing or mutations such as echolocation could take double damage (at the discretion of the Mutant Lord). This single bark can be heard by creatures up to 2 miles away. Some bandits and wasteland marauders catch and train Guardbark pups to act as guardians for their lairs and other locations, which is how the Guardbark got its moniker. If the ne'er-do-well hears the signal bark, he knows he will probably encounter a deafened and disoriented intruder when he arrives. Some clever bandits will have both Guardbarks and Eye Dogs (MF rulebook, pg. 70) working in tandem as protectors of their territory.
Mutations: aberrant form, sonic bark
The Manor #7 Available on RPGNow - As promised, The Manor #7 PDF is available on RPGNow. The print version is available at GM Games. And just to entice more, here is some of a cool artwork y...