Tuesday, March 26, 2013

Savage Menagerie: Crimson Cinder

No. Enc.: 0 (1d3)
Alignment: Neutral
Movement: Fly: 60' (20')
Armor Class: 6
Hit Dice: 6
Attacks: 1 (energy ray)
Damage: 4d6
Save: L4
Morale: 10
Hoard Class: None

Found floating aimlessly around radioactive "dead zones," Crimson Cinders are thought to be the remnants of incinerated Bygones who perished during The Final Wars. Crimson Cinders appear to be a scarlet mass of drifting ashes and embers that seem to glow as if constantly burning. Occasionally, a human face can be seen in the red smoldering dust. It is unknown if a Crimson Cinder has any degree of human-like intelligence as no one has been able to communicate with the swirling masses they've encountered.

Crimson Cinders are only found in or near radioactive hot zones. (The Mutant Lord should roll 1d6+3 to determine the radiation class of the area.) Crimson Cinders have built up an immunity to all forms of radiation, taking no damage from the blistering energies. They, in fact, thrive in such an environment. A Crimson Cinder constantly emits Class 2 radiation. Any PC who comes within 10 feet of a Crimson Cinder should roll a save versus radiation. Failure means the character takes 2d6 hit points of radiation exposure damage. They will take only half-damage on a successful save. A Crimson Cinder can blast a radioactive energy ray for 4d6 hit points of damage if it hits. A Crimson Cinder only attacks if attacked first or if it is threatened or moved toward. Whether it attacks out of fear or instinct -- or even randomness -- is unknown.

Mutations: reflective epidermis (radiation), epidermal emissions (radiation), energy ray (radiation)

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