No. Enc.: 1d6 (3d6)
Alignment: Neutral
Movement: 60' (20')
Armor Class: 4
Hit Dice: 9
Attacks: 1 (fist)
Damage: 2d6 + 3d6 (strength)
Save: L5
Morale: 9
Horde Class: XIII
Synthekoids are 7-foot-tall humanoids with a stone-like outer shell. This rocky coating acts as a natural armor, bestowing an armor class of 4 to the creatures. However, this granite skin inhibits a Sythekoid's movements (treat as per the slow mutation), causing them to move only 60' per turn. They are voiceless, soundless, and seemingly without any means of communication. It is thought these creatures are driven only by instinct, though there may be a rudimentary telepathy amongst the members of a Synthekoid "family," but this is unconfirmed.
Due to their decreased speed, Synthekoids only attack once every other round. But although slow, Sythekoids deal a lot of damage due to their increased strength. Their hardened fists deal 2d6 hit points of damage, plus an additional 3d6 hit points due to their strength. In other words, a Synthekoid may not hit very often, but they will deal a lot of damage when they do.
Synthekoids live deep underground in massive caves and caverns. They will always be found living near a mineral-rich underground pool. Upon hatching from a boulder-like egg, a baby Sythekoid is carried to this pool and dipped into it. The pool's minerals instantly bond to the child's flesh, hardening it to the rocky shell unique to the Synthekoid race. However, although it is safe for Synthekoids to come into contact with this liquid, the mineral-rich pool is incredibly dangerous for others. Anyone who so much as touches this pool (or falls into it) will be instantly encased in the same rocky, unbreakable, unmoving shell, trapped forever in the stony cocoon. Synthekoids will often set these "living statues" at the entrance of their cave complex as a warning to outsiders to stay away.
Synthekoids are usually peaceful, wishing only to be left alone with no contact from the outside world. They may, however, be found working with a wizard if it suits their unknown purposes.
Mutations: slow mutant, natural armor, increased strength
NOTE: This creature was inspired by the episode "Last Train to Doomsday" from the classic Ruby-Spears post-apocalyptic cartoon "Thundarr the Barbarian." Stay tuned each week for "Thundarr Thursday!"
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