Thursday, June 10, 2010

[Thundarr Thursday] Savage Menagerie: Marsh Hulk

No. Enc.: 1 (1d2)
Alignment: Neutral
Movement: 90' (30'); Underwater: 90' (30')
Armor Class: 2
Hit Dice: 11
Attacks: 1 (claw, bite, or weapon)
Damage: 1d8/1d8/as weapon (3d6 damage bonus with claw/weapon)
Save: L6
Morale: 8
Hoard Class: XX

A Marsh Hulk is a huge (7-8 feet tall) fur-covered humanoid mutant that lives in swamps and marshy environments. They have glowing yellow eyes, a mouth full of dagger-like teeth, and sharp four-fingered claws. Because of their preferred habitat, a Marsh Hulk is often found dripping wet, reeking of damp rot, with seaweed and other brambles clinging to their matted fur. They are incredibly strong and virtually impervious to harm. Entering into combat with a Marsh Hulk is incredibly foolhardy, and even the bravest of adventurers should avoid angering one.

A Marsh Hulk is unusual in that it's one of the few mammals in the Thundarr universe capable of water breathing. Using this mutation, a Marsh Hulk will make its lair in an underwater cave or cavern, coming out only when an intruder invades its turf. A Marsh Hulk doesn't "swim" but it can walk underwater along the bottom of the swamp at the same rate as it can on land.

It is very difficult to harm a Marsh Hulk due to its natural armor. Its matted fur is hardened to a mail-like surface, making it impenetrable. Also, its fur is permanently dampened, effectively making the Marsh Hulk immune to all fire attacks. (In fact, Thundarr's Sun Sword bounced harmlessly off the hide of one Marsh Hulk, which should give you some idea of how hard it is to hurt one of these creatures!)

A Marsh Hulk's basic fighting skill is "grab an object and beat my opponent with it." Due to its increased strength, a Marsh Hulk gets a 3d6 damage bonus when it hits with its claw or a club. And heaven help you if it grabs hold of you and starts yanking in opposite directions!

In spite of its frightening appearance and formidable strength, Marsh Hulks are actually fairly timid, choosing to avoid combat if possible. But if they enter combat, they will tear the combatant apart to ensure they are never bothered by them again.

Mutations: water breathing, natural armor (extreme), reflective epidermis (fire), increased strength

NOTE: This creature was inspired by the episode "Harvest of Doom" from the Ruby Spears post-apocalyptic cartoon series "Thundarr the Barbarian." Stay tuned each week for Thundarr Thursday!

No comments:

Post a Comment