Hummingoat: Init +5; Atk headbutt +5 melee (1d3); AC 17; HD 1d4; MV 60’ flying; Act 1d20; SV Fort -1, Ref +5, Will +0; AL N.
If a mutant suddenly feels as if they're being pelted with large rocks, there's a good chance they're being accosted by a Hummingoat swarm. A Hummingoat is a small (2" long), quick bird that appears to have the head of a ram. The Hummingoat's head is topped with two curved stone-like horns, which the Hummingoat uses to attack.
When a Hummingoat feels threatened or intruded upon, it will buzz around the head of the interloper, building up speed until it has reached its maximum movement rate. (To the mutant, it will seem as if a large insect is buzzing about his head.) When its top speed is reached, the Hummingoat will ram itself into the mutant, inflicting 1d3 points of damage upon impact. It takes one round for a Hummingoat to recover after ramming its enemy.
Although this attack may seem easily shrugged off, a Hummingoat is seldom encountered alone. There are usually 2d8 Hummingoats encountered in a swarm. If a party encounters the body of a mutant who appears to have been bludgeoned to death, it's best to be cautious of a potential Hummingoat swarm in the area.
(The Hummingoat originally appeared on this blog as a Mutant Future creature. Stay tuned for more MCC conversions!)
Search for the Sensei (1986)
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From the publisher:
This scenario has been designed for use with the revised gaming system for
Villains and Vigilantes, and presents a complete adventure...
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