Monday, August 10, 2009

Savage Menagerie: Tick, Giant

No. Enc.: 1d3 (1d3)
Alignment: Neutral
Movement: 90’ (30')
Armor Class: 6
Hit Dice: 4
Attacks: 1 (bite)
Damage: 1d8, 1d6 (drain)
Save: L2
Morale: 7
Hoard Class: VI

The giant tick belongs in the same class as giant spiders (MF rulebook, pg. 97). Giant ticks are nearly 10' long, appearing to be a bloated green body set upon eight spindly legs. The giant tick also has two incredibly large fangs that it uses to latch onto prey and drink the victim's blood.

Any opponent bitten by a giant tick should roll a saving throw vs. poison. Failure means that the tick has sunk its fangs into the victim where it will remain firmly attached. Once attached, the giant tick will stop attacking all others and will focus on feeding on its victim. The giant tick will automatically drain an additional 1d6 hit points per round until killed or removed. A giant tick will let go of a victim only if it is stunned by taking more than 15 hit points of damage in any one attack. Once it is dislodged, it will begin attacking again.

Through years of mutation, the giant tick has developed an accumulated resistance to fire and flame-based attacks. Any fire damage taken will be subtracted from a separate equal hit point pool rather than the creatures "main" hit point total. Only when the additional hit points are depleted due to fire will any flame damage affect the giant tick's primary hit point pool.

Giant ticks are normally found in heavily wooded areas, although reports of them found in overgrown fields or wild brambles is not uncommon. It is rumored that some giant ticks still carry a disease left over from Ancient Days, but this rumor is yet unconfirmed.

Mutations: gigantism, accumulated resistance (fire)

NOTE: I have severe arachnophobia, so putting together this creature gave me the willies. Hope it does the same for your Mutant Future players.

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