Wednesday, February 3, 2010

Word Verification Wednesday - Ungsk


Ungsk (aka Meat Heads)
No. Enc. : 2d6+1 (2d8+1)
Alignment : Neutral
Movement : 150'(50')
Armor Class : 6
Hit Dice : 3
Attacks : 1 (bite) (musk stench)
Damage : 1d6
Save : L2
Morale : 8
Hoard Class : None
Mutations: Increased Smell
     These misshapen mutant quadrupeds are such an amalgam of mismatched and misshapen body parts that their original ancestor species is unknown. While not an overwhelming danger if encountered singly, the problem is that they are never encountered alone and always work in packs. Attacking them at range is the best option, but you'd best have plenty of ammo, because once the pack gets within melee range you're in trouble. They tend to lurk about in ruins and other areas where long range visibility is limited. Their enhanced smell alerts them of nearby intruders and they will attempt to encircle their prey and pounce upon them, before their victims even know they are in the area. Their skin exudes a foul smelling musk that at close range (melee) causes opponents to have to save vs. poison or be at -2 to all attack rolls (due to nausea and watery eyes) for as long as they are within range of the smell. The smell dissipates a few feet away from the beasts so unless someone has the heightened smell mutation they won't detect the beasts smell from a distance.

Loosely inspired by a mutant critter from the S.T.A.L.K.E.R. Shadow of Chernoby PC game.

4 comments:

  1. A nice stinky critter! I can imagine a lot of horrible possibilities in unleashing this on some players... nice post!

    ReplyDelete
  2. Cool!

    I need to get back to play STALKER sometime...

    ReplyDelete