No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 80’ (25’)
Armor Class: 4
Hit Dice: 6
Attacks: 1 (butt or trample)
Damage: 2d4 or 2d8
Save: L4
Morale: 6
Horde Class: None
Rammits are huge mutant rabbits that roam the plains and scrub forests of the North American continent. Their huge size and armored hides provide them with an effective defense against hunters and natural predators and so they are not fast-moving or even all that concerned with most other creatures. It should not be assumed that rammits are harmless, however, as when they do become roused from their normal docile state they can deliver serious damage by trampling or goring their opponents. Though the rammit has long tusks jutting from its upper jaw, these are not used for attack and are specifically used for digging up tubers and roots. Rammits are particularly hard to kill, but their meat makes attempting to do so well worth it. Protected by tough boney plates and ridges of spikes and horns, it can be difficult to score a telling blow.
Mutations: None
Go Ram
No. Enc.: 3d6 (3d6)
Alignment: Neutral
Movement: 240’ (80’)
Armor Class: 2
Hit Dice: 1
Attacks: 1 (butt or charge)
Damage: 1d6 or 4d6
Save: L3
Morale: 10
Horde Class: None
Sleek and impressive with their silver/blue skin and curved back-sweeping horns, these plains-dwelling mutated sheep have given up bulky wool and muscle for incredible speed. Travelling in small flocks of a dozen or so individuals, Go Rams streak about the wastes and the plains using their incredible travelling speeds to move to where the food is without having to spend too long in hostile habitats. This massive speed is aided by a mutation to the Go Ram’s feet that allow it to grow a naturally vulcanized rubber pad on its toes.
A flock of Go Rams is an incredible sight, reflecting the light in ways that are dazzling to the eye. This light show makes the individual Go Ram incredibly difficult to target and nearly impossible to pick out from his flock mates. When defending themselves these majestic creatures fight by butting with their horns in close quarters or use a full on ram attack with the full power of their speed behind them. Flocks of Go Rams will try to set enemies up for these devastating attacks by ganging up on them and keeping them at bay with constant close-in butting.
Mutations: Reflective Epidermis – Light (new), Dazzling Defense.
NEW MUTATION
Reflective Epidermis – Light (Physical)
This mutation works like other forms of Reflective Epidermis but imparts the defense against lasers.
Dazzling Defense (Physical)
The mutant’s body gives off a dazzling light show that makes it difficult to target him. Enemies fighting the mutant are -2 to hit with missile attacks.
Design Notes: The two beasties here were created as wilderness encounters as opposed to my earlier creatures that seemed a bit more place specific. Also both of these creatures provide a challenging possible food source for players to try and take advantage of.
[All artwork here is from my very own hand, drawn while at work and quickly scanned at home.]
Very creative! What rules system is this?
ReplyDeleteThe game is Mutant Future, an RPG by Goblinoid Games.
ReplyDeleteMore good stuff. Your a natural!
ReplyDelete