First things first - sorry for missing the last two Word Verification Wednesdays. Inspiration and good words have been escapingm e it seems. I know there were a few but by the time it came to create I had let them slip away. I hope to be able to create more in the coming weeks. So, here is this week's offering
Bersastr
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 6
Hit Dice: 4
Attacks: claw/bite, weapon, or quake
Damage: 3d6, by weapon, quake (see below).
Save: L5
Morale: 8
Hoard Class: III
Mutations: Increased Strength, Natural Weapons, Increased Smell, Spiny Growth, Pain Insensitivity, Special - Quake.
The quiet high wilderness of the Northwest Territories is the range of a horrible creature known as the bersastr (BEAR-zaster). These immense mutated bears prowl wide territories, living solitary existences and hunting and preying on anything that lives. Standing a good 8-10ft tall and possessed of powerfully bit, shaggy bodies, these creatures are strong and aggressive, rending their victims with claws and brutality. Snaggled fangs and often misshapen heads and faces cause these already horrid creatures to appear even more so. Often their physical deformities leave them with raw patches of skin and lesions which add to a raw and decaying odor to their overall vulgarity. The bodies of Bersastr often sport quills and boney barbs protruding from under their thick coats.
Where the territory of a bersastr borders settled lands, the residents there live a victimized and frightened existence unless they are suitably equipped to repel the predation of these mutants. Not only to the bersastr prey on the flesh of the folk of those settlements, but they are smart enough to force them to provide them with other goods and comforts. In some parts, they local communities are used as a sort of bait or dupe for the bersastr, sending strangers blindly into the hunting grounds of these carnivorous savages.
The bersastr possess a most curious ability to generate subsonic waves from within itself that are capable of building to dangerous levels causing localized quakes in the ground and surrounding terrain. These quakes can be quite disorienting imposing a -2 penalty to any action or attack attempted within a 50' radius of bersastr. In addition to the vertigo and jostling these quakes can impose, they also run the risk of toppling vertical structures or causing land-slides or avalanches.
This brute is ugly
ReplyDeleteI like it! Do I see a TMNT/After the Bomb influence?
ReplyDeletePerhaps channeled subconsciously, but not intentionally.
ReplyDelete