Bestiary:
Humanoids
SHRAK
Adapted from Deadlands: Hell on Earth
DX | ST | IN | PW | LF |
---|---|---|---|---|
+1 | +3 | 0 | 0 | 18 |
BLOODHOUND SCENT:
While underwater, shraks may follow a trail up to an hour old with a simple Intelligence roll. For each hour beyond this, there is a cumulative -1 on the IN check. This ability does not function on land.
BERSERK:
The scent of blood drives shraks into a berserker frenzy. Whenever they enter combat or smell blood, they must pass an IN check or go berserk. In this state they are unaffected by shock, and will not feel the effects of any non-fatal critical hit until they calm down. A berserk shrak will attack its enemies first, but must make an IN roll to not attack its allies once the fight is over, and to calm down.
IMMUNE TO POISON:
Shraks are absolutely immune to poison, a necessary adaptation for their lives in the toxic seas of Waste World.
DESCRIPTION:
Shraks are shark-like humanoids, able to breathe in both air and water. They stand about 2.5 meters tall, with tough sandpaper-like hide. Although they have been mistake for xenogens, shraks are a product of Hydran biomancy. They were intended to be House Triton's counterpart to the Beastwarriors of House Fera. The shraks proved to be highly resistant to the chemical and psionic methods the Tritons used in an attempt to control them, and they eventually escaped. Now they live a nomadic hunter-gatherer lifestyle in the seas of Waste World.
Shraks are reasonably intelligent and have adapted a neolithic technology (primarily stone spears). They also occasionally barter with or steal from coastal and near-coastal communities, who respond to them s something between a plague and an invading army.
RANGE:
Originally found only near Hydra, shraks may now be encountered anywhere in the coastal regions of Waste World's oceans. They also move inland on occasion, following the polluted rivers which feed into the seas.
DX | ST | IN | PW | LF |
---|---|---|---|---|
+1 | +2 | 0 | 0 | 14 |
ACID:
Wormlings produce a powerful acid which is secreted from their skins as an aid when burrowing through rock. They may also spray this acid from their mouths. When sprayed, the acid has a close range of 3 meters, a maximum range of 10 meters, and inflicts 1M+5 damage.
BURROWING:
Wormlings are able to burrow through any substance short of solid rock, at a MR of 7.
SLIMY:
Wormlings are covered with a slippery film of acidic mucous. They may automatically slip free of any attempts to restrain them, and the person or object which makes the attempt suffers 5 points of damage automatically.
TENTACLE TONGUE:
Wormlings have three prehensile tongues 1 meter long, which they may use to make a free entangling attack each round (with their normal ST).
DESCRIPTION:
Wormlings may be xenogens, mutants, biomantic constructs, or some horrible combination thereof. Nobody is really sure. The only thing that is certain is that they resemble boneless humanoid worms, constantly oozing and dripping a noxious acidic slime. Wormlings hunt in packs of 6 to 10 individuals, studding their hunting grounds with pit traps and deadfalls to capture their prey. They are truly omnivorous, and are willing to attack anything which may make a good meal.
RANGE:
Northwestern Avernus, in the Wastes and Ruins which stretch from Prometheus to the coast. They appear to be especially common near Kimera.