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WALLOZAR Small Outsider (chaos) HD: 1d8(4hp) Initiative: +0 Speed: See mutation table AC: 12(+1 size,+1 natural) Attacks: Slam,Mutate,see mutation table Damage: Slam 1d6 bludgeoning Face/Reach: 5ft by 5ft/5ft Special Attacks: Mutate,see mutation table Special Qualities: Mutation, see mutation table Saves: Fort+0,Ref+0,Will+0 Abilities: Str10,Dex11,Con11,Int6,Wis11,Cha11 __________________________________________________
Climate/Terrain: Any land or underground
Organization: Solitary,meddle(2-6),wave(5-12),or warp(7-14 and 1-3 slaads) CR: 1
Treasure: None Alignment: Any chaotic
Advancement: None
Wallozars represent more the physical incarnation of chaos more than the mental aspects thereof. They generally appear to have a tall, thin, tube-like main body and a vaguely snake-shaped head, however beyond that their physical characteristics vary in nearly every way imaginable. The 9000 possible bodily combinations are only the significant characteristics, and much more minor differences occur. These creatures change these aspects randomly at important milestones in their lives and even whenever they feel like it. The one thing about them that always stays the same is their coloring and their tiny set of unique horns.
COMBATS
Mutate (Su): Once per day, a wallozar can randomly mutate as per the mutation table. Mutation (Ex): Whenever a wallozar gains a level or hit die, roll a random mutation
Mutation Table 1-20 Left arm mutates 21-40 Right arm mutates 41-60 Eyes mutate 61-80 Mouth mutates 81-00 legs mutate
Table:Arms 1-11 Tentacle (improved grab and increase reach by 2 1/2ft) 12-23 Wing (one wing fly 10ft clumsy, two wings fly 20ft average) 24-35 Clawed hand (1d4 claw attack) 36-47 Blade arm (1d6+1 slashing claw attack) 48-59 Pointy bug leg (1d3 peircing stab attack) 60-71 Whip tentacle (improved grab, 1d3 slashing subdual) 72-83 Humaniod arm (1d3 bludgeoning subdual attack) 84-95 Snapping claw (1d4 crushing) 96-00 no arm
Table:Legs 1-20 spider legs(20ft,climb20ft) 21-40 tentacles(10ft,climb10ft,swim 10ft) 41-60 webbed feet (20ft, swim 10ft) 61-80 normal legs (20ft) 81-00 long legs (30ft)
Table:Eyes 1-10 normal 11-20 cat eyes (low-light vision) 21-30 red & yellow eyes (darkvision) 31-40 one eye (reroll ignoring all results from thirty-one to fifty and -2 to spot) 41-50 three eyes (reroll ignoring all results from thirty-one to fifty and +2 to spot) 51-60 glowing green eyes (true seeing) 61-70 one red eye (10ft eye beam dealing 1d6 force usable once per day) 71-80 tiny white eyes (blind) 81-90 deep purple eyes (hypnotism once per day) 91-00 instead of eyes, two fuzzy antennae (blindsight)
Table:Mouths 1-25 normal 26-50 pointy teeth (1d4 bite) 51-80 pinscer mouth (1d2 bite plus poison, save dc15, initial damage 1 con, secondary 1d4 strength) 81-90 narrow mouth (3 per day 20ft cone of fire, 1d4 fire) 91-00 very narrow mouth (3 per day 10ft line of cold, 1d6 cold damage)
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