Tuesday, August 14, 2012

"J" is for "Jammerhead"


Jammerhead

No. Enc.:  0 (1d8)
Alignment:  Neutral
Movement:  0' (0')
        —Fly:  180' (60')
Armor Class:  3
Hit Dice:  4+2
Attacks:  1 (bite)
Damage:  2d6
Save:  L3
Morale:  8
Hoard Class:  None
XP:  290

Jammerheads are 10-12' long, sleek monstrosities with broad heads, feathered wings, and gaping maws.  They never sleep, and prowl the skyways in a never-ending quest for living prey.

Flailing filaments line a jammerhead's backside.  These tendrils continually generate an EMP field that disables all technological systems—computers, Advanced melee weapons and firearms, the majority of Ancient artifacts, powered armors, robots, etc.—within a 25' radius.  Such devices reactivate in 1d12 turns after leaving the area of effect.  Even Android PCs are susceptible; they must make a Saving Throw Versus Stun at a -3 penalty or fall "unconscious" with the same reactivation period as above.

Jammerheads are never surprised.

Mutations:  Unique Mutation ("Electromagnetic Pulse Generation"), Unique Sense (360-Degree Vision)




3 comments:

  1. I bet the hammerhead makes him more aerodynamic.

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  2. I normally don't fudge random wilderness encounters, but it would just be wrong not to let the players encounter this delightful specimen of mutant fauna...right? >:)

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  3. @Mr. Trey: But of course. (And the models with spoilers are even more so!)

    @Mr. C.T.: Tormenting your players with one of my beasties is the greatest compliment I can ask for!

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