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)
I bet the hammerhead makes him more aerodynamic.
ReplyDeleteI 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? >:)
ReplyDelete@Mr. Trey: But of course. (And the models with spoilers are even more so!)
ReplyDelete@Mr. C.T.: Tormenting your players with one of my beasties is the greatest compliment I can ask for!