And it came to pass that in their hubris
that the land itself became soft below their feet.
The walls of the great collegium tumbled
and the might labs broke open, exposing their wickedness
and spilling it out upon the squints.
They sank into the slurry, but the earth rejected them.
Beware the bones of the seekers of false knowledge,
for their taint us unredeemed and unforgiven.
Book of Roomba, TQVI, 131-34 - 131-41
Mud Skeletons
No. Enc.: 2d12
Alignment: Chaotic
Move: 90 (30’)
Armor Class: 6
Hit Dice: 5
Attacks: 1
Damage: 1d8+Special
Save: L5
Morale: 2
Hoard Class: XVII
These beings are found only in the worst areas of contaminated wet lands - bogs, swamps, mudflats, etc. They are slow, but can toss tainted mud up to 40' away. Those hit by the mud skeleton's attack must make a stun attack saving throw or become encased in mud. Those encased will need to spend 1d3 rounds scraping the mud away from their breathing orifices or take a -2 to all rolls, and 1d2 damage every round.
While the hoard of the mud skeletons is impressive, it is very difficult to find, as it it always hidden in deep pits of mud.
Image Source: Bryan Baugh @ Deviant Art
Happy Monday, and welcome to today's entry in the Savage Afterworld’s Mutated Monday blogfest.
Don't forget that on October 29, the final Monday of October it's The Monstrous Monday Blogfest!
Love it! I KNOW exactly where I can put these things in my game.
ReplyDeleteI have this haunted swamp where a forgotten, half sunk wizard's tower stands (well, leans) and the levels that were full of potions have become submerged. These guys are perfect.