24 March 2013

SKWOG

Init +6
Melee Atk
 • rake +8 (2d6; flinging)
 • bite +3 (1d8+2)
AC 17
HD 4d10+4
MV 60, jump 150
Act 2d20
SP clinging, fire resistance, disappearing act
Fort +8
Ref +3
Will +2
AL C

Most scholars agree that the Skwog is the creation of Tahn-Ru, a sorcerer of the 8th Dynasty of Pussh, who worked his magic just prior to the rectification of the Vuldranai. They do not agree on whether the Skwog was a successful creation, or a failure. Similarly, how the Skwog has survived into the present time is a source of heated debate.

The Skwog is approximately 90 feet long, and it's serpentine body is as thick as the torso of a horse. The rubbery length of it's body is punctuated with rough, bony protrusions. Each end of the Skwog flares out into a bulbous shape that features a large mouth that nearly bifurcates that shape when open. Each end also features numerous eyes and three strong legs.

The beast seems to have a vehement hatred of spellcasters and seeks to destroy them first, foremost and single-mindedly. This is perhaps why Tahn-Ru disappears from the historical record as abruptly as he does, which is a much favored argument by those scholars supposing that the Skwog is a failed creation.

The Skwog defends its territory and hunts by partially encircling it's prey. Then one end of it's body jumps generally toward the other, and past it, causing whoever or whatever is encircled to be raked by the many bony protrusions of it's body and flinging the target 3d6x10 ft away in a random direction, causing further damage*. The Skwog then moves to encircle it again and repeats the process until the prey no longer moves. Given it's immense proportions, it is difficult for most prey to escape this attack entirely, even during the time when the Skwog is just getting into position for it's raking leap. If multiple targets are launched in this way, the distance they all fly is divided by their numbers, e.g., three targets will each fly one-third as far as a single target (and each target's random direction should be determined independently).

For a creature to avoid becoming a missile, they must succeed at a Reflex Save vs. a DC of 20; if their roll would at least succeed vs. a DC 15, they will only fly half the rolled distance away.

Given that the pads of the Skwog's feet can cling to surfaces, it can employ a great deal of creativity in it's attacks. It can even lurk on a ceiling, jump down with surprise, and fling prey immediately on it's next action. With it's many alert eyes it is nearly never taken by surprise. The dampness of it's pearlescent skin means it takes half-damage from fire or heat sources.

When it is brought below half of it's hit points, it will attempt to flee in all cases. If it cannot flee, it will take one round to simply fade into nothingness. It is not known exactly what this ability is, or to where the Skwog goes when it disappears, but the power seems to ensure the Skwog's continued survival.

*Suggested damage: xd4-x damage, where x is 1/10th the distance in feet (e.g., a 60 ft. flinging would cause 6d4-6 damage).