Climber «Sheezu»

Climber «Sheezu»
Climber «Sheezu»

Creature Metadata

Reported By
Kim Eastland
Source
GW06 Module
Role
Pet
Base Stock
Dog - Shih Tzu
MCC Stat Block
Sheezu 'Climber' (1d6 (3)): Init +2; atk bite melee +1 (1d3) and 4 x claws melee +1 (1d3); AC 11; HD 1D7 hp 4 each; MV 30' ; 1d20; SV Fort +0, Ref +1, Will +0
Mutations
(P) Absorption - Acid

Combat & Physical Stats

Number Appearing
1d6
Morale
2
Hit Dice
HD 1D7
Armor
1 (AC 11)
Size
Small 40cm
Movement
MV 30'
Attack
Bite melee +1 (1d3)
4 x Claws melee +1 (1d3)

Ability Scores

MS:
12
PS:
10
IN:
6
DX:
13
CH:
13
CN:
10

Ecology & Logistics

Frequency
Common
Organization
Unknown
Activity Cycle
Unknown
Diet
Carnivore
Habitat
Plains, Forest
Tech Level
0 - 0
Artifacts
Unknown

Description (Initial Observations): Ger'tal are mutant water striders. They have a slender, dark body, and the ability to 'walk' on water. This is accomplished by large water resistant hairs on each foot. To move It extends one claw into the water (otherwise it would just sit there unable to move). They are important carrion eaters.

Behavior & Society

Reactions
No known interactions
Behavior
The Sheezu can completely bury themselves in 3 turns. If a sheezu feels threatened and bites, it immediately salivates its acidic digestive juices into the wound, causing an additional 1d4 points of damage. This always happens on the first bite, but thereafter occurs on alternating turns. The sheezu can keep biting every turn, but can secrete acid only every other turn. They can use four of their eight claws during any turn unless a character or creature makes the mistake of picking them up or turning them on their back, whereupon they can use all eight claws and their bite. Sheezu make wonderful pets and will never use their claws or bite and acid unless they feel extremely threatened. A qualified animal trainer can teach a sheezu a maximum of three commands or tricks".
Repair & Healing
Behavior not recorded
Society
Anthropological studies incomplete

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