Devo Beasts «Wardent»


                                   

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Reported By: James M. Ward, Gary Jaquet, and David James Ritchie in 2nd Edition

Role: Race
Base Stock: Human

MCC Stat Block: Wardent 'Devo Beasts' (1d6+1 (4)): Init +4; atk weapon melee +1 (1d6-1); AC 14; HD 7D5 hp 21 each; MV 30' ; 1d20; SV Fort +0, Ref +0, Will +1
Mutations: (M) Heightened Intelligence, Metal Reflection, Mental Control, Telepathy, Telekinesis, Will Force, Stunning Force

Number Appearing: 1d6+1
Morale: 10
Hit Dice: HD 7D5
Armor: 4 (AC 14)
Size: Small 1 Meter

Movement: MV 30'

Attack: Weapon melee +1 (1d6-1)

MS: 15   PS: 6
IN: 15   DX: 11
CH: 15   CN: 11

Frequency: Rare
Organization: Solitary
Activity Cycle: Day
Diet: Omnivore
Habitat: Subarctic / Temperate Forests, Mountains
Tech Level: 1 - 7
Artifacts: I, Y

Description (Initial Observations): One Meter tall humanoids covered in silky blond fur. They are solitary by nature and live in inaccessible forests and mountains. Wardents have a compulsive hunger for food, knowledge, and odd experiencs and will regily join an adventure which promises any two of these.

Description (Additional Observations): These 1-meter-tall humanoids are covered in silky blond to dark brown fur. They have three toes on their feet, as well as four fingers on each human-like hand, and tend to be chubby. Their faces are quite furry, but have a wizened expression on them. When seen, they usually are wearing clothing and accessories of Tech Level II and III.

Reactions: No known interactions

Behavior: Wardents carry a mis of Tech Level 1 and 2 technology and 1d3 artifacts. Contrary to popular legend, there is no evidence that wardents ever mated with sleeths.

Behavior: Behavior not recorded

Society: Wardents tend to be solitary by nature, usually traveling alone, or with a single companion. They dwell in deep and inaccessible mountain and forest regions, and their homes tend to be complex mazes of winding passages made of mud walls or intertwined in the branches of very tall and large trees They have a natural curiosity for knowledge and odd experiences, as well as an insatiable hunger for tasty food . These traits can convince a Wardent to join in on an adventure. provided anu group it comes in contact with does not seem menacing to it. Although wardents are natively a Tech Level I culture, they have no fear of stranger artifacts and will readily use them. It is not uncommon to see wardents with steel knives, flintlocks or even artifacts that they have found or acquired that they have found or acquired through trade. Their insatiable curiosity means that any usable artifacts which fall into their hands will soon yield up their secrets or be broken.



Additional Creatures

0th Edition - Metamorphosis Alpha

1st Edition

2nd Edition

  1. Thunder Lizard «Kamodo»
  2. Green Renders «Mantis»
  3. 🐾🛠️⚙️☢️Devo Beasts «Wardent»☢️⚙️🛠️🐾
  4. Dark Emperors «Carrin»

3rd Edition

4th Edition

5th Edition

6th Edition

6th Edition - Beyond the Horizon

6th Edition - Machines & Mutants

Badder to the Bone

Badder to the Bone II

Dragon 98 - Ares Section June 1985 - GW2

Dragon Magainze 085

Dragon Magainze 130

Dragon Magazine 075

Dragon Magazine 098

Dragon Magazine 104

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Dragon Magazine 113

Dragon Magazine 126

Dragon Magazine 130

Famine at Fargo 7th Edition

GW01 - The Legion of Gold

GW02 - Famine in Far-Go

GW03 - The Cleansing War of Garik Blackhand

GW04 - The Mind Masters

GW05

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GW06 Module

GW06 Module, MM2

GW07 Module

GW08 Module

GW09 Module

GW10 Module

METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis

MM2

Master's of the Earth Campaign: MA-1 The Trials

Master's of the Earth Campaign: MA-4 To the Rescue

Master's of the Earth Campaign: MA-5 The Savage Beast

Master's of the Earth Campaign: MA-6 City of the Ancients

Masters of the Earth Campaign: MA-2 The Town of Boze

Mud Glat Walker

Omega Project

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Polyhedron 02

Polyhedron 03

Polyhedron 10

Polyhedron 14

Polyhedron 144

Polyhedron 15

Polyhedron 27

Polyhedron 44

Ted Tschopp

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White Wolf: Midnight in the Mystery Garden


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