MCC Stat Block: Digger (2d6+4 (11)): Init +2; atk 2 x claws melee +3 (1d10+2) and weapon melee +3 (1d6+2); AC 15; HD 3D7 hp 12 each; MV 45' ; 1d20; SV Fort +2, Ref +0, Will +1
Mutations: Scientific Genius; Modified Body Parts -Burrowing claws,hands;New Body Parts- crude vocal cords; Mind Shield; Full Carapace; Full Biped.
Number Appearing: 2d6+4
Morale: 5
Hit Dice: HD 3D7
Armor: 5 (AC 15)
Size: Medium 1m
Description (Initial Observations): Diggers are a civilized breed of mutant armadillo. They live in loose tribal communities of burrows and stone structures. They are posessed of a full carapace, as well as burrowing claws. Digger society is ruled by Shamans. Most settlements of these creatures will pay nearby towns of humans or Kaiute packs, whoever's stronger, with liquor and gunpowder for protection, so they can tend their roots in peace. If they arm themselvs at all it's usually with some form of rifle, musket, or shotgun if they gan get it. They use their claws if they can' t.
Reactions: No known interactions
Behavior: They are posessed of a full carapace, as well as burrowing claws that allow them to do 1d10 per hit in combat and burrow up to 3 feet a round. These creatures are totally immune to telepathic Mental Attacks. Digger society is ruled by Shamans, who each have 1d4-1 Mental Mutations. They are skilled herbalists, and are the source of many of the folk medicines, such as Medicine Paints (a.k.a. Neutralizing Pigments), available in the New West. They also make moonshine vodka and know the secret of gunpowder. Diggers are generally non- violent, but will fight if cornered.
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