Giant Ants «Skyzorr'n - Sacred Warriors (away from Colony)»
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Reported By: Kim Eastland
in GW08 Module
Role: Race - Caste
Base Stock: Ant
MCC Stat Block: Skyzorr'n - Sacred Warriors (away from Colony) 'Giant Ants' (1d4 (2)): Init +3; atk 4 x hand weapons melee +2 (1d8+1) and manible melee +2 (1d3+1); AC 14; HD 4D7 hp 16 each; MV 30' or Burrow 40' ; 1d20; SV Fort +1, Ref +1, Will -1
Mutations: (P) Physical Reflection - Nuclear(M) Radar(D) Phobia - Sarbis. Immunity to all mental mutations except those of their queen
Number Appearing: 1d4
Morale: 1d12+8
Hit Dice: HD 4D7
Armor: 4 (AC 14)
Size: Large 3 Meters Tall
Movement: MV 30' or Burrow 40'
Attack: 4 x Hand Weapons melee +2 (1d8+1)
Manible melee +2 (1d3+1)
Equipment: Skyzorr'n usually use Tech Level II devices and weapons, except for the sacred warriors which often have Tech Level III weapons.
Reactions: No known interactions
Behavior: The Skyzorr'n have a rigid class structure that is kept intact by the physical descriptions, abilities, and purposes of each level. Sacred warriors are elite fighters, guardians of the queen, and are sometimes sent on sacred missions, such as revenge.
Behavior: Behavior not recorded
Society: No other race gets along well with the Skyzorr'n; they are fierce, warlike beings who believe it is their destiny to one day rule Gamma World. They belong to no cryptic alliances and owe allegiance only to their own race and destiny. This does not mean that they are isolationists; the Skyzorr'n frequently trade with merchants and other races for the treasure their queen desires. Skyzorr'n peons or warriors are often hired out as guards or workers in exchange for payment. This also gives the queen a way of gaining information and keeping track of the activities of other societies.
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