Giant Ants «Skyzorr'n - Sacred Warriors (in Colony)»

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Reported By: in GW08 Module

Role: Race - Caste
Base Stock: Ant

MCC Stat Block: Skyzorr'n - Sacred Warriors (in Colony) 'Giant Ants' (1d10+2 (7)): 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: 1d10+2
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)

MS: 7   PS: 15
IN: 9   DX: 14
CH: 4   CN: 14

Frequency: Uncommon
Organization: Colony / Hive
Activity Cycle: Unknown
Diet: Unknown
Habitat: Any
Tech Level: 3 - 4
Artifacts: Unknown

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: Plague beetles run from violence, only attacking if defending food. If they encounter weak or massed animals, they emit the bacteria they kill with. It is released via spiracles in a cloud 15 meters in diameter. This cloud leaves a residue that lasts 4-5 days. Those in the cloud must make a Con check (at -2). Failure means death in 2-5 days. Each beetle can emit this cloud twice per day. Healers can cure this disease fairly easily- all they need is access to 'standard' medicines (GMs decision).Plague beetles live in small egalitarian groups. When they attack a town, each beetle picks a suitable target - inns, taverns, granaries, town halls, and other places where people or food is concentrated. Then each uses the bacteria to wipe out most of the town. After the survivors flee, the Beetles feast. They then go back to scavenging in the wilds, if possible.GMs are urged to use this critter sparingly, as you can depopulate large areas with these!

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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