Man Snakes «Hisser»

Creature Metadata
- Reported By
- James M. Ward and Gary Jaquet
- Source
- 1st Edition
- Role
- Race
- Base Stock
- Snake
- MCC Stat Block
- Hisser 'Man Snakes' (1d10 (5)): Init +7; atk weapon melee +7 (1d12+4) and bite melee +7 (1d3+4); AC 17; HD 11D5 hp 33 each; MV 20' ; 1d20+1d16; SV Fort +1, Ref +1, Will +0
- Mutations
- (P) Immune to Lasers and Sonics(M) Mass mind, Sonic Blast, Telepathy, and One More Rolled at Random.
Combat & Physical Stats
- Number Appearing
- 1d10
- Morale
- 10
- Hit Dice
- HD 11D5
- Armor
- 7 (AC 17)
- Size
- Large 3 Meters
- Movement
- MV 20'
- Attack
-
Weapon melee +7 (1d12+4)
Bite melee +7 (1d3+4)
Ability Scores
- MS:
- 12
- PS:
- 20
- IN:
- 10
- DX:
- 13
- CH:
- 7
- CN:
- 15
Ecology & Logistics
- Frequency
- Uncommon
- Organization
- Tribal
- Activity Cycle
- Day
- Diet
- Carnivore
- Habitat
- Any non arctic swamp or desert
- Tech Level
- 3 - 6
- Artifacts
- V
Description (Initial Observations): A hissers is a 3-meter long mutant snake with a humanoid torso and arms, and a snake-like head and lower body. They can rear upright on their powerful tails to stand about 1.5 meters off the ground. Hisser scales tend to be green or brown, lightening toward the belly and chest area, although some tribes of hissers have brightly colored markings.
Description (Additional Observations): With the tail and head of a snake but the torso of a man, Hissers often inspire fear in others. Although they only rise to man-height, this conceals their great strength and large size (3 meters). Most have heavily tanned skin with green to blue-black scales that flash in iridescent colors, although desert dwellersrun to rust, brown and tan.
Behavior & Society
- Reactions
- No known interactions
- Behavior
- They inhabit deserts and ruins and will almost always possess one or more artifacts per creature. Societies are matriarchal with each village having one queen and 20d6 male attendants. Hissers are immune to lasers and sonic blasts. They have no language and use telepathy instead. One or two individuals in a village will known the trade language. All Hissers will have one additional mental mutation in addition to the ones listed here
- Repair & Healing
- Behavior not recorded
- Society
- Hissers are communal creatures. Each village (clutch) is ruled by a brood queen; nearly all the Hissers of the village are her children. A nest queen may rule several villages which are composed of the offspring of herself and her children. Some Hissers have formed nations, such as Huush, ruled by a single grand matriarch, known as the Great Mother of Us All. Hisser clutches are commonly located on high ground in the swamp. These are silent communities, except for the shrieks of their Squeekers (raised for food and defense) since the man-snakes communicate entirely by telepathy. Many cannot even speak the most rudimentary languages. They have little attachment to artifacts, and tor an appropriate offer, they may sell one that they have. However, they do not trust or welcome outsiders. Hissers are intelligent and telepathic, living in the arid regions of Gamma Terra. They have no spoken or written language and are incapable of sounds other than hissing. Hisser society is matriarchal. Each tribe is ruled by a powerful female and made up of a harem of males and young. When the tribe grows to sufficient size, the matriach chooses a young female to begin a new tribe, taking some of the males with her. Hiss matriarchs are powerful, utterly ruthless creatures, dedicated to the good of the tribe.
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