Man Snakes «Hisser»


                                   

Invalid image file header.

Reported By: James M. Ward and Gary Jaquet in 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.

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)

MS: 12   PS: 20
IN: 10   DX: 13
CH: 7   CN: 15

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.

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

Behavior: 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.



Additional Creatures

0th Edition - Metamorphosis Alpha

1st Edition

2nd Edition

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

Dragon Magazine 108

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

GW05 - Rapture of the Deep

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

Paths of the Lil in White Dwarf

Polyhedron 02

Polyhedron 03

Polyhedron 10

Polyhedron 14

Polyhedron 144

Polyhedron 15

Polyhedron 27

Polyhedron 44

Ted Tschopp

The Albuquerque Starport

The Barracks Raid

There will be War

Trouble in Freesboro

White Wolf: Midnight in the Mystery Garden


Webmentions

Connect your blog or website to this post via Webmentions. Link to this article and your response will appear below, fostering a web-wide discussion. Supports comments, likes, and reposts from any Webmention-enabled site.