Reported By: John M. Maxstadt
in Dragon Magazine 126
Role: Monster Race
Base Stock: Human
MCC Stat Block: Dagmits 'Purple Pygmies' (2d8+2 (11)): Init +2; atk weapon melee +1 (1d4-1); AC 13; HD 5D5 hp 15 each; MV 15' ; 1d20; SV Fort +0, Ref -1, Will -1
Mutations: (P) Density Increate (Special), physical reflection (Nuclear), Radar(D) Fear Impulse
Number Appearing: 2d8+2
Morale: 4
Hit Dice: HD 5D5
Armor: 3 (AC 13)
Size: Small 1 meter tall
Movement: MV 15'
Attack: Weapon melee +1 (1d4-1)
MS: 6
PS: 6
IN: 8
DX: 6
CH: 4
CN: 12
Frequency: Rare
Organization: Tribe
Activity Cycle: Day
Diet: Desert Creatures or passing animals (including humans / humanoid)
Habitat: Desert and Radioactive Wasteland
Tech Level: 1
- 1
Artifacts: Unknown
Description (Initial Observations): The few expeditions that have made it to the lunar surface and back tell dreadful tales of the strange life forms that developed after the inhabitants of Tycho Center, the Moons only manned base, were slain by disease. (See A World Gone Mad, DRAGONissue #86, and A Field Guide To Lunar Mutants,' DRAGON issue #87.) One of the mutant plants now found at Tycho Center is the so-called blaster blossom, a mutant orchid.The blaster blossom is a reactive mutant, using its powers whenever it is touched. It has two attacks. The first is a spore cloud (treated as intensity 17 con- tact poison) that can slay victims with relative ease. This is fired whenever anything touches the blossom. The sec- ond attack is a actually a series of ran- dom energy attacks, fired whenever any metallic object (such as a robot) touches the plant. In a random manner, it will use one of the following attacks (roll1d4, one attack for one action turn):1) inflict 3d10 heat damage up to 3 m from the blossoms flower stalk, in the direction of the thing that touched it; 2) fire an electrical bolt doing 2d26 damage up to 10 m from the blossoms flower stalk, in the direction of the thing that touched it;3) fire an energy-draining bolt that instantly reduces all power cells within 5 m of the blossom to half energy; or,4) energy negation activated for 2-20 action turns, within a 15 m radius. If the spores ever kill the creature who touched the plant, they will grow in the dead body and become 1-3 new blaster blossoms within three days.
Reactions: No known interactions
Behavior: These vicious, carnivorous humanoids are active day and night, using their radar to locate prey they cant see. Dagmits are small (usually 80 cm tall and broad in proportion), but very dense (up to 200 kg). This density increase is constant in dagmits from birth, and they cannot control it. It gives them a good armor class and makes them proof against all hurled and nonpowered missile weapons, needlers, and the claws and teeth of any creature with fewer than 16 HD. Nonpowered edged weapons, such as axes and swords, are blunted (-2 to hit, -1 hp damage until sharpened) on an attack roll of 1 of 2 against a dagmit. Despite their extreme density, dagmits have retained the ability to move and fight at near-normal speeds, although their dexterity is low and they cannot run as fast as unburdened Pure Strain Humans. Serfs sometimes enslave small numbers of dagmits. All artifacts make them uneasy, and they use only Tech Level I weapons them- selves notably spears, javelins, blow- guns, bolas, and slings with stones. The blowguns are equipped with insinuative poison needles of poison intensity 9.
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