Stupmers «Stuhumphagas»

Creature Metadata
- Reported By
- John M. Maxstadt
- Source
- Dragon Magazine 126
- Role
- Monster
- Base Stock
- Desert tortoise.
- MCC Stat Block
- Stuhumphagas 'Stupmers' (1d4-2 (0)): Init +2; atk see description; AC 13; HD 10D7 hp 40; MV 11' ; 1d20+1d14; SV Fort +1, Ref -3, Will +1
- Mutations
- Stunning force (improved), thought imitation, telepathy physical reflection (nuclear), directional sense, and taller.
Combat & Physical Stats
- Number Appearing
- 1d4-2
- Morale
- 4
- Hit Dice
- HD 10D7
- Armor
- 3 (AC 13)
- Size
- Huge 7 Meters Long, 4 Meters High
- Movement
- MV 11'
- Attack
- See Description
Ability Scores
- MS:
- 14
- PS:
- 41
- IN:
- 11
- DX:
- 2
- CH:
- 5
- CN:
- 15
Ecology & Logistics
- Frequency
- Rare
- Organization
- Unknown
- Activity Cycle
- Day
- Diet
- Dry grassland plants
- Habitat
- Deserts, dry grasslands, and radioactive deathlands.
- Tech Level
- 0 - 0
- Artifacts
- Unknown
Description (Initial Observations): These gigantic, kindly natured tortoises roam radioactive deathlands and other dry, desolate places. They are always willing to telepathically talk to any intelligent creature, and gener- ally try to help anyone in trouble or need. The only exception here is a dagmit. This is understandable, since dagmits kill and eat stuhumphagas whenever they can, and make their homes out of the empty shells.When a stuhumphagus is attacked, it immediately withdraws into its shell. It is able to pull the undershell shut so that it is completely protected. In this state, most attacks can only hit the shell (which is still AC 3). Thrusting and slashing weapons, such as spears, arrows, and all but two- handed swords, do not harm the shell even if they hit. Cutting and crushing weapons, such as axes, two-handed swords, and maces do full damage to the shell, which can take damage equal to the stuhumphaguss hit-point total before splitting open. Damage from energy attacks such as sonic blast and heat gener- ation are split evenly between the shell and the tortoise inside, but lasers and energy weapons do their damage to the shell only. Blasters treat the shell as nonliv- ing matter they put a 10-cm hole in it.The tortoise relies on its defenses as long as it can, and saves stunning force for cases of absolute necessity, even though it can use that mutation three times per day. A stuhumphagus uses thought imitation when attacked with a mental mutation.Stuhumphagas have extra room in their shells; one can carry three human-sized creatures. A stuhumphagus can carry or house friendly, intelligent creatures in its shell at need. The passengers gain all of the shells protection, including immunity to radiation outside. Stuhumphagas sometimes carry Healers through deserts and deathlands, functioning as small mobile hospitals. Stuhumphagas need very little food and water to survive (considering their bulk), but they always know where safe food and water can be found. Stu- humphagas weigh approximately 25 met- ric tons each. If one steps on a smaller creature (something they never do inten- tionally, even to a dagmit, and something they certainly cannot do as an attack in combat), the victim takes 2d6 hp damage. Stuhumphagas heal all damage to their shells at the same rate as they heal dam- age to their bodies. No known medicine can speed up the process.
Behavior & Society
- Reactions
- No known interactions
- Behavior
- These worms absorb the minerals and metals emitted by the vents they live near and so have iron and zinc based 'teeth' used to kill prey (this can rip through some metals). They still use the bacteria that their deeper dwelling cousins use, but now also add fresh meat when available. They build a case out of the metals captured from the vent(s) and only come out to feed or to collect more nutrients from the hot water. The hot water they dwell in inflicts between d6 and 6d10 points of damage depending on the temperature (190 F to 600 F) and the protection the diver has. When a worm retreats inside its sheath it has an AC increased to 5.
- Repair & Healing
- Behavior not recorded
- Society
- Anthropological studies incomplete
Additional Creatures
The Albuquerque Starport
MM2
Dragon 98 - Ares Section June 1985 - GW2
GW08 Module
Dragon Magazine 108
Master's of the Earth Campaign: MA-1 The Trials
1st Edition
Polyhedron 144
GW05 - Rapture of the Deep
Polyhedron 15
0th Edition - Metamorphosis Alpha
Mud Glat Walker
Polyhedron 02
6th Edition - Machines & Mutants
GW01 - The Legion of Gold
Paths of the Lil in White Dwarf
GW07 Module
Famine at Fargo 7th Edition
GW06 Module
Dragon Magazine 113
White Wolf: Midnight in the Mystery Garden
Polyhedron 03
GW09 Module
6th Edition - Beyond the Horizon
5th Edition
2nd Edition
6th Edition
Master's of the Earth Campaign: MA-5 The Savage Beast
Master's of the Earth Campaign: MA-6 City of the Ancients
3rd Edition
GW02 - Famine in Far-Go
The Barracks Raid
Trouble in Freesboro
GW10 Module
Dragon Magazine 126
Ted Tschopp
Polyhedron 27
Badder to the Bone II
GW05
GW03 - The Cleansing War of Garik Blackhand
GW06 Module, MM2
4th Edition
Polyhedron 14
Dragon Magazine 075
Dragon Magazine 098
Dragon Magazine 130
Dragon Magainze 130
Badder to the Bone
METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis
Masters of the Earth Campaign: MA-2 The Town of Boze
GW04 - The Mind Masters
There will be War
Dragon Magainze 085
Polyhedron 10
Dragon Magazine 104
Polyhedron 44
Master's of the Earth Campaign: MA-4 To the Rescue
Omega Project
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.