Reported By: John M. Maxstadt
in 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.
Number Appearing: 1d4-2
Morale: 4
Hit Dice: HD 10D7
Armor: 3 (AC 13)
Size: Huge 7 Meters Long, 4 Meters High
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.
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.
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.