Them «Encroaches»


                                   

Invalid image file header.

Reported By: John M. Maxstadt in Dragon 98 - Ares Section June 1985 - GW2

Role: _Warning: Missing Biome Role Details_ - Attention: The details regarding this creature's role in its world or biome are missing. This could be due to incomplete data collection or loss over time.
Base Stock: American Cockroach

MCC Stat Block: Encroaches 'Them' (10d100 (505)): Init +3; atk see description; AC 19; HD 1D7 hp 4 each; NO MOVEMENT; 1d20; SV Fort +2, Ref +2, Will -3
Mutations: Physical reflection (greatly improved; see below)

Number Appearing: 10d100
Morale: 10
Hit Dice: HD 1D7
Armor: 9 (AC 19)
Size: Tiny 6cm long

Movement: NO MOVEMENT

Attack: See Description

MS: 1   PS: 1
IN: 1   DX: 16
CH: 1   CN: 17

Frequency: Common
Organization: Swarm
Activity Cycle: Any
Diet: Prepared Food, Garbage
Habitat: Ruins
Tech Level: 0 - 0
Artifacts: Unknown

Description (Initial Observations): Encroaches are found wherever food to their liking (i.e., food prepared for humans) is available. They inhabit ruins instead of populated cities because of their talent for turning popu- lated cities into deserted ruins. They are prolific and voracious, and there is vir- tually no way to remove them from any sort of building. Furthermore, they frequently (GMs option) carry terrible diseases similar to those used by plants with the bacterial symbiosis mutation. Encroaches are very fast for their size, but they are unintelligent and generally do not move more than a few meters in a straight line. It is their habit to spread their kind by hitching rides on more mobile creatures when the local popula- tion reaches saturation point or the food supply is exhausted (which is virtually always). Character parties will encounter encroaches in abandoned storerooms and kitchens. The little insects will pour out of cupboards and containers and try to crawl all over the party. They can be outrun by creatures faster than themsel- ves who are not surprised. Otherwise, nothing will prevent each and every character from being literally covered with encroaches. Encroaches are immune to all forms of electromagnetic, thermal and nuclear attack (and to poison as well); only direct kinetic force (squashing) will harm them. It is futile attack them en masse, since each one that is killed will be replaced tenfold. Slapping, picking off and stomping, rolling on the ground, and similar strate- gies will kill all but 1-10 per character. These will remain on a characters per- son or in his or her gear until they are brought to a new environment (which need not be too far away from the old environment) where there is food. Meanwhile, the encroaches will devour any carried food supplies that are not perfectly sealed. Any character who has housed encroaches for an hour or more will have 1-10 encroach eggs laid on his or her person, clothes, or gear. These eggs will hatch in two days, producing new encroaches ready to mate and start a new colony. The eggs will inevitably be in an inaccessible location (if that is in any way possible), but they can be killed with a fresher or energy bath, or disposed of by leaving the gear behind. Cities that have had experience with encroaches will ordinarily have devised horrible forms of execution specifically for any person or creature that infests the town with them.

Reactions: No known interactions

Behavior: Behavior modeling incomplete

Behavior: Behavior not recorded

Society: Anthropological studies incomplete



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.