Yellow Living Mold «Cyn I'xon»

Yellow Living Mold «Cyn I'xon»
Yellow Living Mold «Cyn I'xon»

Creature Metadata

Reported By
Kim Eastland
Source
GW08 Module
Role
Mold
Base Stock
Mold
MCC Stat Block
Cyn I'xon 'Yellow Living Mold' (1d3 (2)): Init +2; atk 3 x claws melee +1 (1d8); AC 12; HD 3D5 hp 9 each; MV 30' ; 1d20; SV Fort +0, Ref +0, Will +0
Mutations
(P) Animal Parts - Claws (M) Intution. Takes damage from energy weapons.

Combat & Physical Stats

Number Appearing
1d3
Morale
8
Hit Dice
HD 3D5
Armor
2 (AC 12)
Size
Small 1 Meter Sphere with 3 arms and 3 legs
Movement
MV 30'
Attack
3 x Claws melee +1 (1d8)

Ability Scores

MS:
9
PS:
10
IN:
9
DX:
10
CH:
0
CN:
12

Ecology & Logistics

Frequency
Rare
Organization
Symbosis
Activity Cycle
Any, but out of the sun
Diet
Symbotic
Habitat
Underground Tunnels, caves, or installations
Tech Level
0 - 0
Artifacts
None

Description (Initial Observations): The sarbis looks strikingly like a 2-meter-tall bipedal aardvark. Its body is covered with coarse yellow to gray fur, and its face is dominated by a long snout. The hands, while manipulative, end in powerful claws good for digging and fighting. Sarbises can be found in almost any terrain except the coldest. Their settlements or camps invariably signal the presence of minerals, for the sarbis are passionate miners. The camps are a mixture of above and underground constructions. Sarbises are paranoid that others (especially other sarbis) might try to 'claim-jump' their diggings, so most camps are well defended with stockades and guard towers. Attack is made doubly difficult since the ground outside the camp is broken by jagged heaps of tailings. Sarbises rely on trade for food, clothing, and other interesting goods. In exchange, they sell refined minerals ingots of pig iron, copper, lead, tin, nickel; bags of sulphur, salt, and coal; whatever is useful from the earth. Because few others have the talent to dig and smelt these needed metals, sarbises are often left unmolested, even in the most hostile territories. Each camp is ruled by a strong man, a single leader who achieved his position through bullying and threat. All trading in the camp is controlled by the strong man or his minions. Sarbises will often buy artifacts useful to mining, sometimes offering other artifacts or to make useful implements in exchange.

Behavior & Society

Reactions
It is the most common type fo I'Xon. If destroyed, dried for 2 days in the sun, mixed with Tabacco and smoked, it will provide the smoker with the equivalencey of full resistance to Intensity 9 or less gas or spores for 24 hours. One wedI'Xon makes three doses.
Behavior
Varks are not warlike creatures, and mainly prefer to be left alone. They favor defensive tactics, especially burrowing out of danger. However, once roused, they are tenacious fighters and will continue until death or victory is gained. They are quite comfortable with most types of Tech III weaponry and will use it to their best advantage. Sarbises are paranoid that others (especially other sarbis) might try to 'claim-jump' their diggings, so most camps are well defended with stockades and guard towers. Attack is made doubly difficult since the ground outside the camp is broken by jagged heaps of tailings.
Repair & Healing
Behavior not recorded
Society
Sarbises can be found in almost any terrain except the coldest . Their settlements or camps invariably signal the presence of minerals, for the sarbis are passionate miners . The camps are a mixture of above- and underground constructions. Sarbies are paranoid that others (especially other sarbis) might try to 'claim-jump' their diggings, so most camps are well defended with stockades and guard towers. Attack is made doubly difficult since the ground outside the camp is broken by jagged heaps of tailings. Sarbises rely on trade for food, clothing, and other interesting goods. In exchange, they sell refined minerals-ingots of pig iron , copper, lead, tin, nickel, bags of sulphur, salt, and coal; whatever is useful from the earth. Because few others have the talent to dig and smelt these needed metals, sarbises are often left unmolested, even in the most hostile territories . Each camp is ruled by a strong man, a single leader who achieved his posmon through bullying and threat . All trading in the camp is controlled by the strong man or his minions. Sarbises will often buy artifacts useful to mining, sometimes offering other artifacts or to make useful implements in exchange.

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