Wednesday, November 30, 2011

Yirgao

Yirgao (Horrithicus)

No. Enc.: 1d4 (1d8)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 1
Hit Dice: 5 to 12*
Attacks: 3 (Bite, weapon, constrict)
Damage: 3d4 (+1d6 blood drain)/byweapon/2d6+free bite every other turn
Save: F5 to 12 (same as Hit Dice)
Morale: 9

Vile, inhuman and wicked beings withouteither backbones or souls, the Yirgao are driven only by hunger andvanity. They respect no one but themselves, trust no one but themselves, and will fight, kill or eat anyone, including themselves -- as functional self-fertilizing hermaphrodites, the Yirgao givebirth to their own cloned offspring that literally do eat their way out of their parent-host. Most of the time the parent is severely weakened, but they do survive the experience, if they have planned ahead and provided an alternative food-source for their ultra-voracious young.

The Yirgao prefer to subdue and enslave opponents whenever possible. They can be bribed with offer of slaves and fresh bodies.

Yirgao are natural telepaths and have theability to cast the following spells at will: ClairaudienceClairvoyance, Detect Magic, ESP, and Ventriloquism.

The Yirgao are malign invertebrates with decentralized nervous systems and delusions of grandeur that include subjugating all other races as fodder and slaves within the great empire that they have never quite gotten established, mostly because the Yirgao are incapable of cooperation amongst themselves for any real length of time...
Yirgao regenerate 2 hit points eachround after taking damage until completely healed. They also continueto regenerate until they are reduced to negative hit points equal totheir normal amount, i.e. a Yirgao with 38 hit points would need tobe reduced to -38 hit points before the regeneration would cease. Fire works wonderfully well. So does acid.

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