Arachno-claw

Chris Van Deelen

No. Enc: 3d20
Alignment: Neutral
Movement: 90’ (30’)
AC: 4
HD: 1d4 hit points
Attacks: 1 bite, 2 pinchers
Damage: 1d3 + special, 1d4 / 1d4
Save: L1
Morale: 8
Hoard Class: Incidental

Found only in the deepest parts of the wastelands, these creatures appear to be a chimera of crickets and spiders. They are not genetically altered beasts, but are instead the result of the radiation and other mutagenic compounds released during the final wars.

Each creature has the body of a cricket, but it has mutated to be heavily armored, and they have developed crab-like claws which they can use very effectively. The average specimen is about two feet in length and weigh in around twenty pounds. They have two deep-black eyes set above mandibles and a pair of long antenna.

Although not too sturdy individually, the creatures can prove to be quite deadly when they attack as a swarm. The creatures are able to cling to any surface, which allows them to wait in hiding to get the drop on prey. The bites do not inflict much in the way of damage, as do most of their attacks, but each time a victim is bitten, the creature secretes a tiny bit of stomach acid into the wound, causing it to fester and burn for 1d4 rounds, inflicting 1d2 points of additional damage per round. When combined with the bites of this creature’s fellows, the damage can quickly add up and prove to be fatal.

The creature can also use its legs to generate a strangely soothing chirping noise, one which has an area of effect equal to 200 feet. Anyone hearing this noise must make a saving throw versus energy or suffer a -4 to initiative and will not be able to act on the first round of combat.

As stated, these creatures are only found in the deepest, darkest parts of the wastes, canyons, caves and caverns, and ruins where the sun rarely reaches. They are quite vulnerable to UV radiation, taking triple damage from exposure to any weapon using this, and suffer -4 to saving throws involving UV radiation. If they encounter natural sunlight, they will immediately retreat (no moral check required), as most of the time even a single round of exposure will be more than enough to kill them outright (sunlight causes 2d6 points of damage per round).

Deep inside the darkest ruins or caverns, the creatures make their nests. These look like bee-hives, honeycombing the surrounding rock, rubble, ruins and so forth. These nests will have 5d100 members and there will always be 6d6 eggs developing, in various stages. The eggs are always placed on the corpses of those who the creatures have killed and dragged back to the nests, using the heat and nutrients generated through decay to develop.

Mutations Aberrant form (extra part, natural weapons, xenomorphism), clinging, natural armor, shrike (modified), toxic weapon, ultravision, vulnerability (Ultraviolet radiation)

Source: King Kong (2005)