Prairie Lobsters
Prairie Lobsters
Since semi-regular updates of this site are generally considered a sign of the apocalypse, it is only fitting that I continue with more snippets from my apocalyptic RPG, Earth Delta, which is intended for use with Dungeons & Dragons Fourth Edition, and damn straight that awkward phrasing is there mostly to get google to be aware this site sort of exists.
Since a major chunk of “completing paragon tier” is “finishing the monster list”, that’s where I’ve been putting a lot of my attention. I’d been contemplating some sort of mutant lobster for a while, and then, suddenly, the phrase “prairie lobster” popped into my head, and I rolled with it.
Some design notes: Mostly, these are intended as “baseline” critters — the kind of bog-standard things you need at various levels to fill niches. Exotically powered and specialized monsters are way cool, but if everything is an insane pile of custom one-off mechanics, the game becomes unplayable. At the same time, I want to try to make them feel right for their nature and not be trivial reskins of any other creature. So the prairie lobster doesn’t mark, per se; it grabs you, and if you stop struggling against it for an instant (to attack something else), it gives you a little extra pinch. Its ability to grab and hold two targets, coupled with its size and reach, lets it do a lot to make enemies choose to take it down first.
The riding lobster was actually where my mind first started; I just had this image of a cowboy type, rolling a cigarette as the sun set in the west, while his armored and clawed mount plodded along. The yunguns are there because you can always use some more minions, and I like “ecologies”, where different creatures in the same category can have roles that make a kind of sense, even if what we’re discussing is horse-sized lobsters that have decided to live like buffalo. It’s not how ridiculous your premise is that matters; it’s how you play out the consequences. I also like the image of swarms of lobsters, about the size of large dogs, bounding playfully around the prairies, tearing random passers-by to pieces with their claws.
You will note I resisted the urge to give them Vulnerability 10 butter.
(As with a lot of this “Preview” stuff, this is hot off the presses, literally created only a few minutes before posting, and may be even more typo-riddled and unbalanced than my usual stuff, to the extent that’s even possible.)
It’s my hope that I’ll post a PDF addendum to this article, that will have the critters more properly formatted; for now, you’ll need to make do with what WordPress does to Word.
Lobsters
Lobsters are tough and ill-tempered critters, while also being notably delicious. Their giant fighting claws make them naturally threatening, especially when increased dramatically in size and given the ability to confront man more directly, whether in the ruined cities that line the coastal regions, or wandering the great plains… hey, man, this game has flying grizzly bears with laser eyes. You can deal with prairie lobsters.
Prairie Lobsters
Much like the hoppertank, prairie lobsters are oversized arthropods who have undergone dramatic transformations in lifestyle. They are found in many of the fertile grassy plains of the world, especially the Purple Plains and the Ghostgrass Expanses. They are primarily omnivorous grazers, devouring many types of grass and the insects and other creatures that live on them, but they can and will eat larger prey if they catch it. They are especially good at rooting out smaller burrowing animals, and if a herd moves into cultivated land, it can be devastating if they are not driven off. They compete with hoppertanks for many of the same feeding grounds, and if the hoppertanks’ greater mobility fails them, they will be torn apart and devoured with gusto.
Some prairie lobsters have been captured young and trained as mounts; see “Mounts”.
Prairie Lobster Adult
Prairie Lobster Adult |
Level 15 Soldier |
||
Large natural beast (mutant, arthropod) |
XP 1,200 |
||
HP 148; Bloodied 74AC 32; Fortitude 28; Reflex 27; Will 24Speed 5Resist 10 cold |
Initiative +12 Perception +10 Low-Light Vision |
||
Standard Actions | |||
m Pincers • At-Will | |||
Requirements: Must have less than two targets grabbed. | |||
Attack: Reach 2; +20 vs. AC | |||
Hit: 3d8 + 7 damage. | |||
Grabbing Pincers • At-Will | |||
Requirements: Must have less than 2 targets grabbed. | |||
Attack: Reach 2; +20 vs. AC | |||
Hit: 3d8 + 7 damage, and target is grabbed until escape or until the lobster lets them go. The prairie lobster can grab up to two targets. While grabbed, if the target makes an attack that does not include the prairie lobster, it takes 10 points of damage as an immediate interrupt. | |||
M Squeeze • At-Will | |||
Attack: (Make a separate attack against each grabbed target.); +19 vs. Fortitude | |||
Hit: 2d8 + 7 damage, and ongoing 5 damage (save ends). If the target is already taking ongoing damage from this attack, it increases to ongoing 10 damage (save ends). | |||
Triggered Actions | |||
M Fury of Clacks • Encounter | |||
Trigger: When first bloodied. | |||
Effect (Immediate Reaction): The prairie lobster adult makes a pincer attack against all non-prairie lobsters in range (Reach 2). It will drop anyone it has grabbed prior to doing so as part of this action. | |||
Skills Endurance +17 | |||
Str 26 (+15) | Dex 17 (+10) | Wis 17 (+10) | |
Con 20 (+12) | Int 1 (+2) | Cha 14 (+9) | |
Alignment unaligned Languages — | |||
Adult prairie lobsters (it is nigh-impossible for anyone who isn’t an expert to tell male from female, and no one cares too much) travel the plains in herds of ten to twenty, usually surrounded by a small cloud of leaping, clattering “yunguns” whom they will try to protect from predators. Prairie lobsters are quite aggressive towards all other species, and will snap and make threatening displays at any creature that gets too close; if this does not work, a few of them will dash forward from the herd to dispatch the enemy. When badly injured, they tend to go mad, lashing out at everything in sight that isn’t a prairie lobster.
Prairie Lobster Yungun
Prairie Lobster Yunguns |
Level 14 Minion Skirmisher |
||
Small natural beast (mutant, arthropod) |
XP 250 |
||
HP 1; a missed attack never damages a minionAC 31; Fortitude 26; Reflex 31; Will 22Speed 8 |
Initiative +17 Perception +9 Low-Light Vision |
||
Traits | |||
Group Attack | |||
If a yungun has damaged the target this round, the pincer attack does +2 damage. | |||
Standard Actions | |||
m Pincers • At-Will | |||
Attack: +19 vs. AC | |||
Hit: 9 damage and see “Group Attack”. | |||
Free Actions | |||
Skittersnap • Encounter | |||
Effect: The prairie lobster yungun may shift 2 squares after making a pincer attack. | |||
Skills Acrobatics +20 | |||
Str 17 (+10) | Dex 26 (+15) | Wis 14 (+9) | |
Con 20 (+12) | Int 1 (+2) | Cha 14 (+9) | |
Alignment unaligned Languages — | |||
Yunguns (no one is quite sure of the derivation of the word; some scholars feel it comes from the language of the Eastern Dragons, who, it is said, had great influence on the Merkan lands) are immature prairie lobsters, and usually travel with the herds, protected by their elders. Active, curious, and playful, they often explore in small groups, bounding and leaping across the amethyst waves of grain that cover much of the Central Merkan Plains. Their shells are remarkably hard, and an unwary traveler who finds himself surrounded may be torn to bloody gobbets by their claws. They are also extremely tasty when grilled over a fire, so everyone from wastelanders to armies of the Beast Legions on the march eagerly hunt them if they have wandered too far from their protective pack.
Riding Lobster
Riding Lobster |
Level 14 Soldier |
||
Large natural beast (mutant, arthropod, mount) |
XP 1,000 |
||
HP 140; Bloodied 70AC 30; Fortitude 26; Reflex 26; Will 23Speed 7Resist cold |
Initiative +12 Perception +10 Low-Light Vision |
||
Traits | |||
Scary Mount | |||
When mounted by a trained rider of 14th level or higher, the riding lobster grants a +2 to Intimidate checks made by that rider. | |||
Standard Actions | |||
m Pincers • At-Will | |||
Attack: Reach 2; +19 vs. AC | |||
Hit: 3d8 + 6 damage. | |||
Hold ’em, Boy! (mount) • At-Will | |||
Requirements: Must not be grabbing a creature. | |||
Attack: Reach 2; +19 vs. AC | |||
Hit: 3d8 + 7 damage, and target is grabbed until escape or until the lobster lets them go. The grabbed target grants combat advantage to a rider of 14th level or higher mounted on the Riding Lobster. | |||
M Squeeze • At-Will | |||
Attack: (One grabbed target.); +17 vs. Fortitude | |||
Hit: 2d8 + 6 damage, and ongoing 5 damage (save ends). If the target is already taking ongoing damage from this attack, it increases to ongoing 10 damage (save ends). | |||
Skills Endurance +17 | |||
Str 26 (+15) | Dex 17 (+10) | Wis 17 (+10) | |
Con 20 (+12) | Int 2 (+3) | Cha 14 (+9) | |
Alignment unaligned Languages — | |||
Riding lobsters are prairie lobsters trained from hatching to serve as mounts. They are fed a special diet that makes them slightly smaller and much faster than their kin, at the cost of shrinking one of their claws to virtual uselessness. While most range in color from dark green to olive green, a few scholars have found that feeding selected plants to them while young can change this coloration, producing brightly colored individuals who can be very distinctive. Some bloodger knights are known to have them bred in colors matching their personal heraldry, as have some Beast Legion commanders.
Riding lobsters almost never have additional mutations.
Common Mutations
Hypnotic Shell: Some prairie lobster adults have shells which ripple in coruscating colors. This unusual effect increases in speed and intensity when the prairie lobster is in combat, and it can be hard to look away. So… pretty…. It gains the following attack.
Minor Actions |
C Hypnotic Shell (charm) • Recharge 6 |
Attack: (All non-prairie lobsters in burst.); +4 vs. Will |
Hit: Target grants combat advantage to all enemies (save ends). While this condition persists, the prairie lobster can slide one affected target one square as a free action on the start of its turn. . |
Venomclaw: A few prairie lobsters have evolved poison sacks in their claws. When they squeeze a target, they also inject a poison that causes partial paralysis, making it especially difficult to escape the beast’s claws or to flee far if they do.
Venomclaw |
When a target is hit by the prairie lobster’s squeeze attack, it is slowed and suffers a -4 to Athletics and Acrobatics checks (save ends both). This is a poison effect. This is a different saving throw than the ongoing damage. |
Comments
Prairie Lobsters — No Comments
HTML tags allowed in your comment: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>