1-off I: The Treasures of the Ixitxachitl

Underwater Monster Specification

Ixitxachitl

Ixitxachitl

Typical Monster Level ("ML"): 1 to 12

Typical Number Encountered: 3d6

Usual Alignment(s): E/C, E/N

Description: like Giant Manta Rays, but smaller and may be coloured rather than camouflaged

Habitat: Diving, Seabed, may come to surface to scavenge wreckage

Language: Ixitxachitlic, Black Chaos, Old Speech

Chars: Co 3d6, Mental Chars 3d6

Movement:

Rate Melee Travelling
Swim on seabed at up to 4 ft/sec 2.75 mph
Swim in sea at up to 15 ft/sec 10 mph
Dart to attack at 20 ft/sec n/a

Fighter Abilities:

ML/3, FRU AMR    D = 25 + (5ML) %    RD = 5 + (5ML) %    5 + (5ML) HP

Attack Modes:

Tusks @ A = 8ML %, DAM = 2d4

Bite @ A = 10ML %, DAM = d8

Sting @ A = 8ML %, DAM = d8: if DAM > 0 inflicted cause Paralysis @ BTS (55+5(ML-3))% (Co), repeat st to recover every 1 min

A Paralised target loses control of his body, but retains control of his mind and senses. The Ray does not gain control of the target's body. A Paralised target will float in place (with eyes open if they were when paralised), and become vulnerable to being killed by the Ray or its school, but be able to cast thought or reflex Spells.

HitLoc Table:

HitLoc Area

Front

Side

Above / Below

Rear

Head

01 to 15

01 to 15

01 to 15

n/a

Wings (*2) 16 to 30 (right), 61 to 90 (left) 16 to 90 16 to 90 16 to 30 (left), 61 to 90 (right)

Body

31 to 60

n/a

16 to 90

31 to 60

Tail

[-12 to 0]

91 to 150

91 to 150

1 to 15

ADS:

HitLoc Area

1 2 3 4 5 6 7 8 9 0

Head

4 3 4 2 0 0 2 4 3 4

Wings / Body

3 3 3 2 2 2 2 3 3 3

Tail

4 3 3 3 2 2 3 3 3 4

Effects of Specific Damage:

Hit Loc Area %age HP Damage taken Effects
Head 20% Stunned, Co check vs Death
  40% Death
Wings (*2) 40% -25% to Movement Rate
  80% -50% to Movement Rate
Body 80% Incapacitated, Co check vs Death
  160% Death
Tail 30% Co check vs Tail Crippled
  60% Tail Crippled, Co check vs Tail Severed
  90% Tail Severed

Do not Bleed.

Thievish Abilities:

M on Th Activities:

Defensive ThL = ML/2, FRU

Other Abilities / Powers / Notes:

  1. Salt & Freshwater Water Breathing.
  2. A race of Chaotic Clerical philosophers in the form of Giant Manta Rays, who are rumoured to hoard a fabulous treasure in their underwater city in the depths of the Ocean.  But nobody has ever managed to find the place, or at least to return to tell the story.  Giant Manta Rays are bad enough.  Not for nothing are they known as the "Manticores of the Sea".  But these ones are Clerics and Elementalists as well!
  3. Those with appropriate Mental Chars are Clerics and/or Elementalists, with total MUL = ML.  They learn Spells and use SPs as do People, but do not gain Experience or Spell Pluses.
  4. Love shiny things.

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