EXTEREON 8 (24)

The Strange Bestiary

Extereons are native to the universe of normal matter, but from a world far distant from Earth in time and space. Eyelike protuberances provide them with a 360-degree view of their surroundings, and multiple prehensile limbs allow them to manipulate what they spy around them with machinelike precision. Extereons once thrived in an environment of extreme temperature with a sulfuric acid atmosphere. Right before their sun went nova, a group of Chaos Templars saved several extereons by transferring them to a haven in the Strange. For this good deed, the surviving extereons and their descendants remain extraordinarily grateful.

An extereon's prehensile limbs seep acid, and its eyes have the psychic power to strike terror in prey.

The Chaos Templars secretly induced the extereons' home sun to go nova and then swooped in to "save" a subsection of the race.

Motive: Survival, pay debt to Chaos Templars through service

Environment (the Strange | Standard Physics): Anywhere Chaos Templars roam

Health: 24

Damage Inflicted: Moderate wound (6 points)

Movement: Immediate

Modifications: Perception as level 9; Speed defense as level 5 due to size and nature.

Combat: The creature attacks by simply touching its foes and can make three melee touch attacks as one action. Standard material objects that would strike an extereon (even bullets and other high-velocity attacks) are mostly eaten away by acid, so the creature takes only one-quarter the such as artifacts, that strike the extereon are not destroyed if the wielder succeeds on a difficulty 5 Might defense roll.) When an extereon attacks, it fixes its terrifying eyes on all creatures within immediate range. Opponents in range must make an Intellect defense roll against unreasoning (psychically induced) fear. On a failed roll, the victim freezes in terror for one round. This psychic attack is not an action for the extereon. For frozen prey, the difficulty to dodge the extereon's melee attacks is increased by three steps, and a successful attack inflicts 2 additional points of damage.

Interaction: Those with telepathic abilities (or a device that provides the same) might be able to establish a dialogue with one of these acidic horrors. If so, they would find it difficult to negotiate with an extereon if it involves contravening the wishes of a Chaos Templar.

Use: The PCs must find a specific artifact, but it's in the keeping of Chaos Templars in a facility in the Strange, guarded by extereons.

GM Intrusion: The PC's weapon is slapped by an acidic tentacle. If the PC fails a difficulty 5 Speed defense roll, her weapon is destroyed. If the weapon is an artifact, the difficulty of the defense roll is decreased by two steps.