No. Enc.: 1-3
Alignment: Chaotic (Evil)
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 9
Attacks: 2 tusks, 1 front trample
Damage: 2d6 (tusk), 1d12 (trample)
Save: F9
Morale: 12
XP: 1,500
Though colloquially called
“zomabastodons” by feckless wags who care not for life and limb,
the Mammut Morbidium is a reanimated spirit-demon of the more
mundane mastodon.
It is said that Kostej the Deathless himself had a
hand in the base sorcery that first revivicated the lifeless corpses
of the wooly elephantine pack animals so very much beloved by the
northern rump-states of the Hyperboreans in the long glacial age that
ended their civilization.
Whatever their origin, Zombastodons
have been imbued with a relentless fury at two-legged mammals--and a
cold, undying semi-intelligence to sustain that rage over the
centuries. They appear as shattered shells of their former
robustness, mangy hide splitting, exposed rib bones, and a demonic
red glow to their eyes.
Zombastodons have the same range of
magical protections as do the more human-appearing undead. They can
be turned by clerics as per their hit dice (or as “vampires” in
some systems).
Though their tusks are somewhat
desiccated and gnarled by the ravages of time, each tusk is still
able to fetch 1d4 x 100 gp from collectors of curios and the arcane.
Cool! As I recall, there was a SyFy original about one of these.
ReplyDeleteOh, that is cool! Next weekend I'm going to Bolzano to see Otzi the iceman. I wonder if he ever tangled with one of these beasties?
ReplyDeleteIf he did, I hope he made not the mistake from the PCs in yesterday's game. Only charge Zombastadons while on the back of a giant elk if you have a lance.
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