Death Kittens of Rah-Tlu

Death Kittens of Rah-Tlu

These little monsters usually appear in the form of a bedraggled kitten. Generally with some sort of black colouration, even if only in part.

If someone takes possession, every day roll 1d20. On a 1 the beast will attack when the owner is not paying attention. A successful scratch or bite requires a save vs poison or die.

If the save is successful for 2d6 days the survivor has an irrational attraction to possession and protection of the Death Kitten. If the beast is threatened or someone or something tries to remove it from the possession of the current owner, a save vs Wisdom must be made not to fly into a berserk rage.

FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: 18"
HIT DICE: 1d2 HP
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d2 - 1/1d2 -1/1 point
SPECIAL ATTACKS: Death Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE Standard
INTELLIGENCE: Average (low)
ALIGNMENT: Chatoic evil
SIZE: VS
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil

The Acronical

FASERIP OSERIP FACERIP

Acronical

F: RM (30)
A: EX (20)
S: GD (10)
E: EX (20)
R: GD (10)
I: GD (10)
P: TY (6)

H: 80
K: 26

Res: RM (30)
Pop: -GD (-10)

Powers

Body Armour FB (2)

Ability Drain – Every hit means the victim must make an Endurance roll or lose a rank from a random attribute.

Talents

Tracking of adulterers and their accomplices and associates

OSERIP AC – 7 Row Shifts

The acronical is a large insectile predator that strides on
six armored legs. Eight feet tall at the shoulder, it has a
dark maroon exoskeleton and serrated black hooks at
the end of both arms. It reeks of vomit.

Created by anhedonic priests many centuries ago, this
nocturnal creature stalks and kills adulterers. It hunts
married people who stray from the beds of their spous-
es, and it hunts those who fornicate with married peo-
ple.

Acronicals are drawn to the scent of such persons, and
can detect it from miles away. Hunting in small packs,
the beasts crawl across walls and ceilings, silent and
careful, closing in on their victims. They stalk everyone
who was peripherally involved in the duplicity — neigh-
bors who turn a blind eye, innkeepers who knew exact-
ly what was going on, and so forth. Those involved are
tracked down, attacked while alone, hamstrung, and
devoured by the acronicals while still alive.

Then the creatures will hunt the adulterers themselves.
They will be captured, brought together, and given a
chance to survive: a fight to the death, with the victor set
free.

However, the creatures have no intention of living up to
their end of the deal. After one has killed the other, the
monster will amputate the victor’s arms and legs, then
sing songs of love while the fornicator bleeds to death.
Adventurers may encounter the acronical in the wild. It
tends to favor caves or dungeons, where it can stage the
fatal battle between lovers.

The creature leaves behind a watery orange stool, and
when it is agitated, its chitin flakes off in small amounts.
Heroes tracking the beast will find this evidence in its
wake.

In combat, the acronical attacks with its scythe-like
claws, which inflict GD (10) points of damage. Each time
the monster hits, the target must make a saving throw
against poison or lose a point from a random attribute

RANDOM ATTRIBUTE

01-14 Fighting
15-28 Agility
29-42 Strength
43-56 Endurance
57-70 Reason
71-84 Intuition
85-98 Psyche
99-00 Player Choice

The Teratic Tome

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