Armored Ocean Dwellers

Chris Van Deelen

No. Enc: 1d12
Alignment:  Chaotic
Movement: 120’ (40’)
                     180’ (60’) Swim
AC: 0
HD: 6
Attacks: 3 (bite, claw, claw) or head butt
Damage: 2d4 / 1d6 / 1d6 or 3d3
Save: L6
Morale: 5
Hoard Class: None

At first glance the Armoured Ocean Dwellers appear to be half rotted skeletal humanoids. Appearances are deceiving. These creatures are not mythical undead, but instead strange mutated humanoids that use bone for armour to protect themselves from predators, attacks, and to generally scare the living hell out of whomever they encounter.

Un-adorned with bone, the creatures appear as hairless humanoids. They have the basic human structure and appearance, but are boneless and the flesh is translucent. The faces look human, with two pale eyes, a toothless mouth, small holes where the nose would be and strangely enough, an innocent appearing faces. Many have described them as looking like human jelly fish. The fact is that despite their un-armoured appearance, these creatures are far from innocent. They are sadistic and revel in causing fear and pain.

Because of this, scholars in the wastes speculate that they are indeed nothing more than a mutated form of Jellyfish, one that has taken human form and uses a unique mutation to protect them from harm.

The flesh of the creature exudes a glue-like slime that they use to help them ‘adhere’ to the skeletal remains of humanoids and other creatures, which they wear like a suit of armour. They take bones from many different species, typically using the spines of certain fish as claws, the teeth from sharks and other predators for their own, human skulls and rib cages and so forth. This gives the creatures their ‘undead’ appearance, but in fact they are not undead, but very much alive.

No matter the type of skull they take, they will always put large bone spikes on it, because one of their favourite tactics in combat is to head-butt a target. If the attack succeeds, the target must save versus stun attack or become stunned for 1d4 rounds.

When engaged in combat, they will bite and claw at their targets, attempting to inflict as much damage as possible. One creature isn’t all that dangerous, but when they attack as a pack, they can render a target to nothing more than chunks of flesh and bone in a matter of rounds.

The creatures feed on the bodily fluids of whatever they are attacking. They cannot consume solid matter. After a target has been killed, the creatures allow part of their body to ooze out of the armor they wear and they absorb the blood and other fluids directly through the skin.

Due to their nature, they cannot stay out of the water for more than six hours at a time. If they are forced to stay away from the water, after six hours they must make a saving throw versus poison every hour. For each hour they succeed in the saving throw, the creatures begin to suffer a cumulative -2 to the save until they finally fail. Once they