Barasp

Chris Van Deelen

No. Enc: 1
Alignment:  Chaotic
Movement: 150’ (50’)
AC: 3
HD: 20
Attacks: 4 legs, two grasps and 1 bite
Damage: 2d8+4 / 2d8+4 / 2d8+4 / 2d8+4 / 1d6+4 / 1d6+4 / 2d6+4 & class 6 poison
Save: L20
Morale: 11
Hoard Class: VIII, X, XIII

Some say this creature was genetically engineered to be able to survive on the rarified surface of Mars. Some say that is where it had originated from, and was not in fact some sort of genetically engineered creature at all, but a native life-form.

Of course this is scoffed at, since Mars has been colonized and had undergone at least a little terraforming by the time the final wars began. Still, the origin of this monstrosity remains a mystery.

The creature looks like the cross between a bat, rat and a spider, having six insect-like legs, a rat-like face and body and the ears and vestigial wings of a bat. A pair of stubby arms protrude from the chest cavity and are capable of grasping and holding, although most items are too small for its hands. The creature is quite large, standing on the average at least fifteen feet in height and having an overall diameter of around twenty feet.

The creature is rather territorial, having a hunting ground of around one hundred miles in radius. It will not tolerate the presence of other members of its species in its territory except during mating season. This takes place every three months, during the full moon. A female will seek out the male and they will fight, and if the male is capable of besting the female, she will allow him to mate with her. As soon as this is finished, the female will leave and return to her hunting grounds.

There she will weave a sack and lay 10d10 eggs in it, which will hatch during the next full moon, releasing the young. They are tiny, only being a foot in diameter and having a single hit point. They will scurry and try to find territory to call their own, but less than 1% ever escapes, as they are hunted down and devoured by many other creatures.

If anything enters their territory, the creature will automatically sense it, and depending on the distance, will take 1d100 rounds to arrive. This is due to a rarely seen mutation that allows the creature to teleport in short hops of a mile per use, and they can use the ability indefinitely.

Once they arrive, the creatures will scream out a challenge and then leap to the attack. They will strike first with their legs, and then use their hands to grasp a target and pull it up to bite. The creature has Strength of 20 for purposes of grappling, and as long as one of its grasping appendages has hold of a target, it will automatically get to bite, but at the creatures normal to hit roll. The bite is toxic, and is a class 6 poison. It should be noted that the creature will almost always stay and fight to the death.

Due to its vestigial wings, the creature is able to leap incredible distances with their help. It can jump vertically up to 100’ feet and horizontally up to 300’ feet once per round instead of using its normal speed.

It does keep anything it kills in its lair, which can also occasionally yield treasure and lost items found on the bodies of its previous victims.

 

Mutations: Aberrant form (new body parts, chimera; natural weapons), teleport, toxic weapon