Flowstone Creatures
(Version 1.02 - Last Modified: 06/01/2004)
- All artwork owned and copyrighted by Wizards of the Coast
Flowstone Charger
- Summoned by: Summon Medium Flowstone Creature
Illustration John Gallagher. ©1995-2001 Wizards of the Coast, Inc.
The Flowstone Chargers are ferocious creatures and a great addition to any Stone Master's collection of flowstone
creatures. One of the great things about this creature is its versatility. With a single command from the Stone
Master, the Charger can turn from a defensive creature into an offensive one. A command tactic is for a defensive
Charger to withstand the first set of attacks from a target before transforming into an offensive Charger once the
target gets close enough. Fortunately, the creature has enough intelligence to see opportunities for it to
transform on its own, so it does not always have to rely on the Stone Master for instructions.
- Racial Type: Magical Construct - Flowstone
- Attributes:
- I.Q.: 8
- P.S.: 16 (supernatural)
- P.P.: 6
- Spd: 15
- Size: 8' (2.4 m) tall
- Weight: 6 tons (5.4 metric tons)
- M.D.C.: 850
- M.D.C. Armor Rating: 10
- Horror Factor: 14
- Combat Skills: 4 attacks per melee, +2 to strike, +6 to parry, +2 to dodge, and +2 to roll with
punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 1D6 M.D. with a W.R. (Weapon Rating) of 7, a power punch inflicts 2D6 M.D.
with a W.R. of 7, but counts as two attacks, and a bite attack inflicts 1D4 M.D. with a W.R. of 6. Weapon
Ratings already include bonus from supernatural PS attribute. See Mega-Damage
Properties for more details on M.D.C. Weapon Ratings and M.D.C. Armor Ratings.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the flowstone creature is immune to all mind altering magic spells and psionic
powers. Also, the construct is immune to all toxins, poisons, and diseases both magical and non-magical.
The construct is impervious to normal fire and cold and suffers only half damage from magical and
mega-damage cold and fire attacks (including plasma).
- Regeneration:
The flowstone creature can regenerate in one of two ways. The first way is to directly absorb a chunk
of flowstone, and for each pound (0.5 kg) absorbed in this manner will repair 2 points of M.D.C. is
restored. The second way is to be in direct contact with solid rock, and for each melee spent in
contact with the rock, 1D4 M.D.C. is restored. The second method of regeneration requires the flowstone
creature be in contact with solid rock, not just dirt or sand, but solid rock.
- Offensive Nature:
With a single thought, the Flowstone Charger can begin a transformation from a primarily defensive
creature into a primarily offensive one. The transformation requires one melee action, but provides
the creature with incredible bonuses, although at a cost. Increase PS by +20, PP by +12, and Spd by
+20, add +2 attacks per melee, +4 to strike, and +2 to dodge (this includes bonuses from having a
high PP). A punch will now inflict 5D6 M.D. with a W.R. (Weapon Rating) of 12, a power punch inflicts
1D6x10 M.D. with a W.R. of 12, but counts as two attacks, and a bite attack inflicts 4D6 M.D. with a
W.R. of 11. Unfortunately, the creature loses 50% of its current M.D.C. and has a penalty of -3 to A.R.
and -4 to parry.
Flowstone Crusher
- Summoned by: Summon Medium Flowstone Creature
Illustration Ben Thompson. ©1995-2000 Wizards of the Coast, Inc.
The Flowstone Crusher is the closest thing to a flowstone tank available to the Stone Master. It is dedicated
to brute strength and, as its name would suggest, crushing its targets. It is a large creature, although still
no where near the size of a Flowstone Shambler, but matching its immense strength. When used in large numbers,
a group of Crushers is as unstoppable as a group of modern tanks. Unlike the other flowstone creatures, the
Flowstone Crusher does not have any special abilities besides its immense strength and durability.
- Racial Type: Magical Construct - Flowstone
- Attributes:
- I.Q.: 7
- P.S.: 45 (supernatural)
- P.P.: 6
- Spd: 35 mph (56.3 km/h)
- Size: 10' (3.1 m) high and 25' (7.6 m) long.
- Weight: 10 tons (9.1 metric tons)
- M.D.C.: 750
- M.D.C. Armor Rating: 9
- Horror Factor: 14
- Combat Skills: 4 attacks per melee, +2 to strike, +6 to parry, +2 to dodge, and +2 to roll with punch,
fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 6D6 M.D. with a W.R. (Weapon Rating) of 14 and a power punch inflicts 2D4x10
M.D. with a W.R. of 14, but counts as two attacks. Weapon Ratings already include bonus from supernatural PS
attribute. See Mega-Damage Properties for more details on M.D.C. Weapon
Ratings and M.D.C. Armor Ratings.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the flowstone creature is immune to all mind altering magic spells and psionic
powers. Also, the construct is immune to all toxins, poisons, and diseases both magical and non-magical.
The construct is impervious to normal fire and cold and suffers only half damage from magical and
mega-damage cold and fire attacks (including plasma).
- Regeneration:
The flowstone creature can regenerate in one of two ways. The first way is to directly absorb a chunk
of flowstone, and for each pound (0.5 kg) absorbed in this manner will repair 2 points of M.D.C. is
restored. The second way is to be in direct contact with solid rock, and for each melee spent in
contact with the rock, 1D4 M.D.C. is restored. The second method of regeneration requires the
flowstone creature be in contact with solid rock, not just dirt or sand, but solid rock.
Flowstone Golem
- Summoned by: Summon Lesser Flowstone Creature
Illustration Joel Biske. ©1995-1997 Wizards of the Coast, Inc.
The Flowstone Golems are the basic fighting force of a Stone Master that specializes in Flowstone Magic. These
simple minded troops operate identically to normal golems, except they are made from magical flowstone, giving
them additional strength and protection. The Flowstone Golem has the ability to increase its size and strength,
but by doing so, it becomes much easier to destroy and can even damage itself when it moves.
- Racial Type: Magical Construct - Flowstone
- Attributes:
- I.Q.: 6
- P.S.: 33 (supernatural)
- P.P.: 10
- Spd: 6
- Size: 9' (2.7 m) tall
- Weight: 3 tons (2.7 metric tons)
- M.D.C.: 250
- M.D.C. Armor Rating: 7
- Horror Factor: 13
- Combat Skills: 3 attacks per melee, +3 to strike, +3 to parry, and +1 to roll with punch, fall, and
impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 4D6 M.D. with a W.R. (Weapon Rating) of 11 and a power punch inflicts 1D4x10
M.D. with a W.R. of 11, but counts as two attacks. Weapon Ratings already include bonus from supernatural PS
attribute. See Mega-Damage Properties for more details on M.D.C. Weapon
Ratings and M.D.C. Armor Ratings.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the flowstone creature is immune to all mind altering magic spells and psionic
powers. Also, the construct is immune to all toxins, poisons, and diseases both magical and non-magical.
The construct is impervious to normal fire and cold and suffers only half damage from magical and
mega-damage cold and fire attacks (including plasma).
- Regeneration:
The flowstone creature can regenerate in one of two ways. The first way is to directly absorb a chunk
of flowstone, and for each pound (0.5 kg) absorbed in this manner will repair 2 points of M.D.C. is
restored. The second way is to be in direct contact with solid rock, and for each melee spent in
contact with the rock, 1D4 M.D.C. is restored. The second method of regeneration requires the
flowstone creature be in contact with solid rock, not just dirt or sand, but solid rock.
- Increase Size and Strength:
By drawing on the rock around it, the Flowstone Golem can increase its size and its strength. Each
time the Golem grows its gains +1' (+0.3 m) in height and its PS increases by +1. Unfortunately,
each time it grows, it loses 10 M.D.C. and the chance that it will take damage from a dodge or a
parry increases by 5%.
Flowstone Hellion
- Summoned by: Summon Flowstone Hellion
Illustration Daren Bader. ©1995-1998 Wizards of the Coast, Inc.
The Flowstone Hellion is a huge and powerful creature. Its long, multi-tentacle body is incredibly powerful and
its keen intelligence would make it a formidable foe even without its physical strength. The creature has a large
and complex brain that allow it to perform multiple tasks simultaneously, which allows it to direct each of its
many tentacles against different targets at the same time. The one weakness of the Flowstone Hellion is its
relatively slow movement and its weakness against physical attacks. Fortunately for a Stone Master, most opponents
that face a Flowstone Hellion do not last long enough to take advantage of its weaknesses.
- Racial Type: Magical Construct - Flowstone
- Attributes:
- I.Q.: 16
- P.S.: 46 (supernatural)
- P.P.: 12
- Spd: 15 mph (24.1 km/h)
- Size: 15' (4.6 m) tall and wide and 100' (30.5 m) long.
- Weight: 100 tons (90.7 metric tons)
- M.D.C.:
- Tentacles - 200 each
- Main Body - 2000
- M.D.C. Armor Rating:
- Wall - 8
- Flowstone Tentacles - 12
- Horror Factor: 18
- Combat Skills: 6 attacks per melee for its main body and an additional +2 attacks per tentacle,
+10 to strike, +10 to parry, +4 to dodge, and +2 to roll with punch, fall, and impact. Includes attribute
bonuses, if applicable.
- Damage: A body slam inflicts 6D6 M.D. with a W.R. (Weapon Rating) of 15, a bit attack inflicts
2D4x10 M.D. with a W.R. (Weapon Rating) of 16, a tentacle strike inflicts 5D6 M.D. with a W.R. of 12, and
a power tentacle strike inflicts 1D6x10 M.D. with a W.R. (Weapon Rating) of 13, but counts as two attacks.
Weapon Ratings already include bonus from supernatural PS attribute. See Mega-Damage
Properties for more details on M.D.C. Weapon Ratings and M.D.C. Armor Ratings.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the flowstone creature is immune to all mind altering magic spells and psionic
powers. Also, the construct is immune to all toxins, poisons, and diseases both magical and non-magical.
The construct is impervious to normal fire and cold and suffers only half damage from magical and
mega-damage cold and fire attacks (including plasma).
- Regeneration:
The flowstone creature can regenerate in one of two ways. The first way is to directly absorb a chunk
of flowstone, and for each pound (0.5 kg) absorbed in this manner will repair 5 points of M.D.C. is
restored. The second way is to be in direct contact with solid rock, and for each melee spent in
contact with the rock, 2D4 M.D.C. is restored. The second method of regeneration requires the
flowstone creature be in contact with solid rock, not just dirt or sand, but solid rock.
- Tentacles:
The hellion has a large number of tentacles growing from its body, but it can increase the size and
length of the tentacles at will by moving the flowstone in its body around. The base number of
tentacles on the hellion's body is 30, each with a length of 6' (1.8 m). The number of tentacles
can be increased at will, but the creation of each new tentacle reduces the hellion's main body by
50 points. Also, the length of a tentacle can be increased at will. By reducing the M.D.C. of a
tentacle by one point, a tentacle will grow 1' (0.3 m). The positions of the tentacles can be changed
whenever the hellion desires, so an attacker initially facing a single tentacle could suddenly face
all thirty tentacles an instant later. The tentacles are completely prehensile, allowing them to
pick up objects and use them, but the Hellion would not think of picking up a weapon and using it
without a command from its creator.
Flowstone Mauler
- Summoned by: Summon Greater Flowstone Creature
Illustration Paolo Parente. ©1995-1998 Wizards of the Coast, Inc.
With the sole exception of the Flowstone Hellion, the Mauler is the most powerful Flowstone Creature available
to a Stone Master. Like the Flowstone Crusher, the mauler has no special abilities beyond its incredible combat
abilities and an increased rate of regeneration. The mauler is truly the perfect companion for any Stone Master.
The mauler's high intelligence allows it to plan complex strategies, follow detailed instructions, and recognize
different targets from past experiences.
- Racial Type: Magical Construct - Flowstone
- Attributes:
- I.Q.: 10
- P.S.: 22 (supernatural)
- P.P.: 18
- Spd: 80 mph (128.7 km/h)
- Size: 4' (2.4 m) tall and 10' (3.1 m) long.
- Weight: 8 tons (7.3 metric tons)
- M.D.C.: 1100
- M.D.C. Armor Rating: 8
- Horror Factor: 16
- Combat Skills: 6 attacks per melee, +8 to strike, +5 to parry, +6 to dodge, +6 to auto-dodge, and
+6 to roll with punch, fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A claw strike inflicts 1D4x10 M.D. with a W.R. (Weapon Rating) of 13, a power claw strike
inflicts 2D4x10 M.D. with a W.R. of 13, but counts as two attacks, and a bite attack inflicts 6D6 M.D. with
a W.R. of 15. Weapon Ratings already include bonus from supernatural PS attribute. See
Mega-Damage Properties for more details on M.D.C. Weapon Ratings and M.D.C.
Armor Ratings.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the flowstone creature is immune to all mind altering magic spells and psionic
powers. Also, the construct is immune to all toxins, poisons, and diseases both magical and non-magical.
The construct is impervious to normal fire and cold and suffers only half damage from magical and
mega-damage cold and fire attacks (including plasma).
- Regeneration:
The flowstone creature can regenerate in one of two ways. The first way is to directly absorb a chunk
of flowstone, and for each pound (0.5 kg) absorbed in this manner will repair 5 points of M.D.C. is
restored. The second way is to be in direct contact with solid rock, and for each melee spent in
contact with the rock, 2D4 M.D.C. is restored. The second method of regeneration requires the
flowstone creature be in contact with solid rock, not just dirt or sand, but solid rock.
Flowstone Overseer
- Summoned by: Summon Medium Flowstone Creature
Illustration Andrew Goldhawk. ©1995-2000 Wizards of the Coast, Inc.
The Flowstone Overseer is unique among the flowstone creatures because it possesses near Human-like intelligence
and is capable of formulating complex plans and strategies. As such, it is often used as a personal assistant to
many Stone Masters and its ability to command and direct other flowstone creatures, allowing a Stone Master to
create even more flowstone creatures, make it a prized part of any flowstone creature army. Not too formidable in
personal combat, the Overseer prefers to hang back while the creatures under its control do all of the necessary
fighting.
- Racial Type: Magical Construct - Flowstone
- Attributes:
- I.Q.: 10
- P.S.: 18 (supernatural)
- P.P.: 12
- Spd: 20
- Size: 7' (2.1 m) tall
- Weight: 2 tons (1.8 metric tons)
- M.D.C.: 350
- M.D.C. Armor Rating: 7
- Horror Factor: 12
- Combat Skills: 4 attacks per melee, +2 to strike, +2 to parry, +2 to dodge, and +2 to roll with punch,
fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 1D6 M.D. with a W.R. (Weapon Rating) of 8 and a power punch inflicts 2D6 M.D.
with a W.R. of 8, but counts as two attacks. Weapon Ratings already include bonus from supernatural PS
attribute. See Mega-Damage Properties for more details on M.D.C. Weapon
Ratings and M.D.C. Armor Ratings.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the flowstone creature is immune to all mind altering magic spells and psionic
powers. Also, the construct is immune to all toxins, poisons, and diseases both magical and non-magical.
The construct is impervious to normal fire and cold and suffers only half damage from magical and
mega-damage cold and fire attacks (including plasma).
- Regeneration:
The flowstone creature can regenerate in one of two ways. The first way is to directly absorb a chunk
of flowstone, and for each pound (0.5 kg) absorbed in this manner will repair 2 points of M.D.C. is
restored. The second way is to be in direct contact with solid rock, and for each melee spent in
contact with the rock, 1D4 M.D.C. is restored. The second method of regeneration requires the
flowstone creature be in contact with solid rock, not just dirt or sand, but solid rock.
- Control Flowstone Creatures:
The main ability of the Overseer is its ability to independently control Flowstone Creatures, although
it still has to be controlled by a Stone Master. Each Overseer has one control slot per level of
experience of the Stone Master at the moment the Overseer was created. If the Stone Master gains new
levels after the Overseer was created, its ability to control creatures does not increase, a new
Overseer would have to be created to take advantage of the Stone Master's higher level of experience.
A Lesser Flowstone Creature requires half a control slot, a Medium Flowstone Creature requires one
control slot, and a Greater Flowstone Creature requires two control slots. For example, an 8th level
Stone Master could create an Overseer that could control up to 16 Lesser Flowstone Creatures, 8 Medium
Flowstone Creatures, or 4 Greater Flowstone Creatures, or a combination thereof.
Flowstone Salamander
- Summoned by: Summon Lesser Flowstone Creature
Illustration Daniel Gelon. ©1995-1997 Wizards of the Coast, Inc.
The Flowstone Salamander is an interesting creature, even though the Stone Master specializes in stone and the
earth, the Salamander is a creature that specializes in fire and heat. With its fire abilities, the Salamander
provides the Stone Master with an additional edge that many enemies may not be expecting. While still not very
intelligent, the Salamander is slightly smarter then the average Golem and can determine that it should attack
an enemy attacking its master, even if it has not been ordered to attack.
- Racial Type: Magical Construct - Flowstone
- Attributes:
- I.Q.: 8
- P.S.: 12 (supernatural)
- P.P.: 22
- Spd: 30
- Size: 6" (15.2 cm) high and 4' (1.2 m) long (from the tip of its nose to the end of its tail).
- Weight: 500 lbs (226.8 kg)
- M.D.C.: 150
- M.D.C. Armor Rating: 8
- Horror Factor: 11
- Combat Skills: 5 attacks per melee, +6 to strike, +4 to parry, +6 to dodge, and +3 to roll with punch,
fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A claw strike inflicts 1D6 M.D. with a W.R. (Weapon Rating) of 7, a power claw strike inflicts
2D6 M.D. with a W.R. of 7, but counts as two attacks, and a bite attack inflicts 2D6 M.D. with a W.R. of 8. Weapon
Ratings already include bonus from supernatural PS attribute. See Mega-Damage
Properties for more details on M.D.C. Weapon Ratings and M.D.C. Armor Ratings.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the flowstone creature is immune to all mind altering magic spells and psionic
powers. Also, the construct is immune to all toxins, poisons, and diseases both magical and non-magical.
The construct is impervious to normal fire and cold and suffers only half damage from magical and
mega-damage cold and fire attacks (including plasma).
- Regeneration:
The flowstone creature can regenerate in one of two ways. The first way is to directly absorb a chunk
of flowstone, and for each pound (0.5 kg) absorbed in this manner will repair 2 points of M.D.C. is
restored. The second way is to be in direct contact with solid rock, and for each melee spent in
contact with the rock, 1D4 M.D.C. is restored. The second method of regeneration requires the
flowstone creature be in contact with solid rock, not just dirt or sand, but solid rock.
- Extreme Heat:
The Flowstone Salamander can increase its body temperature to extreme levels, which allows it to
cause additional damage from all of its attacks. Increasing its body temperature requires one melee
action and causes +2D6 M.D. points of damage and +1 to the W.R. of the attack. The Stone Master that
created the salamander can touch it without suffering any damage from the extreme heat. The heat
from the salamander can also be used to melt through materials or start fires. Even touching the
salamander will cause 5D6 S.D.C. to a normal creature or 1D6 M.D. to M.D.C. materials or supernatural
creatures.
- Plasma Saliva:
The Flowstone Salamander can excrete a plasma-like substance from its mouth, which it can use to
increase the damage from a bite attack or to spit at a target as a projectile weapon. If used in
conjunction with a bite, the attack will cause an additional 3D6 M.D. and has +2 to the W.R. of the
attack. If used as a projectile, the plasma will cause 2D6+3 M.D. with a W.R. of 8 and has a range
of 200' (61 m), and has a bonus of +2 to strike.
Flowstone Shambler
- Summoned by: Summon Lesser Flowstone Creature
Illustration Jim Nelson. ©1995-1998 Wizards of the Coast, Inc.
The Flowstone Shambler is a large, lumbering form of land transportation available to a Stone Master that
specializes in Flowstone Magic. The Stone Master, along with several companions, travels inside the belly
of the giant creature, while the creature will travel across the countryside at its own pace. Initially
considered a leisurely way to travel, the Atlanteans quickly learned that a large number of troops protected
within the bellies of the Shamblers can move across great distances more easily then conventional means.
- Racial Type: Magical Construct - Flowstone
- Attributes:
- I.Q.: 6
- P.S.: 40 (supernatural)
- P.P.: 8
- Spd: 30 mph (48.3 km/h)
- Size: 50' (15.2 m) high and 80' (24.4 m) long.
- Weight: 25 tons (22.7 metric tons)
- M.D.C.: 650
- M.D.C. Armor Rating: 9
- Horror Factor: 12
- Combat Skills: 2 attacks per melee and +2 to strike. Includes attribute bonuses, if applicable.
- Damage: A punch inflicts 5D6 M.D. with a W.R. (Weapon Rating) of 13 and a power punch inflicts 1D6x10
M.D. with a W.R. of 13, but counts as two attacks. Weapon Ratings already include bonus from supernatural PS
attribute. See Mega-Damage Properties for more details on M.D.C. Weapon
Ratings and M.D.C. Armor Ratings.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the flowstone creature is immune to all mind altering magic spells and psionic
powers. Also, the construct is immune to all toxins, poisons, and diseases both magical and non-magical.
The construct is impervious to normal fire and cold and suffers only half damage from magical and
mega-damage cold and fire attacks (including plasma).
- Regeneration:
The flowstone creature can regenerate in one of two ways. The first way is to directly absorb a chunk
of flowstone, and for each pound (0.5 kg) absorbed in this manner will repair 2 points of M.D.C. is
restored. The second way is to be in direct contact with solid rock, and for each melee spent in
contact with the rock, 1D4 M.D.C. is restored. The second method of regeneration requires the
flowstone creature be in contact with solid rock, not just dirt or sand, but solid rock.
- Traveling Amenities:
The belly of the Flowstone Shambler is designed and shaped as the Stone Master that created it sees
fit. The internal cavity is spacious enough to provide room for five people to have their own private
rooms, along with a general meeting room, a storage room, and a limited kitchen. As long as the
Shambler maintains its connection with the ground, the kitchen facility can provide an unlimited
amount of clean drinking water and the Shambler can absorb food by stepping on it, such as stepping
on a deer or by walking though a farmer's field. Food absorbed in this manner can be stored in the
Shambler and delivered to the Stone Master whenever food is requested. Food stored in such a manner
is preserved completely by the magic in the creature. The cavity magically creates the breathable
air for the people traveling inside the Shambler and an entranceway can be opened upon the request
of the Stone Master. The internal volume of the Shambler can also be used to carry just cargo, and
up to 5 tons (4.5metric tons) can be carried in such a manner. A common tactic is for a Stone Master
to use several Shambler's to carry a large amount of flowstone for use when the Stone Master is no
where near a large supply of rock.
Flowstone Wyvern
- Summoned by: Summon Greater Flowstone Creature
Illustration Stephen Daniele. ©1995-1997 Wizards of the Coast, Inc.
The Flowstone Wyvern is the only flowstone creature that can fly. While this may seem strange, having a creature
made of very dense, magical stone that can fly, it does allow for some very interesting abilities and tactics,
such as a dive bomb attack. While not as powerful in combat as the Flowstone Mauler, these creatures have a
versatility that is virtually unmatched. Each Wyvern is as intelligent as a Flowstone Mauler and is capable of
created strategies and remembering previous targets.
- Racial Type: Magical Construct - Flowstone
- Attributes:
- I.Q.: 10
- P.S.: 18 (supernatural)
- P.P.: 22
- Spd: 20 on land and 200 mph (321.9 km/h) flying
- Size: 10' (3.1 m) tall and 80' (24.4 m) long.
- Weight: 15 tons (13.6 metric tons)
- M.D.C.: 950
- M.D.C. Armor Rating: 8
- Horror Factor: 16
- Combat Skills: 5 attacks per melee, +8 to strike, +7 to parry, +8 to dodge, and +6 to roll with punch,
fall, and impact. Includes attribute bonuses, if applicable.
- Damage: A claw strike inflicts 5D6 M.D. with a W.R. (Weapon Rating) of 11, a power claw strike inflicts
1D6x10 M.D. with a W.R. of 11, but counts as two attacks, a bite attack inflicts 5D6 M.D. with a W.R. of 12, a
tail strike inflicts 3D6 M.D. with a W.R. of 8, and a falling body slam attack inflicts 2D6x10 M.D. with a W.R.
of 13. Weapon Ratings already include bonus from supernatural PS attribute. See Mega-Damage
Properties for more details on M.D.C. Weapon Ratings and M.D.C. Armor Ratings.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Magical Immunities:
As a magical construct, the flowstone creature is immune to all mind altering magic spells and psionic
powers. Also, the construct is immune to all toxins, poisons, and diseases both magical and non-magical.
The construct is impervious to normal fire and cold and suffers only half damage from magical and
mega-damage cold and fire attacks (including plasma).
- Regeneration:
The flowstone creature can regenerate in one of two ways. The first way is to directly absorb a chunk of
flowstone, and for each pound (0.5 kg) absorbed in this manner will repair 5 points of M.D.C. is restored.
The second way is to be in direct contact with solid rock, and for each melee spent in contact with the
rock, 2D4 M.D.C. is restored. The second method of regeneration requires the flowstone creature be in
contact with solid rock, not just dirt or sand, but solid rock.
- Breath Weapon:
The wyvern has the ability to spray a line of fast moving flowstone. This stone will damage a target upon
contact, but will also cover it completely after two breath attacks, for a human-sized opponent. Being
hit by the flowstone will cause 4D6 M.D. with a W.R. of 7, but after the first attack, the opponent is
partially covered by solid mega-damage rock. This rock greatly impairs movement, causing the following
penalties: the target loses half of their attacks per melee and is -3 to parry, -10 to dodge, and cannot
perform any special attacks that require quick movement. The second attack will only cause half damage,
but the target will be completely covered by flowstone and will have to break out of it or suffocate, if
not protected by environmental body armor. Large targets can be covered as well, but they will require
more breath attacks based on their size in comparison to an average human. For example, someone in power
armor that stands 10' (3.1 m) tall would require three breathe attacks, with the penalties occurring
after the first attack, but the target will not be fully covered until the last attack. Due to the nature
of the attack, the wyvern can only use this attack a total of thirty times before it needs to absorb 3
tons (2.7 metric tons) of flowstone to replenish itself.
- Riding Mount:
The Wyvern can be modified at any time by the Stone Master to allow it to accommodate a rider on its back.
After sitting down on the top of the dragon, the flowstone will wrap itself around the lower body of the
rider, preventing the rider from falling out while the wyvern is flying, even if the wyvern flips
upside-down.