The PCs captured and returned to town a thorker. They paid a sage for research on the critter, and this is what they got back.
Thorkers – probably more correctly called trorkers, are a form of hobgoblin with armored skin and nictitating membranes over their eyes. Their blood strongly resembles that of trolls. While they are definitely living creatures, they have traces of undead traits about them. The sages posit they are a strange mix of norker and troll, with infusions of the essence of wights.
- They are strongly magic resistant vs. wizardly and bardic magic. Sleep effects ignore this.
- Their touch paralyzes (resisted by HT), and direct skin contact isn’t needed.
- They’re exceeding hard to kill but sufficient damage will kill them.
- They shrug off a lot of injury (i.e. they have Damage Reduction) but this can be bypassed with fire, direct magical damage (like Dehydrate or Frostbite, for example), or using Affect Spirits.
- They regenerate quickly – slower than trolls, but only a little slower.
- They’re fearless and don’t seem to have any “human” reactions to anything – pain, included.
- They’re unaffected by poisons.
- They can see in the dark via Infravision.
Notes:
- Yes, they're inspired by Thouls from Basic D&D. I took them my own direction.
- The sleep effect was a thrown-in so they'd have some interesting weakness. I have a reason why that's the exception, but I doubt it'll be discovered. I always like the idea that you couldn't just get good mutations, you also get bad ones, in games like Gamma World. I like downsides to upsides.
No comments:
Post a Comment