Parenling - Living Metal Being

(Generated 6 times)
Namelist None
Rank Master
Race Parenling
Cult rank None
Notes During the Green Age, some of the power of Grower, the ancient force of life spread into the solid rock and infected it. The result was the parenlings, living, breeding organisms made from inorganic metal. The mostali regard these creatures as foul abominations; intrusions of horrible life-force into their stable realm. Trolls, voralans and other subterranean beings generally ignore them, or else trap them to harvest their metal. A parenling appears as an elongated blob of pure metal, with tentacle-like pseudopodia extending from its body to serve as arms or legs. They have no eyes or other visible features, and seem to feel their way about by detecting vibrations and by sniffing out minerals with some unclassifiable sense. The most common parenlings are made from bronze, but lead, copper, tin and silver specimens are also known, and others rumoured. They graze on minerals in the rock, and are rarely encountered on the surface world; where they are it is only in the presence of bare rock, such as on high mountain peaks or plateaus. Parenlings can merge their body with solid rock, and flow through it, but they progress only at the agonisingly slow (to humans) rate of about one foot per minute. On a rocky surface, they can move freely, although they are still not particularly fast. Organic beings have little parenlings could want, so that the creatures are more likely to flee than to stand and fight. However, their ability to flow through rock is too slow to allow an escape, so that they can be cornered, forcing them to strike out with their mace-like limbs at their tormentors. They lay their eggs, cocooned in layers of tasty minerals, in deep concealed cracks and fissures, and as far away from dwarves or hungry trolls as possible. Dwarves will destroy parenlings on sight, given the opportunity. They are commonly found in packs of two to six individuals.
STR 3d6+20
CON 3d6+32
SIZ 4d6
DEX 2d6
D20Hit locationArmor
01-20 Body 8
Movement 3
Natural armor Yes

Non-random features

Ability ***Burrower*** Can tunnel through the specified ground type at its normal Movement rate
Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.
Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
Ability ***Construct*** Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the construct. Require no breath, food, water or any other requirement of life to function. No Willpower skill- immune to any form of mental or emotional domination. (Mythras Core 214-218)
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.

Standard skills

Athletics STR+DEX Brawn STR+SIZ+40+2D20 Endurance CON+CON+40+2D20
Evade DEX+DEX Perception INT+POW Unarmed STR+DEX
Willpower POW+POW

Combat styles


Weapon options

1-handed weapons

Amount: 1
Bash (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bash 1h-melee 1d8 M M - Y N 8 13