MY BEASTIES
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The zik-trin-tik-tik are one of the rarer forms of zik-trin. They are employed as guardians in the Imperial Holdings of the Kreen Empire. A zik-trin-tik-tik stands as tall as 13 feet, and reaches up to eighteen feet in length. They are built similarly to tohr-kreen, but have ten limbs instead of six. The top pair of limbs are like kreen claws, longer and sharper, but still capable of manipulation. The four lower arms end in hinged claws, like those of thri-trin. A zik-trin-tik-tik has four legs, but each of these end in articulated claws with fully opposable digits.
These monsters can speak the tohr-kreen and zik-chil tongues, but they rarely waste words on anyone but their masters.
Combat: Zik-trin-tik-tik are guardians. They are programmed by the zik-chil to protect a given charge with every aspect of their insectile beings. Like all kreen races, zik-trin never sleep. With augmentations to its size, speed and ferocity, and the eerie capability to stand motionless by its ward for years on end, the zik-trin-tik-tik is the ultimate guardian.
Zik-trin-tik-tik use no melee weapons or kyorkcha. In close combat they have two effective attack modes. They may attack with two taloned hands (1d8+8), two hinged claws (3d6), and a venomous bite (1d8+1). Alternately, they may attack with all six limbs (1d8+8[x2]/3d6[x4]), but no bite.
All zik-trin-tik-tik possess the following abilities.
Leap: The zik-trin can leap 5 feet up or 10 feet forward. They cannot leap upwards. When leaping on an opponent, the zik-trin-tik-tik gains a +2 to attack. It brings all six limbs to bear, plus a pair of feet. This makes eight attacks in all (1d8+8[x4]/3d6[x4]).
Chatkcha: Zik-trin-tik-tik use neither chatkcha nor kyorkcha.
Venom: A bite delivers this venom. Anyone bitten must save vs paralysation. Failure results in paralysation for 2d6 rounds, and 20 points of damage from nerve shock.
Dodge missiles: Zik-trin-tik-tik dodge missiles on a roll of 13 or greater on d20.
Psionics: Few zik-trin-tik-tik are psionicists, as the conversion ruins their potential. Zik-trin-tik-tik do recieve all five defense modes (see The Complete Psionics Handbook).
Magical and Psionic Items: Zik-trin-tik-tik never possess magical or psionic items unless guarding them for its zik-chil master.
Zik-trin are resistant to magical and psionic interrogation.
Habitat/Society: Zik-trin-tik-tik are near-mindless automatons. While they possess reasoning power, their intelligence is only obvious when their charge is threatened, where upon they becoming the most cunning of killers. They are violent and enormous, and even the zik-chil find them to difficult to control. As such, these zik-trin are only created to guard the most valuable of empirical holdings.
Ecology: Zik-trin-tik-tik are terrifying to kreen and dra alike. Larger than half-giants and almost as strong, they are total masters of melee combat. If the zik-chil were to create enough of them, the G’lathuk would be almost unstoppable.
Somewhere beneath the detached zik-chil exterior, the kreen brains of these creatures feel a dim physical superiority over their peers. If they were to break free of control somehow they would almost surely turn on the tohr-kreen, and any other race to stand in their way.