CYCLOPTRON

NO. APPEARING: 2-12
ARMOR CLASS: 5
MOVE: 8
HIT DICE: 16d6
% IN LAIR: 25%
ATTACKS: 6-36 or special
ORIGINAL STOCK: Human
MUTATIONS: Taller, improved infravision,
radiated eye (special), transmutational
touch

In the mountainous regions of western
North America may be found the great
caverns of the folk known as the Cycloptrons.
These are human-descended beings
who stand an average of 6 meters in
height at adulthood. Their hair is a
bushy black, glossy in appearance, and
their skins are a dull silver-grey. Cycloptrons
are humanoid in shape, thickly
built and powerfully muscled.
The enormous weight they carry is well
supported by their skeletal systems,
because of the addition of a light metallic
alloy to the composition of their bones.
So much of their physiology requires
metallic elements that Cycloptrons frequently
make their own wells and reservoirs
underground and fill them with
specially developed metallic salts. Their
food is also heavily spiced with metallic
salts and materials.
Cycloptrons have only a single eye,

with a red-gold iris. Though they have
limited depth perception (and are -4 to
hit with thrown missiles), the larger eyeball
better enables them to see in the
infrared spectrum up to one kilometer

distance. Daylight causes them no discomfort.
Three times a day, a Cycloptron
may launch a ray of energy from its eye
against an opponent or opponents, with
the same ranges and scores ?to hit? as a
Fusion Rifle. Every time this ray strikes
an opponent, it will cause the loss of 1
point of physical strength and 1 point of
constitution (plus all attendant bonuses
and hit points) for 1-6 days. After this
time the lost points will be regained; but
note that if a victim is hit two or more
times, the duration of the strength and
constitution losses are cumulative. (Two
hits =2 points loss from each ability, for
2-12 days.) Should either the victim?s
physical strength or constitution score be
reduced to zero, he or she is slain. Otherwise,
the victim can survive the encounter,
and recuperation can eventually take
place.

Cycloptrons are able, by simply touching
something that is predominantly
metal, to draw the metallic elements out
of the object and effectively disintegrate
it. A Cycloptron can destroy 1 cubic meter
of metal in this fashion every round ?
and this power cannot be ?turned off.?
Clever merchants from other races will
trade old machinery parts to these beings
(for use by them as food) in exchange for
their services.

As a result of this metal-disintegrating
characteristic, Cycloptrons cannot use
robots or the like, and their technological
level is quite low. Cycloptrons energetically
avoid contact with duralloy and
radioactive elements; the former acts as an
intensity 15 poison if touched by one of
the creatures (doing 3d6 damage), and the
latter is greatly feared by all Cycloptrons
for religious reasons.


Template

FREQUENCY: Rare
NO. APPEARING: 1-
ARMOR CLASS: 4
MOVE: "
HIT DICE: 8
% IN LAIR: 30%
TREASURE TYPE: [C]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: