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: