Scissorhand by Matt
Large Aberration (Reptilian)
Hit Dice: 4d8 (14 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft.
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: Claw +3 melee, gore 0 melee
Damage: Claw 1d10+1, gore 1d4+0
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Sunlight vulnerability
Saves: Fort 0, Ref +4, Will +1
Abilities: Str 12, Dex 16, Con 9, Int 3, Wis 5, Cha 9
Skills: Climb +6, Move Silently +8

Environment: Temperate marsh,underground
Organization: Solitary, Pair, Company (2-5), Knot (5-20), or Nation (60+)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)


The mad elven wizard Quariil created many unusual creatures in his time, one of which is the scissorhand. Designed to be the ultimate guard for hordes of magical items, these creatures have since spread all across the land. Since they reproduce asexually they are multiplying at an alarming rate.

The Scissorhand is 7 feet tall and covered head to two with sickly yellow scales, it is thin and lithe, moving quickly and quietly. It has a pair of small horns on top of it's lizard like head, which it uses in battle to gore enemies. It's main feature is it's huge hands topped with claws the size of a longsword and twice as sharp. The Scissorhand requires little food, living off underground fungi, which it mainly uses to provide energy for reproduction. When relaxing the creature is hunched over, making it look smaller than it is, it's claws are retracted designed to make it look helpless. When in combad the Scissorhand rises to it's full height with it's claws outstretched. Scissorhands live in small groups known as knots it is rare but occasionally several knots come together to form a nation. They are not clever enough to organise good tactics but these creatures have a strong survival instinct which allows them to form these groups. Knots make their homes in dungeons, where there is an abundance of fungi and adventurers arriving with fresh treasure, which they adore. Especially if there is magic in the treasure.

Combat
In combat, a solitary scissorhand will attempt to move away from aggressive opponents while wielding their massive claws. In a group they are more dangerous, moving forward to crash through defense. Groups of Scissorhands kill any creatures they encounter, and fight to the death even agains overwhelming odds, although when only one is left they will attempt an escape.

Aberrations have darkvision with a range of 60 feet.


Sunlight Vulnerability (Ex) When in contact with intense natural light (eg sunlight or a daylight spell), Scissorhands have a -2 on all saving throws, a -2 to attacks and -3 to AC. They will also try and move away from bright light as though under the affects of a fear spell.

Society
Scissorhands form groups for protection and little else. These groups don't communicate in any way as the scissorhand has no language. As they where created through magic groups tend to form close to sources of powerful magic (eg the site of a potent magical item), in these cases the creatures will defend the magic to the best of their ability. Since they reproduce asexually they all share the same characteristics and are exactly the same in every way, there are no males or females. Scissorhands speak no language.

This creature has not yet been play tested.
This is not a kender type creature.

 



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