Impellion™

   The Impellions were created by the Dark Primes to serve
   their high priests.  They are very rare.  One Impellion
   is a traditional reward for destroying a large town
   or city.  They arrive in this world in the form
   of fist-sized eggs.

   They devour whatever they can, and
   grow to their full size in minutes.  They must eat
   large quantities of fresh prey to keep up their
   physical speed, slowing down somewhat if starved.

   They do not sleep.  They are almost like machines
   in the execution of their assigned tasks.  They
   do not like to talk to anyone but their master or
   mistress.  They do not possess emotions such as
   pride, affection, or anger.

   Their tails are equipped with heavy armor-piercing
   projectiles which they launch at their enemies.  As
   soon as one is fired, a new one starts to form, and is
   ready a second later.  Their scythe-claws cut
   through stone as if it were cake; they cut through
   an armored Furre as if they were made of warm
   butter!

   
Except for the tips of their four feet, their bodies disintegrate nearly anything touching them. They possess a psionic ability to appear to be in a location that is not where they are. The more magic a viewer possesses, the more pronounced this effect. Impellions can magically see through total darkness but not walls, so they try to avoid being in buildings or other structures that impede their vision. As if that was not enough to keep them alive, they are also the fastest self-regenerating creatures in all the Dragonlands. Because they require magic to live, they can not survive in the Olde World. It is fortunate that Impellions cannot breed, for they would quickly overrun the world if they did. Thanks to the gems set in their heads, they can see all around them, even in the dark, and they can never be surprised. They can sense evil as if it were music. They can be targetted through sonar and other discriminatory senses. It is also possible to hazard a guess as to where they are, by watching the prints of their feet in sand, their shadows, and similar indirect indicators. Impellions are immune to magic and psionics that attempt to affect them (such as setting them afire or mind-control). They are not immune to indirect use of magic, such as, setting a forest around them on fire or blowing at them with a gale-force wind. After they have been vanquished, Impellions are strangely forgotten, except by those who faced them directly in combat. Mage lore sometimes has scrolls with precious accounts of the encounter. It is written that one Impellion can destroy an army of four hundred Furres and their Dracosaur and Scarhawk mounts, mages included. Fighting one is invariably a matter involving kings, arch- mages, and even lords and ladies of supernatural courts. The reader of such lore could learn (for a time!) that a magical circle blocking out all magical energy formed around an Impellion will cause it to revert back into the inert egg. To awaken it again, it must be bathed in the blood of a dying innocent sentient Furre (a Wyrmme or Bugge will not suffice). Perhaps their greatest weakness is that they must obey the will of the one that awakened them. They are cunning but not geniuses; they rely on the wits of their superior. If that person is somehow removed, the Impellion will try to find a replacement patron on their own. PHYS: ? Hit Points: ? Move: ? DEFT: ? Attack ability with claws: ? INTL: ? Damage: ?/?/? Initiative: ?/?/? Damage 1 2 3 4 5 6 7 8 9 10 Armor: 3 vs Physical 0 1 2 2 4 4 6 6 8 8 4 vs Energy 0 1 1 2 3 4 5 6 7 8