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
|