Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d12
Skills: Fighting d8, Climbing d12+4, Notice d10, Knowledge (Mathematics) d10, Knowledge (Philosophy) d10, Stealth d8, Throwing d6
Charisma: -; Pace: 4; Parry: 6; Toughness: 11 (3)
Edges: Level Headed, Scholar, Strong Willed
Special Abilities
• Armour +3: Natural armour.
• Bite: Str+d10.• Tentacles: Str+d6 Reach 4, Sweep, Grab.
• Low Light Vision: No penalties for dim or dark lighting.
• Looks like a Stalagmite: +4 to Stealth when impersonating a Stalagmite or Stalagtite.
• Darkvision: No vision penalties for darkness (range 12").
• Size +2: Increases Toughness by +2.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
"I myself find myself in broad agreement with the Stoic school despite occasional temptation towards Epicurianism. And you?"
Friday, 4 October 2013
Ankheg
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d10, Vigor d12
Skills: Acid Spit d6, Fighting d6, Climbing d8, Notice d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Special Abilities
• Armour +2: Chitin.
• Bite: Str+d6; Grab.
• Acid Spit: Ranged Attack Range 10/20/30 using Acid Spit skill. On a 1 on the Acid Spit roll the Ankheg is out of acid for the fight. Does 2d6 damage to targets under a small burst template and if not neutralised or washed off does an additional 2d4 damage the next round.
• Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Burrow: Can burrow and reappear within 5".
• Size +2: Increases Toughness by +2.
Skills: Acid Spit d6, Fighting d6, Climbing d8, Notice d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Special Abilities
• Armour +2: Chitin.
• Bite: Str+d6; Grab.
• Acid Spit: Ranged Attack Range 10/20/30 using Acid Spit skill. On a 1 on the Acid Spit roll the Ankheg is out of acid for the fight. Does 2d6 damage to targets under a small burst template and if not neutralised or washed off does an additional 2d4 damage the next round.
• Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Burrow: Can burrow and reappear within 5".
• Size +2: Increases Toughness by +2.
Charnel Grub
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7
Edges: Alertness, Combat Reflexes, Improved Sweep(using Tentacles)
Special Abilities
• Tentacles: Str+d4, Poison.
• Bite: Str+d6.
• Poison: Paralysis Poison, see SW:DEE p89.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
• Size +1: Increases Toughness by +1.
Skills: Fighting d6, Climbing d10, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7
Edges: Alertness, Combat Reflexes, Improved Sweep(using Tentacles)
Special Abilities
• Tentacles: Str+d4, Poison.
• Bite: Str+d6.
• Poison: Paralysis Poison, see SW:DEE p89.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
• Size +1: Increases Toughness by +1.
Cthton
Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d6, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Combat Reflexes
Special Abilities
• Armour +1: Scales
• Om nom nom: Str+d6.
• Pounce: Cthon often spring on their prey. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver however.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Burrow: Cthon can tunnel at a pace of 6"through earth, gravel and loose rock.
• Tremorsense: No vision penalties for darkness against non fliers.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d6, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Combat Reflexes
Special Abilities
• Armour +1: Scales
• Om nom nom: Str+d6.
• Pounce: Cthon often spring on their prey. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver however.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Burrow: Cthon can tunnel at a pace of 6"through earth, gravel and loose rock.
• Tremorsense: No vision penalties for darkness against non fliers.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
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