(Generated 9 times)
Namelist None
Cloud forest
High plateau
Monster island
Rank Skilled
Race Ophidiodis
Cult rank None
Notes Regeneration (1HP/hour in every location) MI pg 255 Action points =+12
STR 2d6+6
CON 2d6+12
SIZ 2d6+18
DEX 2d6+15
INT 2d6+5
POW 2d6
D20Hit locationArmor
01-07 Body 1
08 Head 1 1
09 Head 2 1
10 Head 3 1
11 Head 4 1
12 Head 5 1
13 Head 6 1
14 Head 7 1
15 Head 8 1
16 Head 9 1
17 Head 10 1
18 Head 11 1
19 Head 12 1
20 Head 13 0
Movement 8
Natural armor No

Non-random features

Ability ***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic.
Ability ***Multi-Headed*** An additional Combat Action per extra head possessed beyond the first. These are lost as each individual head is incapacitated or severed. Provided one head remains active, the creature can still control its shared body. When a multi-headed crea- ture resists spells which affect emotions or intellect, it rolls individual saves for each still intact head.
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Ability ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Exotic Poison ***Ophidiodis Venom*** Application: Injected Potency: 60 Resistance: Willpower Onset time: 2d6 Minutes. Duration: Half the ophidiodis’s CON in days. Conditions: Hallucination and Mania. The mental effects of the poison come into play each time the victim encounters a new or stressful situation. For example they meet a suspicious looking traveller on the road they are fol- lowing or must cross a narrow rickety bridge over a chasm. In such circumstances the victim must make an unopposed test of their Willpower or suffer some delusional warping of their reality, which they are absolutely convinced is true. MI pg 256

Standard skills

Athletics STR+DEX+6D10 Brawn STR+SIZ+4D10 Endurance CON+CON+5D10
Evade DEX+DEX+6D10 Perception INT+POW+8D10 Stealth DEX+INT+4D10
Willpower POW+POW+6D10

Combat styles

Overwhelming Flurry (Bite, Ram)STR+DEX+6D10

Weapon options

1-handed weapons

Amount: 2
Bite (Poisonous) (1)
Ram (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite (Poisonous) 1h-melee 1d3 M M - Y N 1 9
Ram 1h-melee 1d6 H T - Y N 1 9