Uintal

(Generated 0 times)
Namelist None
Tags
Glorantha
Pamaltela
River
Umathela
Rank Novice
Race Rhino
Cult rank None
Notes Anaxial's Annex.These clumsy, rhino-sized creatures are amongst the ugliest non-chaotic animals in Pamaltela. They are hairless, with greyish-brown skin and stubby toes. The long head has three pairs of bony lumps resembling rounded horns. Unlike most other herbivores, they also have a pair of stabbing canines projecting from their upper jaw. They are generally solitary animals, with the single calf staying with the mother only until it is replaced by a younger sibling. They prefer not to travel too far from rivers or other large sources of water. Combat Tactics: Uintals are bad tempered beasts, and will lash out at any other creature which approaches them, especially if they are protecting a calf. However, their bravery does not match their temper, and they will lumber away from any serious threat. If cornered, or if their calf is threatened, they will react with fury, and first try to frighten away the predator with loud grunts and by stomping the ground with their feet. If this fails, they will butt the attacker to knock it to the ground so that they can trample over it. Although their tusks look formidable, they are rarely used in combat.
Creatorhkokko
Stats
STR 3d6+22
CON 3d6
SIZ 3d6+22
DEX 2d6
INT 2d6+3
POW 3d6
CHA
D20Hit locationArmor
01-03 Right Hind leg 3
04-06 Left Hind Leg 3
07-09 Hindquarters 3
10-12 Forequarters 3
13-15 Right Front Leg 3
16-18 Left Front Leg 3
19-20 Head 3
Attributes
Movement 8
Natural armor No

Non-random features

ListFeature
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 ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner

Standard skills

Athletics STR+DEX Brawn STR+SIZ Endurance CON+CON+50+2D10
Evade DEX+DEX Perception INT+POW+30+2D10 Willpower POW+POW+20

Combat styles

Gore & TrampleSTR+DEX+30

Weapon options

1-handed weapons

Amount: 2
Gore (1)
Trample (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Gore 1h-melee 1d8 L M - Y N 5 8
Trample 1h-melee 1d12 H T - Y N 5 0