Chengir

(Generated 20 times)
Namelist None
Tags
Errinoru
Glorantha
Jungle
Rank Skilled
Race Tiger
Cult rank None
Notes RQ6 pg 390. Some of Jaguar's children turned on their fellows, greedy for the best food and hunting places. The jaguars chased them into the darkest reaches of the jungle, where they fought amongst themselves instead. Where the jaguar is a symbol of power and majesty, the chengir is a creature of darkness and sudden violence. Chengir appear similar in size and appearance to jaguars, but with darker fur and larger spots. Their canine teeth are also much larger than those of most other cats, although not as large as those of the sabretooths. They hunt alone, only coming together to mate, and hunt in much the same manner as their jungle kin. Anaxial Annex
Creatorhkokko
Stats
STR 2d6+16
CON 2d6+6
SIZ 2d6+18
DEX 2d6+12
INT 2d6+6
POW 2d6
CHA
D20Hit locationArmor
01-02 Right Hind Leg 2
03-04 Left Hind Leg 2
05-07 Hindquarters 2
08-10 Forequarters 2
11-13 Right Front Leg 2
14-16 Left Front Leg 2
17-20 Head 2
Attributes
Movement 8
Natural armor Yes

Non-random features

ListFeature
Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
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
Ability ***Leaper*** The creature uses Leaping attacks as described on page 152 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking.
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness. (RQ6: pg 312-316)
Ability ***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted.

Standard skills

Athletics STR+DEX+40+-10 Brawn STR+SIZ+26+-10 Endurance CON+CON+44+-10
Evade DEX+DEX+26+-10 Perception INT+POW+40+-10 Stealth DEX+INT+30+5D10
Swim STR+CON+40+-10 Willpower POW+POW+44+-10

Custom skills

Track DEX+INT+30+4D10

Combat styles

Leaping Death (Teeth, Claws)STR+DEX+45

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Claws (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
Bite 1h-melee 1d8 L S - Grip, Impale Y Y 2 8 Head
Claws 1h-melee 1d6 L M - Bleed, Grip Y Y 2 8 Limb