Snagarl (Sea Wolf)

(Generated 36 times)
Namelist None
Tags
Glorantha
Sea
Rank Novice
Race Snagarl (Sea Wolf)
Cult rank None
Notes Snagarl are vicious carnivores with the forequarters of wolves and the hindquarters of sharks. Unlike land wolves, they are solitary hunters, although they sometimes hunt in packs of up to four individuals. They display considerable cunning, avoiding clearly superior foes unless desperately hungry. They eat a variety of fish, and swim in most Gloranthan oceans, although they are more common in the east. Snagarl must breathe air at least once per hour. Snagarl are often tamed by malasps, some groups of which have even have created special breeds. Such breeds specialize in a particular attribute, such as greater strength. The malasps generally use snagarl as hunting or war beasts; where malasps are common, snagarl are far more likely to be encountered with them than on their own. The snagarl were born in the Darkness when a pack of wolves fought a school of sharks in an atmosphere that was equally wet and dry. The losers agreed to bear the children of the winners, and these animals were the result.Tactics: Snagarl pounce on their targets from ambush, augmenting their Bite attack with their Ambush ability. They sometimes leap from the water to grab a seal sunning itself on a rock, grabbing the animal in their jaws and dragging them underwater. Note that they cannot use their Scent Prey ability underwater. Snagarl attack with a bite to the fins, tail, or other exposed parts of an animal, attempting to cripple it so that they can close for the kill. Although they will use their claws in defense, they rarely attack prey or foes with them. - Glorantha.com
Creatorhkokko
Stats
STR 3d6+10
CON 2d6+6
SIZ 3d6+8
DEX 3D6
INT 5
POW 3D6
CHA
D20Hit locationArmor
01-04 Tail 1
05-08 Hindquarters 1
09-14 Forequarters 1
15 Right Frontleg 1
16 Left Frontleg 1
17-20 Head 1
Attributes
Movement 2 (8 swimming)
Natural armor Yes

Non-random features

ListFeature
Ability ***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (RQ6: pg 312-316)
Ability ***Diving Strike*** Increases both the Size of the attack and the creature’s Damage Modifier by one step, for this attack only. Once per round. Must be at least one full round of Movement above its target (or possibly below if submerged) in order to use the diving strike.
Ability ***Amphibious*** Can breathe both underwater and on dry land
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness. (RQ6: pg 312-316)

Standard skills

Athletics STR+DEX+4d10+40 Brawn STR+SIZ+2d10+30 Endurance CON+CON+2d10
Evade DEX+DEX+2d10+20 Perception INT+POW+4d10+20 Stealth DEX+INT+4d10
Swim STR+CON+4d10+40 Willpower POW+POW+2d10

Professional skills

Survival CON+POW+5d10 Track INT+CON+5d10

Combat styles

Teeth From the Sea (Bite)STR+DEX+5d10

Weapon options

1-handed weapons

Amount: 1
Bite (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 1d6 M M - grip,Bleed Y Y 0 0 Head