Island Lizard, Medium Size

(Generated 18 times)
Namelist None
Tags
Rank Novice
Race Island Lizard
Cult rank None
Notes Lizard straight out of Skull Island
Creatorhkokko
Stats
STR 2d6+21
CON 2d6+15
SIZ 4d6+25
DEX 2d6+8
INT 2d6+2
POW 3d6
CHA
D20Hit locationArmor
01-03 Tail 8
04-05 Right Leg 8
06-07 Left Leg 8
08-11 Abdomen 8
12-17 Chest 8
18-20 Head 8
Attributes
Movement 6
Natural armor Yes

Non-random features

ListFeature
Ability ***Blood Sense*** Traces of blood can be sensed at a distance of half its INS in kilometers. (RQ6: pg 312-316)
Ability ***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic.
Ability ***Engulfing*** The max size of victim is figured as half the creature’s own SIZ, but may be less than this depending on the creature’s physiology. Engulfed victim suffers at least one damage roll based on the creature’s bite attack before being swallowed – the time spent chewing depends on the creature and how sensitive its innards are. If still alive a swallowed victim will begin to suffocate. Often victim lacks the mobility to move inside the digestive tract or the creature is so large that he will die long before he can cut its way out.
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (RQ6: pg 312-316)
Ability ***Area Attack*** Creature or plant of suitable size can sweep or stomp multiple foes, its attack roll being simultaneously applied to everyone within reach of the body part used to make the attack.
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.
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.

Standard skills

Athletics STR+DEX+6d10+40 Brawn STR+SIZ+6d10+40 Endurance CON+CON+6d10+40
Evade DEX+DEX+40 Perception INT+POW+2d10+40 Stealth DEX+INT+40
Swim STR+CON+40 Willpower POW+POW+40

Professional skills

Track INT+CON+40

Combat styles

Rend BloodilySTR+DEX+40

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Tail Lash (Area) (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 0 H L - Grip, Impale Y Y 0 0 Head
Tail Lash (Area) 1h-melee 1d6 H VL - Bash, Stun Location Y Y 0 0 Tail