Charnjibber - Mid season

(Generated 14 times)
Namelist None
Tags
Aig
Chaos
Errinoru
Glorantha
Pamaltela
Rank Skilled
Race Charnjibber - Mid Season
Cult rank None
Notes AiG GB pg 14-15. Charnjibber that has eaten a lion. Tries to Grapple with tentacles. Cannot be incapacitated or made unconscious. If hitpoints 0 then lies still for a few days while evolving to the previous form of prey. Dissolving/burning just delays. Hacking a part devolves each limb separately. POWx3 to have a Chaos Feature, roll again and add new Chaos Feature until roll goes above POWx3. Usually solitary + 2 AP due to Tentacles
Creatorhkokko
Stats
STR 2d6+12
CON 3d6
SIZ 2d6+15
DEX 3d6+6
INT 7
POW 2d6+12
CHA
D20Hit locationArmor
01-02 Right Hind leg 1
03 Left Hind Leg 1
04-05 Tentacle 1 1
06-07 Hindquarters 1
08-09 Tentacle 2 1
10 Forequarters 1
11-12 Tentacle 3 1
13-14 Tentacle 4 1
15-16 Left Wing 1
17-19 Head 1
20 Tentacle 5 1
Attributes
Movement 8
Natural armor Yes

Additional features

FeatureProbability
Chaotic feature POW% View items
Chaotic feature POW+POW+POW% View items
Chaotic feature POW+POW+POW% View items
Chaotic feature POW+POW+POW% View items

Non-random features

ListFeature
Ability ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat
Ability ***Indefatigable*** Immune to detrimental effects of Serious Wounds and any Major Wounds to non-vital Hit Locations. Can be incapacitated by a Major Wound to head, torso or some other significant body part
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 ***Chaos Aura*** Tainted by the Chaos rune and other Chaotic creatures can sometimes recognise this. When encountering a creature of Chaos, it can attempt a Willpower roll. If successful, the creature will not be attacked by its enemy, so long as it does not take any hostile action.
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness. (RQ6: pg 312-316)
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (RQ6: pg 312-316)

Standard skills

Athletics STR+DEX+3D10 Brawn STR+SIZ+10+2D10 Endurance CON+CON+10+2D10
Evade DEX+DEX+10+2D10 Perception INT+POW+20+2D10 Willpower POW+POW+30+2D10

Combat styles

King of the Beasts - MutatedSTR+DEX+20+2D10

Weapon options

1-handed weapons

Amount: 3
Tentacle (1)
Bite (1)
Claw (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
Tentacle 1h-melee 0 L M - Grip, Take Weapon Y Y 1 12 Tentacle
Bite 1h-melee 1d8 L L - Bleed Y Y 1 12 Head
Claw 1h-melee 1d6 M M - Bleed, Grip Y Y 1 12 Leg