Kangu - The God That Walks

(Generated 42 times)
Namelist None
Tags
Monster island
Unique
Rank Master
Race Kangu - The God That Walks
Cult rank None
Notes A giant two-headed white ape of savage temperament, its muscular body sporting shaggy fur and overlong nails. Of all the deities, the ape god delights most in mindless destruction, tearing up trees or boulders to throw at oppo- nents. Kangu uses its fists as its primary attack, rending apart those who succumb to its grapples. Despite pos- sessing fearsome fangs, the bite is withheld for secondary attack.
Creatorhkokko
Stats
STR 40
CON 35
SIZ 70
DEX 7
INT 15
POW 75
CHA
D20Hit locationArmor
01-02 Right leg 15
03-04 Left leg 15
05-06 Abdomen 15
07-10 Chest 15
11-13 Right Arm 15
14-16 Left Arm 15
17-18 Right Head 15
19-20 Left Head 15
Attributes
Movement 8
Natural armor Yes

Non-random features

ListFeature
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)
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 ***Multi-Headed*** An additional Combat Action per extra head possessed beyond the first. These are lost as each individual head is incapacitated or severed. Provided one head remains active, the creature can still control its shared body. When a multi-headed crea- ture resists spells which affect emotions or intellect, it rolls individual saves for each still intact head.
Ability *** Titanic Beyond Mortal Ken *** Immune to the Bleed, Bypass Armour, Press Advantage and Sunder. Their physical manifestations have no weak spots, preventing them from being unduly hindered by massed volleys of missiles, unless the weapons are able to inflict more damage than the 15 Armour Points of their divine flesh, such as a siege engine for example. In such cases they become vulnerable to these particular spe- cial effects once again.
Ability ***Amphibious*** Can breathe both underwater and on dry land
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 ***Immunity to disease***
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (RQ6: pg 312-316)
Ability ***Magic Sense*** detect magical emanations within a Willpower number of metres. If the creature touches another and makes a successful Perception roll, it learns of the target’s current magic points, carried enchantments and active spells.
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness. (RQ6: pg 312-316)
Ability ***Immunity to poison***
Ability ***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter.

Standard skills

Athletics STR+DEX+3 Brawn STR+SIZ+20 Endurance CON+CON+80
Evade DEX+DEX+36 Perception INT+POW Stealth DEX+INT+78
Unarmed STR+DEX Willpower POW+POW

Magic skills

Binding POW+CHA+125

Combat styles

Wrath of GodsSTR+DEX+53

Weapon options

1-handed weapons

Amount: 2
Fist (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
Fist 1h-melee 2d8 C VL - None Y Y 0 0 As per Limb
Bite 1h-melee 2d6 C L - None Y Y 0 0 As per Head