Manticore

(Generated 194 times)
Namelist None
Tags
Fantasy
Rank Veteran
Race Manticore
Cult rank None
Notes To the end of its insectoid tail is attached the sting of a scorpion, which might be over half a metre in length; and the tail has barbs at intervals on either side. The tip of the tail gives a fatal sting to anyone who encounters it, and death is immediate. The manticore can cast its barbs like arrows, by flicking its tail and shooting them a great distance. Most creatures that the missile hits are killed due to the beast’s poison. These barbs replenish themselves constantly so that it rarely runs out of ammunition. Manticore venom has a Potency equal to the creature’s Endurance. It takes effect 1 round after damage has been inflicted, and causes paralysis to 1d3 contiguous hit locations. If this affects the chest the victim begins to asphyxiate and will die unless treated.
Creatorraleel
Stats
STR 2d6+15
CON 2d6+9
SIZ 2d6+18
DEX 3d6+6
INT 2d6+7
POW 3D6
CHA
D20Hit locationArmor
01-03 Tail 6
04-05 Right Hind leg 3
06-07 Left Hind leg 3
08-10 Hindquarters 3
11-14 Forequarters 3
15-16 Right Front Leg 3
17-18 Left Front Leg 3
19-20 Head 3
Attributes
Movement 10m
Natural armor Yes

Additional features

FeatureProbability
Chaotic feature 100% View items

Non-random features

ListFeature
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 ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
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+30 Brawn STR+SIZ+14 Endurance CON+CON+40
Evade DEX+DEX+40 Perception INT+POW+40 Stealth DEX+INT+40
Swim STR+CON+3D10+25 Willpower POW+POW+40

Professional skills

Track INT+CON+30

Combat styles

Man Hunter (Bite, Claws, Sting)STR+DEX+40

Weapon options

1-handed weapons

Amount: 4
Jaws (1)
Claws (1)
Sting (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Flung Barbs (1)

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Jaws 1h-melee d4 L S - Bleed Y Y 5 0 as head
Claws 1h-melee d6 L M - Bleed, Grip Y Y 3 0 as front legs
Flung Barbs ranged d8 L - 15/25/250 Venom Y Y 0 0 as tail
Sting 1h-melee 1d8 H L - Venom Y Y 0 0 as tail