Giant Ghoul, 4 meter

(Generated 29 times)
Namelist None
Tags
Rank Skilled
Race Giant, 6 meter
Cult rank None
Notes Roll D10 for melee hit location Ghoul Venom Claw and bite attacks that get through armour causing at least 1 point of damage inject a venom into the victim’s bloodstream. This venom is a simple paralytic poison to render prey immobile whilst it is eaten alive. Application: Injection Potency: 58 Resistance: Endurance Onset time: Immediate Paralysis in location struck. If the location struck is the head or chest, the victim suffers immediate total paralysis; otherwise, it takes 1d3 Rounds to spread through the circulatory system and cause total paralysis. Duration: 1d6+2 minutes Conditions: If not resisted, the venom acts as a muscle relaxant, immobilising the area struck and soon spreading to the rest of the body. Somewhat cruelly, it does nothing to stop the sensation of pain. Antidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration to recover. Neutralise Poison spells or potions have their normal effect.
Creatorskarza
Stats
STR 2d6+21
CON 2d6+15
SIZ 2d6+21
DEX 3d6+3
INT 2d6+3
POW 1d6
CHA 1d6
D20Hit locationArmor
01-03 Right leg 4
04-06 Left leg 4
07-09 Abdomen 4
10-12 Chest 4
13-15 Right Arm 4
16-18 Left Arm 4
19-20 Head 4
Attributes
Movement 12 m
Natural armor Yes

Non-random features

ListFeature
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 ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (RQ6: pg 312-316)
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Ability ***Death Sense*** In tune with the powers of death, the crea- ture can sense the death of living things and dead flesh at a range of up to half its INT or INS in kilometres.
Ability ***Undead***: Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the undead. (RQ6: pg 312-316)

Standard skills

Athletics STR+DEX+2D10 Brawn STR+SIZ Endurance CON+CON+20+2D10
Evade DEX+DEX+20+2D10 Perception INT+POW+20+1D10 Unarmed STR+DEX+20+2D10
Willpower POW+POW+10+2D10

Custom skills

Evil Passion:(Cannibalistic and Hateful) POW+CHA+30

Combat styles

Deathless Horror (Claws, Teeth)STR+DEX+30+2D10

Weapon options

1-handed weapons

Amount: 2
Claws (1)
Teeth (1)

2-handed weapons

Amount: 0
Great Club (1)

Ranged weapons

Amount: 0
Stone (1)

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Claws 1h-melee 1d8 L M - Bleed, Grip Y Y 7 0 arm
Teeth 1h-melee 1d6 L S - Bleed Y Y 7 0 head