Unfortunately, I will not have a post for next Monday but hope you enjoy this!
Krayt Dragon | |||
Abilities (Focuses) | |||
4 | Accuracy (Bite) | ||
0 | Communication | ||
8 | Constitution (Stamina) | ||
2 | Dexterity | ||
2 | Fighting (Tail Bash) | ||
0 | Intelligence | ||
2 | Perception (Tracking) | ||
8 | Strength (Burrowing, Might) | ||
4 | Willpower (Courage) | ||
Speed | Health | Defense | Armor Rating |
6 spaces | 180 | 12 | 8 |
Weapon | Attack | Damage | Range |
Bite | +6 | 2d6+6 | Melee |
Claw | +2 | 1d6+8 | Melee |
Tail Bash | +4 | 1d6+8 | Melee |
Special Qualities | |||
Favored Stunts: Knock Prone (1 SP), Tail Bash (SP 2)
Large-Sized: Due to their large size and reach, krayt dragons are immune to the combat stunts Skirmish and Knock Prone except by other large creatures and is immune to Force Push and similar Force Powers that have restrictions on weight. It also treats enemies up to 2 spaces away as adjacent. Tail Bash: As a special 2 SP stunt, a krayt dragon can make a tail bash attack against any adjacent opponent. Rolling doubles on this attack does not generate stunt points. Tooth & Claw: A krayt dragon can make one bite and one claw attack as a single attack action. Both of these attacks can generate stunt points. Tremorsense: A krayt dragon can sense all creatures within 20 spaces or 30 meters (or approx. 100 feet) without need for any Perception tests. Tough Hide: A krayt dragon’s tough hide gives it a natural AR of 8. Sand Camouflage: A krayt dragon gains the Dexterity (Stealth) focus while in sandy environments. This improves to +3 if the krayt dragon is keeps still. |
|||
Threat: Dire (Low End) |
Greater Krayt Dragon | |||
Abilities (Focuses) | |||
6 | Accuracy (Bite) | ||
0 | Communication | ||
10 | Constitution (Stamina) | ||
0 | Dexterity | ||
4 | Fighting (Claw, Tail Bash) | ||
0 | Intelligence | ||
2 | Perception (Tracking) | ||
10 | Strength (Burrowing, Might) | ||
4 | Willpower (Courage, Morale) | ||
Speed | Health | Defense | Armor Rating |
4 spaces | 260 | 10 | 10 |
Weapon | Attack | Damage | Range |
Bite | +8 | 2d6+10 | Melee |
Claw | +2 | 1d6+10 | Melee |
Tail Bash | +6 | 2d6+10 | Melee |
Special Qualities | |||
Favored Stunts: Knock Prone (1 SP), Tail Bash (SP 2), Trample (SP 2), Swallow Whole (SP 4)
Huge-Sized: Due to their large size and reach, greater krayt dragons are immune to the combat stunts Skirmish and Knock Prone except by other huge creatures and is immune to Force Push and similar Force Powers that have restrictions on weight. It also treats enemies up to 4 spaces away as adjacent. Tail Bash: As a special 2 SP stunt, a greater krayt dragon can make a tail bash attack against any adjacent opponent. Rolling doubles on this attack does not generate stunt points. Tooth & Claw: A greater krayt dragon can make one bite and one claw attack as a single attack action. Both of these attacks can generate stunt points. Tremorsense: A greater krayt dragon can sense all creatures within 20 spaces or 30 meters (or approx. 100 feet) without need for any Perception tests. Tough Hide: A greater krayt dragon’s tough hide gives it a natural AR of 10. Sand Camouflage: A greater krayt dragon gains the Dexterity (Stealth) focus while in sandy environments. This improves to +3 if the krayt dragon is keeps still. Swallow Whole (SP 4): As a special 4 SP stunt, a creature hit by the greater krayt dragon’s bite enters its mouth and takes 1d6+3 penetrating damage at the start of its turn. A creature can make attacks while in the greater krayt dragon’s mouth and ignore AR. A swallowed creature is restrained and must succeed an opposed Dexterity (Acrobatics) or Strength (Might) test vs. the greater krayt dragon’s Strength (Might). A restrained creature is unable to move and can make another opposed ability test as a Minor action to break free. |
|||
Threat: Dire (Mid Range) |
Rancor | |||
Abilities (Focuses) | |||
0 | Accuracy (Bite) | ||
–1 | Communication | ||
6 | Constitution (Stamina) | ||
–1 | Dexterity | ||
3 | Fighting (Claw, Stomp) | ||
0 | Intelligence | ||
2 | Perception (Hearing, Smelling) | ||
9 | Strength (Might) | ||
0 | Willpower | ||
Speed | Health | Defense | Armor Rating |
3 spaces | 80 | 9 | 5 |
Weapon | Attack | Damage | Range |
Bite | +2 | 1d6+9 | Melee |
Claw | +5 | 2d6+10 | Melee |
Stamp | +5 | 1d6+9 | Melee |
Special Qualities | |||
Favored Stunts: Mighty Blow (1 SP), Stomp (1 SP)
Large-Sized: Due to their large size and reach, rancors are immune to the combat stunts Skirmish and Knock Prone except by other large creatures and is immune to Force Push and similar Force Powers that have restrictions on weight. It also treats enemies up to 2 spaces away as adjacent. Stomp: As a special 1 SP stunt, a rancor can make a stamp attack against any immediately adjacent opponent, this is an exception to the rancor’s reach. Rolling doubles on this attack does not generate stunt points. Swiping Claws: A rancor can make two claw attacks as a single attack action. Both of these attacks can generate stunt points. Tough Hide: A rancor’s tough hide gives it a natural AR of 5. |
|||
Threat: Dire (Low End) |
Wampa | |||
Abilities (Focuses) | |||
0 | Accuracy (Bite) | ||
–1 | Communication | ||
6 | Constitution (Stamina) | ||
2 | Dexterity | ||
2 | Fighting (Claws) | ||
–1 | Intelligence | ||
2 | Perception (Smelling, Tracking) | ||
6 | Strength (Might) | ||
1 | Willpower | ||
Speed | Health | Defense | Armor Rating |
6 spaces | 60 | 12 | 7 |
Weapon | Attack | Damage | Range |
Bite | +2 | 1d6+6 | Melee |
Claw | +4 | 1d6+7 | Melee |
Special Qualities | |||
Favored Stunts: Dual Strike, Grab (SP 2), Mighty Blow (1 SP)
Big: Knock Prone and Skirmish stunts used against wampas require 1 additional SP than normal to work. Grab: A wampa makes an opposed ability test with Strength (Might) vs. the target’s Strength (Might) or Dexterity (Acrobatics). If the target fails, it is restrained. A restrained creature is unable to move and can make another opposed ability test as a Minor action to break free. A wampa can move a restrained creature 1 space as a minor action. Heavy Hitter: Wampas can perform the Mighty Blow stunts for –1 SP. Swiping Claws: A wampa can make two claw attacks as a single attack action. Both of these attacks can generate stunt points. Snow Camouflage: A wampa gains the Dexterity (Stealth) focus while in snowy environments. This improves to +3 if the wampa is keeps still. Tough Hide: A wampa’s tough hide gives it a natural AR of 6. |
|||
Threat: Moderate (Mid Range) |
Womp Rat | |||
Abilities (Focuses) | |||
2 | Accuracy (Bite) | ||
0 | Communication | ||
1 | Constitution | ||
4 | Dexterity (Stealth) | ||
–1 | Fighting | ||
0 | Intelligence | ||
1 | Perception (Smelling) | ||
0 | Strength | ||
1 | Willpower | ||
Speed | Health | Defense | Armor Rating |
7 spaces | 10 | 14 | 3 |
Weapon | Attack | Damage | Range |
Bite | +4 | 1d6+1 | Melee |
Special Qualities | |||
Favored Stunts: Lightning Attack, Skirmish
Darkvision: Womp rats can see in the dark as if it were daylight. Pack Tactics: If a womp rat is attacking with at least three other womp rats, they may perform stunts for 1 less SP than normal. |
|||
Threat: Minor (Low End) |
I love the ideas with these creatures. Though i just see 2 things i would suggest to change. One being the name, i would change the name of the normal Krayt to Canyon Krayt. I would also remove the Borrowing focus. If i recall it was only the greater Krayt who was able to swim through the sand to eat Sarlacs. But i do really like what you did to them. with the sand camo and the tremor sense.
LikeLike
For tremor sense. could also take a idea from Titansgrave monster that use vibrations to see. It made the player roll a willpower self discipline with a TN 11. If they failed they were able to keep still enough meaning the monster new the location of the player. Could do a concept of that so that theirs a chance people can sneak up on it, but not a good chance.
LikeLike