Rib Ripper
(Generated 42 times)Namelist | None |
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Tags | Luther arkwright Monster Monster island
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Rank | Veteran |
Race | Rib Ripper |
Cult rank | None |
Notes | A human-sized cephalopod with 6 powerful tentacles that lurks in damp, overgrown locations. Brownish-black on the surface with a lighter brown underside, Rib Rippers match colouration with their environs. Preying on vermin, they could be beneficial but unfortunately, they use humans as hosts for the endoparasitic larval stage of their offspring. Rib Rippers do not harm a host once a larva has been implanted and instead stalk them as protectors for the 3-6 days it takes the larva to complete metamorphosis and eat its way out. Hosts suffer effects of blood loss at a rate of one level of Fatigue every four hours unless they make an Endurance check, which increases in Difficulty grade each day. When the larva is ready to emerge, it inflicts 1d6 points of damage directly to the location in which it was implanted. A Hard Surgery check is needed to remove the larva from the host safely. Failure indicates the larva has compromised a major blood vessel and removal inflicts 1d6 points to that location. A Fumble causes the larva to retaliate, inflicting 1d4 points to the location and burrowing deeper. Attempts to remove the larva noted by the Rib Ripper enrage it and causes it to attack in defence of the larva (and the host). +2 Action points due to multilimbed. Regeneration 1d3 HP / day including lost limbs Source: Parallel lines 43 |
Creator | hkokko |
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Non-random features
List | Feature |
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Ability | ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218) |
Ability | ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades. |
Ability | ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat |
Ability | ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (Mythras Core 214-218) |
Ability | ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death |
Standard skills
Athletics | STR+DEX+3d10+40 | Brawn | STR+SIZ+4d10 | Endurance | CON+CON+3d10+20 |
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Evade | DEX+DEX+3d10+30 | Perception | INT+POW+5d10 | Stealth | DEX+INT+4d10+20 |
Willpower | POW+POW+3d10+30 |
Professional skills
Survival | CON+POW+6d10 | Track | INT+CON+3d10+40 |
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Custom skills
Passions: Protect Implanted Host | POW+INT+2d10+40 |
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Combat styles
Catch and Release (grapple, immobilise, implant endoparasitic larva) | STR+DEX+3d10+30 |
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Weapon options
1-handed weaponsAmount: 3
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2-handed weaponsAmount: 0 |
Ranged weaponsAmount: 0 |
ShieldsAmount: 0 |
Custom weapons
Name | Type | Damage | Size | Reach | Range | SpecialFX | Dam. mod. |
Natural weapon |
AP | HP |
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Tentacle (Cosntrict) | 1h-melee | 1d6 | M | T | - | Grip,Pin Weapon | Y | Y | Tentacle | |
Tentacle (Grip) | 1h-melee | 0 | M | M | - | Grip,Take Weapon | Y | Y | Tentacle | |
Prong | 1h-melee | 1d6 | M | T | - | Impale | Y | Y | Prong |