Rib Ripper

(Generated 42 times)
Namelist None
Tags
Luther arkwright
Monster
Monster island
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
Creatorhkokko
Stats
STR 3d6+6
CON 3d6+6
SIZ 2d6+6
DEX 3d6+10
INT 2d6+6
POW 2d6
CHA
D20Hit locationArmor
01-02 Front-left Tentacle 3
03-04 Centre-left Tentacle 3
05-06 Rear-left Tentacle 3
07-08 Front-right Tentacle 3
09-10 Centre-right Tentacle 3
11-12 Rear-right Tentacle 3
13-16 Upper body Surface 4
17-18 Head 3
19 Lower body Surface 2
20 Endoparasite Prong 3
Attributes
Movement 6
Natural armor Yes

Non-random features

ListFeature
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
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

Custom skills

Passions: Protect Implanted Host POW+INT+2d10+40

Combat styles

Catch and Release (grapple, immobilise, implant endoparasitic larva)STR+DEX+3d10+30

Weapon options

1-handed weapons

Amount: 3
Tentacle (Cosntrict) (1)
Tentacle (Grip) (1)
Prong (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
Tentacle (Cosntrict) 1h-melee 1d6 M T - Grip,Pin Weapon Y Y 0 0 Tentacle
Tentacle (Grip) 1h-melee 0 M M - Grip,Take Weapon Y Y 0 0 Tentacle
Prong 1h-melee 1d6 M T - Impale Y Y 0 0 Prong