Rolling Horror

(Generated 24 times)
Namelist None
Tags
Luther arkwright
Monster
Monster island
Rank Master
Race Rolling Horror
Cult rank None
Notes Rip- pling fleshy tubes coated in ichor, mud, and blood, Rolling Horrors adorn and protect themselves with extruded and animate corpses, and move in surges. The flailing bodies and limbs of dying/dead victims serve as armour, weaponry, and the source of the crea- tures’ power to Terrify (Luther Arkwright, page 50). No one is ever surprised by the attack of a Rolling Horror, as they can be heard coming from quite a distance. They leave nothing but flattened soil and shattered remains of whatever objects stand in their way. The dead they take with them. As they move, their outer coat of corpses whips about forcefully. These extrusions are typi- cally attached at the shoulders and hips (but sometimes by other parts) so that the limbs and head flail about horribly. Its attack is to roll over its opposition, projecting twisting and twining tendrils to entangle and pull victims into a maw it forms to Engulf them. Source: Parallel Lines pg 44
Creatorhkokko
Stats
STR 3d6+30
CON 2d6+20
SIZ 3d6+30
DEX 3d6+6
INT 2d6+6
POW 2d6
CHA
D20Hit locationArmor
01-03 Tendrils 0
04-06 Fleshy Mass 6
07-09 Vital Organs 6
10-12 Tendrils 0
13-15 Sensory Organs 2
16-18 Fleshy Mass 6
19-20 'Brain' 6
Attributes
Movement 12
Natural armor Yes

Non-random features

ListFeature
Ability ***Engulfing*** The max size of victim is figured as half the creature’s own SIZ, but may be less than this depending on the creature’s physiology. Engulfed victim suffers at least one damage roll based on the creature’s bite attack before being swallowed – the time spent chewing depends on the creature and how sensitive its innards are. If still alive a swallowed victim will begin to suffocate. Often victim lacks the mobility to move inside the digestive tract or the creature is so large that he will die long before he can cut its way out.
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 ***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter.
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

Standard skills

Athletics STR+DEX+4d10+30 Brawn STR+SIZ+4d10+30 Endurance CON+CON+4d10+20
Perception INT+POW+4d10 Willpower POW+POW+4d10+5

Professional skills

Survival CON+POW+3d10

Custom skills

Passion: Feed and Grow INT+POW+4d10+30

Combat styles

Engulf and ConsumeSTR+DEX+4d10+20

Weapon options

1-handed weapons

Amount: 4
Flailing Limb (1)
Maw (1)
Tendril (1)
Rolling Crush (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
Flailing Limb 1h-melee 0 M S - Stun Location Y N 2 10 2
Maw 1h-melee 0 H T - Engulfing Y N 0 15 0
Tendril 1h-melee 0 H L - Grip Y N 0 15 0
Rolling Crush 1h-melee 0 E T - Trample Y N 4 16