Trench Digger

(Generated 42 times)
Namelist None
Luther arkwright
Monster island
Rank Skilled
Race Trench Digger
Cult rank None
Notes These clawed, burrowing, elongated mouths are mobile digestive systems protected by a glistening hide resembling a rocky crust. They never stop moving. Trench Diggers seek decayed matter. If charging through a problem does not destroy it, raising part of its massive body to slam down on the offender probably will. In worst-case scenarios, the massive beast burrows deep into the earth then rises up under opponents to bite from below. Damage to its Acid Glands causes acid to affect the location or object that caused the injury. The creature and its trenches exude a bitter odour that stings the nostrils. Acid attack effect 1d3 Combat Rounds Vulnerable to Salt - acts like strong acid Source: Parallel Lines 45
STR 2d6+20
CON 2d6+15
SIZ 2d6+40
DEX 2d6+10
INT 2d6+3
D20Hit locationArmor
01-03 Left Rear Leg 5
04-06 Right Rear Leg 5
07-09 Acid Glands 3
10-12 Left Leg 5
13-15 Right Leg 5
16-18 Mandibles 6
19-20 Head 4
Movement 8/6m digging
Natural armor Yes

Non-random features

Ability ***Burrower*** Can tunnel through the specified ground type at its normal Movement rate
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 ***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 ***Vulnerable*** The creature’s natural and magical protection cannot mitigate damage caused by a named source.
Ability ***Faerie Stealth*** Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power.

Standard skills

Athletics STR+DEX+6d10 Brawn STR+SIZ+6d10 Endurance CON+CON+4d10
Perception INT+POW+3d10+30 Stealth DEX+INT+3d10+20

Professional skills

Survival CON+POW+4d10

Custom skills

Passion: Churn the Earth INT+POW+3d10+40 Passion: Feast on Decay INT+POW+1d10+30

Combat styles

Plow Through and PulverizeSTR+DEX+3d10

Weapon options

1-handed weapons

Amount: 4
Trample (1)
Mandibles (1)
Claw (1)
Slam (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Trample 1h-melee 2d10 E T - None Y Y 0 0 Leg
Mandibles 1h-melee 1d6+1d8 H S - Engulf Y Y 0 0 Mandible
Claw 1h-melee 1d12+1d8 H M - Grip Y Y 0 0 Claw
Slam 1h-melee 1d12+1d8 E S - Acid Y N 5 13