Spikenard - Guardian of the Thicket

(Generated 24 times)
Namelist None
Monster island
Rank Veteran
Race Spikenard
Cult rank None
Notes Spikenards are the guardians of the Thickets, and foremost of a Briarlord’s weapons when it comes to a straight fight. At rest, a spikenard looks like nothing more than a dead tree or pile of logs. The bark has sloughed off their bodies in most places revealing the pale grey sapwood beneath, and branches stick out from the trunk like sharp spikes. The branch-like spikes that give them their name prevent attackers from getting inside the effective range of their principal weap- ons, meaning that only characters with Long and Very Long melee weapons can attack the spikenard’s body; everyone else is restricted to attacking their limbs (i.e. their weapons) or using other means of attack. They typically use one limb to ward their body if opponents have weapons that can hurt it (the limb is large enough to passively ward four locations). Being composed mostly of wood, spikenards are vulnerable to fire: getting them to start burning can take a few minutes, but once they begin to burn they take fire damage to both their Armour Points and Hit Points (reduced by remaining Armour Points) simultaneously. Spikenards vary in size. The one described below is six metres tall, for every additional two metres in height add +3 STR, +6 SIZ and +1 Armour Point. Source: Perceforest 130-131
STR 2d6+18
CON 2d6+12
SIZ 2d6+27
DEX 2d6+12
INT 2d6+3
POW 2d6
D20Hit locationArmor
01 Right hind leg 5
02 Left hind leg 5
03-07 Lower Trunk 5
08-11 Upper Trunk 5
12-15 Right Front Leg 7
16-18 Left Front Leg 7
19-20 Head 5
Movement 6
Natural armor Yes

Non-random features

Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
Ability ***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments.
Ability ***Flora*** Immune to the side effects of Fatigue and severe injuries. Whilst a Serious Wound prevents the limb or location from functioning, the plant does not suffer any other debility. Likewise a Major Wound does not incapacitate.
Ability ***Life Sense*** Aware of any form of within a Willpower number of metres. Perception roll and touch - learns injuries, Fatigue level and if poisoned or diseased

Standard skills

Athletics STR+DEX+4d10 Brawn STR+SIZ+4d10 Endurance CON+CON+4d10
Evade DEX+DEX Locale INT+INT+2d10+30 Perception INT+POW+6d10
Stealth DEX+INT+4d10 Willpower POW+POW+6d10

Combat styles

Wooden Fury (forelimbs)STR+DEX+6d10

Weapon options

1-handed weapons

Amount: 1
Forelimbs (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Forelimbs 1h-melee 1d6 L VL - Bash,Impale Y Y 0 0 Limbs