Su-Beast, Adult

(Generated 50 times)
Namelist None
Classic fantasy
Rank Novice
Race Giant Baboon
Cult rank None
Notes DESIGNED FOR-Rank II Party NO APPEARING-1d12, if more than 4 are encountered it is likely (50%) that part of the group will be a male, female, and young. Multiple families will hunt together. IMAGE: AKA Su-Monster, Bloodpaws The creatures are described as having the intelligence of primates, the cunning of canines and the physical power of bears — the perfect carnivore (despite being omnivorous!). Colloquial names for the creatures are given as “ape-bears” and “wolf-in-the-treetops”. They are said to be equally fast in trees, on the ground, or in water, but gravitate naturally towards heights. They are described as emaciated looking monkey with ribs almost visible through their coarse pelts. Their hands and feet a distinctive blood red color that almost makes it look like they’ve just had a fresh kill. SPECIAL-MINDSCREECH (To Resist, Mind-Screech vs. Willpower) Adult Su-monsters have a latent ability which enables them to deliver a form of psionic attack once per day, at 30'. They project this mind-stunning effect through an enhanced screech but focused on one target. The target of this screech experiences what feels like a high-pitched lance of sound through their head. It is intensely painful and debilitating. Anyone hit by this ability is automatically deafened/unable to process sound for d4 Rounds due to their scrambled sensory system. Those with keen hearing or heightened senses due to items/spells double this time unless otherwise noted. Individuals suffering from this effect may act normally throughout. In addition, the mind-assault is simply triggered by the Screech. Being deaf or unable to hear it will not grant any protection from it. Defenses against mental or sensory attack protect per their description. Failing to resist this attack will result in being STUNNED. The length of incapacity is for 1d6 Cycles. Resisting this ability requires that a creature compare their WILLPOWER to the attacking Su-Beast's MIND-SCREECH skill. NOTE-This ability is used to bring down game so it is unlikely to be used except to escape/prevent death OR if impassioned unless they are planning to eat the PCs. Usually, one will utilize it against the closest/most dangerous target after one of their own has been slain. The su-monster’s familial protectiveness is given expanded mechanics here if desired. SPECIAL PASSION-PROTECT FAMILY If a female's young is threatened OR a male's female is threatened, they receive the benefit of their PASSION (Protect Family)[See ABILITIES] in addition to the following: 1.5x Movement Use Flurry Combat Special when clawing Use Scar Foe Combat Special when biting (Male) Their only focus will be to kill or beat off whatever is threatening their young/mate. If they only drive the attacker away, a female will gather up the young and flee into the trees while a male will pursue in hopes of viciously scarring the fleeing threat. This 'marking' is fairly distinctive due to the arrangement of their elongated incisors and it is often a messy wound with the Su-Beast whipping his head back and forth to ensure a ragged wound. It is rumored that other Su-Beast can recognize these scars while most just think it is a form of bestial revenge and pride. Even accomplishing that, the male will stand watch for a few Rounds before retreating with her and the young. If the source of their Passion (Female>Young|Male>Female) is slain, the Impassioned Su-Beast will pursue the killer and continues to gain the Passion benefits. They can maintain this pursuit/passion for up to 40-60 minutes when their focus is slain, which makes an encounter with a hostile su-monster family a terrifying experience. The su-monster has dirty gray fur. The creature’s tail and face are black, its paws are bloody red. Su-monsters inhabit forsaken wilderness areas and subterranean lairs as well. They have prehensile tails which they use to swing from limb to limb or to hang upside down. From such a position they can attack with all four of their clawed feet as well as their jaws. Despite having the appearance of a starving creature, a hungry su-monster is a rarity. They are opportunistic omnivores and will eat anything from lichens, grasses and berries through to insects and humanoids. However, they will not eat carrion, or attack sick or aged prey. Sleeping travelers are fair game. After eating their fill of any prey, su-monsters bury the rest of the body, sometimes including any treasures the victim was carrying. The su-monster’s aversion to carrion makes them challenging to hunt, as they avoid any food traps. It is also hard to surprise the creatures, given their constant advantage of elevation. Su-monsters never surrender, and if captured have a tendency to mortally wound themselves while attempting to break free of their bonds. All four feet are prehensile and armed with long and extremely sharp nails as well. Su-monsters are at home upright or hanging upside down the latter being one of their favorite methods of lurking for prey. Su-monsters are generally active at dawn and sunset. Family units are most often two parents and two young; multiple families form territorial clans. They hunt in small packs (up to a dozen su-monsters) with the whole family frequently participating. adult males average 5’ in length, plus a further 5’ tail; females are slightly smaller. Su-monsters are active sporadically, sleeping for 3-4 hours in between longer periods (6-7 hour) of activity. Female su-monsters weigh roughly 105 lbs, males 120 lbs. They breed at any time during the year, have a gestation period of 6-7 months, and only ever produce one baby at a time. Young are completely dependent on adults, who are devoted to their care, males and females equally so. Children remain with their parents for at least two years. Females are usually responsible for transporting the young on their backs. They lactate to feed their infants. Su-monsters mate for life and never abandon their partners. They can live as long as 30 years, but this is rare.
STR 3d6+3
CON 1d10+6
SIZ 1d10+4
DEX 2d6+6
INT 1d6+1
POW 1d8+6
CHA 1d6
D20Hit locationArmor
01-03 Right leg 1
04-06 Left leg 1
07-09 Abdomen 0
10-12 Chest 1
13-15 Right Arm 0
16-18 Left Arm 0
19-20 Head 1
Movement 9
Natural armor Yes

Non-random features

Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
Ability ***Hate the Sunlight*** Demoralised under sunlight - all skill rolls are one grade harder.
Ability ***Leaper*** The creature uses Leaping attacks as described on page 152 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking.
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218)
Ability ***Passion*** Increase all relevant skills by one grade per 2 points of intensity when the passion is relevant in situation. For example Hate Darjeeni Usurpers spirit provides skill increase only when both parts of the name exist at the same time ("Hate") and "Darjeeni Usurper"

Standard skills

Athletics STR+DEX+3d10+25 Brawn STR+SIZ+1d10 Endurance CON+CON+2d10+20
Evade DEX+DEX+1d20+20 Insight INT+POW+1d10 Perception INT+POW+2d10+30
Stealth DEX+INT+2d10+20 Swim STR+CON+1d20 Unarmed STR+DEX+1d12+20
Willpower POW+POW+1d20+10

Professional skills

Survival CON+POW+1d20+20

Custom skills

Mind-Screech POW+POW+SIZ+SIZ+2d10+25 Passion (Protect Family) POW+POW+2d10+20

Combat styles

Claw & BiteSTR+DEX+2d8+20

Weapon options

1-handed weapons

Amount: 2
Bite (100)
Claw (100)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d3 M T - Bleed, Scar Foe Y Y 0 0
Claw 1h-melee 1d4 M T - Bleed, Flurry Y Y 0 0