Algoid

(Generated 54 times)
Namelist None
Tags
Classic fantasy
Rank Novice
Race Elf, Green
Cult rank None
Notes This stocky, man-sized creature seems to be composed of nothing more than algae and murky, stagnant water. The algoid is actually a living colony of algae that has developed some semblance of intelligence and mobility. It is dark green and roughly humanoid in shape. Algoids make their lairs in marshes and swamps. They are often encountered with other marsh-dwelling sentient plants, but never with shambling mounds (algoids hate them and usually attack them on sight). An algoid is 7 feet tall and weighs about 300 pounds. The “skin” of an algoid is coarse and rough with a leafy texture. In its natural surroundings, it is nearly invisible until it attacks. Algoids use this natural camouflage to gain tactical advantage on Stealth checks when prey is nearby. The algoid lies in wait, submerged in water or a bog, locating prey with tremorsense. When a potential victim passes nearby, the algoid springs to attack. Environment: Temperate marshes Organization: Solitary, pair, or cluster (3–6) ABILITIES: Tremor Sense, Night Sight RQA pg 353. Stun Wave (see below) (New) STUN PROJECTION ALGOIDS are able to emit a mental wave at their prey in order to stun them capture. The wave moves out in a cone up to 30ft away and anyone caught in it suffers the effects. The attack requires 1AP as usual. It cannot be physically defended against except by Dodging such as when dodging a projectile. Any magical or divine effect that defends against mental attacks will be effective against it. The Algoid must make a Willpower (DIFF: Standard) to successfully emit the wave. Any victim in the cone must make a contested WILLPOWER v. WILLPOWER against the Algoid's attack roll. If the victim fails to win the contest, his will is bullied into submission and she slumps into unconsciousness. The effect lasts for only 1D6 rounds she spends the night quietly recovering.
Creatorkilgs
Stats
STR 2d6+12
CON 2d6+8
SIZ 4d4+8
DEX 3d6+2
INT 1d4+2
POW 3d6
CHA 3
D20Hit locationArmor
01-03 Right leg 1
04-06 Left leg 1
07-09 Abdomen 1
10-12 Chest 1
13-15 Right Arm 1
16-18 Left Arm 1
19-20 Head 1
Attributes
Movement 6
Natural armor Yes

Non-random features

ListFeature
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 ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
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)

Standard skills

Athletics STR+DEX+2d6+10 Brawn STR+SIZ+2d6+10 Endurance CON+CON+3d6+10
Evade DEX+DEX+2d6+10 Locale INT+INT+3d6+20 Perception INT+POW+2d6+10
Stealth DEX+INT+3d6+20 Swim STR+CON+2d6+10 Unarmed STR+DEX+2d6+10
Willpower POW+POW+4d6+10

Combat styles

Swamp Beat-DownSTR+DEX+3d6+20

Weapon options

1-handed weapons

Amount: 1
Fists of Furious Fungi (100)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Mental Blast (100)

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Fists of Furious Fungi 1h-melee 1d6 M L - Grapple Y Y 0 0
Mental Blast ranged special M M 60ft See Description. N N 0 0