Deinosuchus

(Generated 45 times)
Namelist None
Tags
Rank Veteran
Race Crocodile
Cult rank None
Notes Abilities: Camouflaged The creature is adept at hiding due to its colouration or unusual sur face texture. Those attempting to spot the creature suffer a penalty to Perception of two difficulty grades. Cold-Blooded The creature does not need to eat frequently. One meal a week is sufficient to keep it healthy and well fed, and gorging itself on a large amount of meat will remove the need to eat for a month. Con versely, when exposed to temperatures below 15 degrees Celsius, its reflexes become muted, suffering a penalty of -6 to Initiative, and the loss of one Combat Action per round. Below 5 degrees Celsius cold blooded creatures become completely torpid, entering a help less catatonic state. Blood Sense Allows the creature to detect blood over great distances, either car ried by wind or water. Traces of blood can be sensed at a distance of half its INS in kilometres. Diving Strike Some creatures can plummet from the sky or surge through the waters to attack their prey, striking with incredible force. This is effectively charging for creatures which are not land based. Diving Strike increases both the Size of the attack, and the creature’s Dam age Modifier by one step, for this attack only. A diving strike may only be used once per round. The creature must be at least one full round of Movement above its target (or possibly below if sub merged) in order to use the diving strike. Grappler If the creature successfully strikes in combat, it can immediately Grapple in addition to inflicting damage. If the creature’s attack was parried (or the creature itself is parrying), then the creature is granted the Grip effect against the opponent’s limb or the Pin Weapon effect against his weapon instead. The creature always uses its Brawn skill to resist a victim from breaking free. Hold Breath The creature can hold its breath for extended periods of time. If prepared and remaining fairly static, the creature can hold its breath for a number of minutes equal to its CON. This period is halved if the creature is active, such as when swimming or fighting. Regeneration The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death Swimmer The creature automatically succeeds in everyday moving and manoeuvring whilst swimming, and need not roll their Swim skill unless attempting an unusually difficult task, such as swimming against a powerful tide or leaping up a waterfall. A swimmer may substitute the Swim skill for Athletics and Evade rolls whilst in water.
CreatorPaulkwk
Stats
STR 2d6+30
CON 2d6+12
SIZ 2d6+54
DEX 2d6+9
INT 2d6+5
POW 2d6
CHA 2d6
D20Hit locationArmor
01-03 Tail 7
04-05 Right Hind Leg 7
06-07 Left Hind Leg 7
08-10 Hindquarters 7
11-14 Forequarters 7
15-16 Right Front Leg 7
17-18 Left Front Leg 7
19-20 Head 7
Attributes
Movement 6
Natural armor Yes

Standard skills

Athletics STR+DEX+3d10 Brawn STR+SIZ+3d10 Endurance CON+CON+3d10
Evade DEX+DEX+3d10 Perception INT+POW+3d10 Unarmed STR+DEX+3d10
Willpower POW+POW+3d10

Combat styles

Lurking Death (Jaws, Tail Sweep) STR+DEX+4d10

Weapon options

1-handed weapons

Amount: 2
Jaws (1)
Tail (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
Jaws 1h-melee 1d10 H M - Grip Y Y 0 0
Tail 1h-melee 1d8 H L - Bash Y Y 0 0