Palkworm

(Generated 13 times)
Namelist None
Tags
Classic fantasy
Rank Veteran
Race Snake, Giant
Cult rank None
Notes COMBAT: The palkworm lies at the bottom of its pond and waits. One or two of its tentacles float on the pond’s surface, usually mingled into some lily-pads or other vegetation. They sense vibrations, and when anything approaches to the edge of the pond, the creature uses its rear appendage to pull and launch itself from the water, and its tentacle-arms to reach for a grapple its foe. Once it has grabbed a foe it pulls the creature to its mouth where it bites it and then begins to slide back under the pond. ALL-AROUND SEEING: The palkworm’s tentacles are lined with thousands of tiny hairs, each several inches long. These are tuned to the environ around it, the temperature of both the water of the pond and the air around it, the humidity in the air, small movements in the air and any other disturbance. The worm can discern the size of any creature coming within 20 feet of any one of its tentacles. For this reason, they cannot be surprised, nor are invisible creatures able to approach it unknown. MULTIPLE BITES: The creature’s bite is horrendous. When a victim is bitten it takes 2d12 points of damage and is held fast in the creature’s jaws. While breaking free of the bite is possible (CL 8 strength check), the teeth of the worm curve inward, and pulling out causes an additional 1d12 points of damage. On the next round the victim is automatically struck by a second set of the creature’s teeth, suffering 2d8 points of damage. Breaking free becomes more difficult (CL 12 strength check), and successfully pulling out deals 1d8 points of damage on top of the 1d12 damage from the first row of teeth. On the third round the victim is automatically struck by the worm’s third set of teeth, taking 2d6 points of damage. These teeth are used to grind the victim to pulp to be swallowed and devoured. In the round following the first attack of the third jaw the worm loosens its bit in order to swallow it. This occurs every other round. Anyone attempting to break free when the worm’s bite is loose must make a successful CL8 strength check. Success means the victim escapes with only 1d8 + 1d12 points of damage. REGENERATION: the palkworm regenerates 1 hit point per round after it has consumed a full meal. Any tentacles it has lost grow back a foot a day.
Creatorkilgs
Stats
STR 3d6+16
CON 3d6+12
SIZ 4d4+18
DEX 2d6+3
INT 2d6+1
POW 2d6
CHA 0
D20Hit locationArmor
01-03 Tail tip 4
04-05 Mid End-length 4
06-07 Fore End-length 4
08-09 Rear Mid-length 4
10-12 Mid Mid-length 4
13-14 Fore Mid-length 4
15-16 Rear Fore-length 4
17-18 Mid Fore-length 4
19-20 Head 4
Attributes
Movement 4
Natural armor Yes

Non-random features

ListFeature
Ability ***Amphibious*** Can breathe both underwater and on dry land
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)
Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
Ability ***Weakness*** Weakness against environment or Rune
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). 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
Ability ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat

Standard skills

Athletics STR+DEX+20 Brawn STR+SIZ+30 Endurance CON+CON+30
Evade DEX+DEX+20 Perception INT+POW+20 Stealth DEX+INT+30
Swim STR+CON+30 Willpower POW+POW+30

Combat styles

Death From BelowSTR+DEX+30

Weapon options

1-handed weapons

Amount: 3
Bite (1)
Tentacles (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
Bite 1h-melee 1d8 L M - Grip, Bleed, Sunder Y Y 6 14 Head
Tentacles 1h-melee 1d4 M L 8 Grip N Y 0 0 2 4