Artmali Ash-Cyst (Widow-Maker Pod)

(Generated 36 times)
Namelist None
Tags
Desert
Glorantha
Monster island
Rank Master
Race Gorp
Cult rank None
Notes Deep within the subterranean caves of Monster Island or half-buried in the shadows of the Field of Dead Glass, explorers sometimes stumble upon what appear to be leathery, ash-grey urns or oversized, petrified melons. These are Artmali Ash-Cysts, a horrific, dormant parasitic life-form mutated by the apocalyptic Firefall that destroyed the ancient Artmali Empire. Standing about three feet tall, the cyst has a thick, rubbery, translucent exterior. A bright light shone behind it reveals a sickening, venous structure and something dark and curled pulsating within. At the apex of the leathery ovoid is a fleshy, cross-shaped fissure sealed shut by a layer of dried, caustic resin. When a warm-blooded creature approaches, the cyst reacts. With a wet, peeling sound, the four "petals" at the top fold back, revealing a glowing, fleshy interior before a terrifying, pale, multi-jointed horror violently erupts outward. Armor: 4-point leathery hide (Pod); 1-point pale flesh (Stomach-Parasite) Incredibly fast, lighting quick reflexes ***Thermoception (Life Sense)*** The pod has no eyes. Instead, it possesses the Perceptive trait attuned to heat. It can sense the body heat of mammalian or reptilian prey approaching within 10 meters, triggering the pod to open. ***Trapper*** The cyst is an ambush predator. This ability represents a one-shot trap attack. When the victim steps within range, the cyst launches its stomach-parasite. Because this is a sudden, springing trap attack from an immobile object, the target must use the Evade skill rather than Parry to avoid being struck. ***Grappler*** If the Trapper attack connects, the pale, multi-fingered stomach wraps around the victim's head. It automatically establishes a grapple, blinding the victim. The target must win an opposed Brawn roll against the parasite's Brawn to pry the horrific, tightening grip off their face. ***Asphyxiation & Implantation (Blood Drain)***: Once gripped, the parasite forces a proboscis down the victim's throat. The victim begins to suffocate, and at the start of each Combat Round, they lose one level of Fatigue. If the victim is rendered unconscious, the parasite successfully implants a chaotic embryo in their chest before detaching and dying. ***Acidic Blood***: This is the ultimate defense mechanism, making companions hesitate to help. The creature's internal fluids are highly pressurized and caustic. If a party member attacks the parasite while it is attached to their friend's face, any damage that penetrates the parasite's 1-point armor causes Acidic Blood to spray out. This inflicts 1d3 acid damage for 1d3 rounds to both the attacker and the grappled victim. The acid eats through worn armor before affecting flesh, easily ruining helmets and weapons. If the party fails to carefully pry the parasite off (perhaps by using the Sunder special effect with surgical precision, or applying intense fire to its legs to force a retreat), the victim is implanted. The victim will wake up hours later feeling fine, but with a ravenous hunger. Within 1d4 days, "Exploding Fever" takes hold. If powerful healing magic or a complex Healing skill surgery is not performed, the victim's chest violently erupts, birthing a highly aggressive, subterranean horror—perhaps a mutant Chaos Hybrid—that instantly scurries into the dark to grow
Creatorhkokko
Stats
STR 2d6+6
CON 3d6+6
SIZ 1d6+3
DEX 4d6+6
INT 2d6+6
POW 1d6
CHA
D20Hit locationArmor
01-20 Body 4
Attributes
Movement 0 (6 leaping stomach form)
Natural armor Yes

Non-random features

ListFeature
Ability ***Trapper** Usually restricted to immobile things or plant-like threats, this ability represents a particular way of attacking prey by use of a one-shot trap.This needs to be evaded rather than parried.
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 ***Asphyxiation*** Target can hold their breath for a seconds x Endurance if prepared, if not then halved in passive or 20% if strenuous activity. After holding: Endurance crit no change. successful 1 Fatigue level. Fail 1d2 Fumble 1d3
Ability ***Acidic Blood*** Acidic blood sprays out over an attacker within hand-to-hand range. It inflicts 1d3 damage for 1d3 rounds to a random Hit Location. The acid will eat through armor first before affecting flesh.
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
Ability ***Indefatigable*** Immune to detrimental effects of Serious Wounds and any Major Wounds to non-vital Hit Locations. Can be incapacitated by a Major Wound to head, torso or some other significant body part

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+2d10+50 Endurance CON+CON+2d10+40
Evade DEX+DEX+2d10+40 Willpower POW+POW+4d10+50

Combat styles

Eviscerating AmbushSTR+DEX+2d10+45

Weapon options

1-handed weapons

Amount: 0
Launched Stomach Parasite (1)

2-handed weapons

Amount: 1

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Launched Stomach Parasite 1h-melee 1d3 S L - Grapple Y N 1 6