Velociraptor Master Hunter

(Generated 108 times)
Namelist None
Draconic areas
Monster island
Rank Master
Race Velociraptor
Cult rank None
Notes Anaxial Annex. Hunts as a pack (whistle communications). These vicious little dinosaurs are relatively fast moving, being able to run on their hind legs with their stiff tail held out behind them as a counterbalance. They have a colour pattern similar to the coat of a tiger, and like that animal, they are efficient carnivorous hunters. They travel in packs of six to a dozen members. Combat Tactics: Raptor packs leap onto their prey, hold on with foreclaws and teeth and then dismebowel them with the enlarged, sickle-shaped claws on the second toes of their hindfeet. Uniquely among non-magical reptiles, they have the intelligence to use efficient pack tactics, the lead animal in a pack being able to augment its fellows to aid its Corner Prey ability. They mostly attack prey significantly larger than themselves, and all the members of the pack jump onto the same victim. Solitary raptors may go for smaller prey, but they are also likely to attack any sizable animal that disturbs them. Against such smaller targets, the raptor attacks by standing on one leg and kicking with the other to slash the victim with its great claw.
STR 4d6+15
CON 3d6+3
SIZ 3d6+9
DEX 3d6+3
INT 10
POW 3d6
CHA 4d6+2
D20Hit locationArmor
01-02 Tail 5
03-05 Right leg 5
06-08 Left leg 5
09-11 Abdomen 5
12-15 Chest 5
16 Right Claw 5
17 Left Claw 5
18-20 Head 5
Movement 12
Natural armor Yes

Non-random features

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 ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner

Standard skills

Athletics STR+DEX+40+2D10+5+2D10+20 Brawn STR+SIZ+40+2D10+5+2D10+20 Conceal DEX+POW+30+2D10+5+2D10+20
Endurance CON+CON+40+2D10+5+2D10+20 Evade DEX+DEX+2D10+5+2D10+20 Perception INT+POW+40+2D10+5+2D10+20
Stealth DEX+INT+30+2D10+5+2D10+20 Willpower POW+POW+25+2D10+5+2D10+20

Custom skills

Track INT+DEX+40+2D10+5+2D10+20 Pack tactics INT+DEX+40+2D10+5+2D10+20

Combat styles

Hunter's graceSTR+DEX+30+2D10+5+2D10+20

Weapon options

1-handed weapons

Amount: 3
Bite (1)
Kick (1)
Foreclaw (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d8 L L - Grip, Impale Y Y 5 5 Head
Kick 1h-melee 1d6 L VL - Bleed, Grip Y Y 5 5 Leg
Foreclaw 1h-melee 1d4 M M - Bleed, Grip Y Y 5 0 Claw