Nakasa , Earth Temple Guardian

(Generated 136 times)
Namelist None
Dragon pass
Holy country
Rank Skilled
Race Nakasa
Cult rank None
Notes Anaxial's Roster pg 89 Protector of Babeester Gor temples. Against multiple foes or obviously superior opponents, a nakasa will roar. The roar is most effective against men (women resist with Easy) . Nakasa have hairy, striped, hyena-like bodies and scaly, reddish, crocodilian heads. Huge, razor-sharp quills jut from their powerful shoulders, and their roar strikes fear into the bravest of men.
STR 2d6+15
CON 2d6+6
SIZ 2d6+15
DEX 2d6+6
INT 2d6+6
POW 2d6
D20Hit locationArmor
01-03 Right Hind Leg 4
04-06 Left Hind Leg 4
07-09 Hindquarters 4
10-12 Forequarters 6
13-15 Right Front Leg 4
16-18 Left Front Leg 4
19-20 Head 6
Movement 10
Natural armor Yes

Non-random features

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
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 ***Immunity to disease***
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Savage*** If grip succeeds on bite it continues to tear the wound open. Spend an Action Point on its turn to automatically roll damage and also gone any negative damage modifier.
Ability ***Spiny*** Spines automatically inflict the creature’s Damage Modifier against the body part used to strike them with unarmed attacks. Bigger or longer spines can also damage armed attackers, providing the spines are equal to the length of the weapon used. In such cases, it is the limb holding the weapon which gets injured.

Standard skills

Athletics STR+DEX+15+2D10 Brawn STR+SIZ+15+2D10 Endurance CON+CON+15+2D10
Evade DEX+DEX+8D10 Perception INT+POW+20+2D10 Stealth DEX+INT+6D10
Willpower POW+POW+15+2D10

Combat styles

Vengeful ValorSTR+DEX+40+2D10

Weapon options

1-handed weapons

Amount: 3
Claw (1)
Bite (1)
Spines (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Claw 1h-melee 1d6 L M - Grip, Bleed Y Y 3 5 Claw
Bite 1h-melee 1d8 L S - Grip, Bleed Y Y 3 5 Head
Spines 1h-melee 1d10 - M - Impale Y Y 3 5 As for forequarters