Jukhar (Snatching Daemon)

(Generated 138 times)
Namelist Monster Island - High Folk (View names)
Tags
Demon
Genertela
Rank Master
Race Jukhar (Snatching Daemon)
Cult rank None
Notes "Jukhar are vaguely humanoid daemons, but have four arms, a barbed tail, and long digitigrade legs ending in clawed feet. Their faces are featureless save for their wide, fanged mouths. They lack eyes or visible ears; they are blind, but their hearing is acute. Jukhar have lustrous, jet black skin, with swirling orange streaks where their faces should be. ukhar are dedicated to their duties, and are difficult to distract from them." Use dark sight as Dark sense. Anaxial Annex pg 239 Source: Anaxial's Manifest
Creatorhkokko
Stats
STR 3d6+12
CON 2d6+6
SIZ 2d6+9
DEX 3d6+6
INT 3d6
POW 3D6
CHA 2d6
D20Hit locationArmor
01-02 Tail 3
03-04 Right Leg 3
05-06 Left Leg 3
07-08 Abdomen 3
09-10 Chest 3
11-12 Lower Right Arm 3
13-14 Lower Left Arm 3
15-16 Upper Right Arm 3
17-18 Upper Left Arm 3
19-20 Head 3
Attributes
Movement 4
Natural armor Yes

Non-random features

ListFeature
Ability ***Immunity to disease***
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Immunity to poison*** The creature is immune to all poisons. All creatures without SIZ automatically have this Trait, although it is not specifically listed in their descriptions.
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 ***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+40+2D10 Brawn STR+SIZ Endurance CON+CON+20+2D10
Evade DEX+DEX+20+2D10 Influence CHA+CHA+20+2D10 Perception INT+POW+2D10+40
Stealth DEX+INT Unarmed STR+DEX Willpower POW+POW+2d10+30

Magic skills

Folk Magic POW+CHA+2d10+30

Custom skills

Tracking INT+CON+2D10+10

Combat styles

Taking You NowSTR+DEX+50+2D10

Weapon options

1-handed weapons

Amount: 6
Dagger (1)
Falchion (1)
Net (1)
Shortsword (1)
Whip (Barbed) (1)
Bite (100)
Claw (100)
Tail (100)

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 1d6 M T - Bleed Y Y 4 5 Head
Claw 1h-melee 1d4 M M - Bleed,Grip Y Y 4 5 Claw
Tail 1h-melee 1d4 M M - Entangle,Grip Y Y 4 5 Tail

Folk spells

Amount: 2d4
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Avert 1 Befuddle 1 Darkness 1 Demoralise 1
Ignite 1 Ironhand 1 Mobility 1 Protection 1
Shock 1