Cob Hobbler - Jaguar
(Generated 83 times)Namelist | None |
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Tags | Cloud forest High mountains High plateau Jungle
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Rank | Master |
Race | Cob Hobbler - Jaguar Form |
Cult rank | None |
Notes | Cob Hobbler in Jaguar. Emerging parasitic - see MI pg 206. Action points + 4 due to multilimbed. "The spindly legs of a cob hobbler allow it to climb walls or trees with ease, and grant it a superior movement rate. Other than this the parasite grants no other advantage, the base creature remaining relatively intact save for its subverted nervous system. A favoured tactic is to leap from ambush at a trail- ing or lone victim, grapple them with two legs then use the emaining ones to run off at high speed, to eat their prey later. The only significant threat it poses are the spore patches upon its legs, which spread the seeds of a new generation if the cob hobbler is killed in combat. This can be very dangerous since a cloud of spores can corrupt an entire region, turning most of the native animals into multi-legged horrors." |
Creator | hkokko |
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Non-random features
List | Feature |
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Ability | ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat |
Ability | ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate. |
Exotic Poison | ***Cob Hobbler Spore*** Black finger length spores with a feathery top. Need bare flesh. Application: Touch Potency: 60 Resistance: Endurance Onset time: 1d3+3 months Duration: Permanent Conditions: The victim must make a single resistance roll when first touched by a spore. Failure indicates that they have been infested. The victim will slowly have its nervous system compromised by the infant cob hobbler whilst its eight spider legs grow in a slowly swelling cyst upon its back. See creature description above. Antidote/Cure: If treated within the first three months, the symbiotic parasite can be removed via surgery. A successful Healing roll excises the creature without harm. Failure either kills the host or causes permanent paralysis due to damage to the spinal cord. MI pg 208. |
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. |
Standard skills
Athletics | STR+DEX+20+20+4D10 | Brawn | STR+SIZ+206D10+20+4D10 | Endurance | CON+CON+20+4D10 |
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Evade | DEX+DEX+20+20+4D10 | Perception | INT+POW+20+4D10 | Stealth | DEX+INT+20+4D10 |
Unarmed | STR+DEX+20+4D10 | Willpower | POW+POW+20+4D10 |
Combat styles
Horrifying Spider Limbs | STR+DEX+2D10+20+4D10 |
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Weapon options
1-handed weaponsAmount: 1
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2-handed weaponsAmount: 0 |
Ranged weaponsAmount: 0 |
ShieldsAmount: 0 |
Custom weapons
Name | Type | Damage | Size | Reach | Range | SpecialFX | Dam. mod. |
Natural weapon |
AP | HP |
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Horrifying Spider Limbs | 1h-melee | 1d10 | L | L | - | Injecg Venom | Y | Y | As per limb |