Krarshtkid, Small

(Generated 260 times)
Namelist None
Rank Skilled
Race Krarshtkid
Cult rank None
Notes Abilities: Multi-limbed (+2 action points) if using the claw attack. In a round Krarstkid can only attack one type of attacks
STR 2d6+6
SIZ 1d3+6
DEX 2d6+12
POW 2d6+6
D20Hit locationArmor
01-03 Leg One 3
04-06 Leg Two 3
07-09 Leg Three 3
10-12 Leg Four 3
13-15 Leg Five 3
16-18 Leg Six 3
19-20 Body 6
Movement 4
Natural armor Yes

Additional features

Chaotic feature 5% View items

Non-random features

Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.
Ability ***Burrower*** Can tunnel through the specified ground type at its normal Movement rate
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 ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Ability ***Entangling*** Restricts the movements of those within melee range, who must succeed in an unopposed Brawn roll to avoid being rendered physically helpless each round.
Ability ***Faerie Stealth*** Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power.
Ability ***Communal Mind*** Though a single creature of this type has only a low INT, a large group of them together possess a vastly improved intellect, poten- tially achieving sapience.
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 ***Chaos Aura*** Tainted by the Chaos rune and other Chaotic creatures can sometimes recognise this. When encountering a creature of Chaos, it can attempt a Willpower roll. If successful, the creature will not be attacked by its enemy, so long as it does not take any hostile action.
Exotic Poison ***Krashtkid Venom*** Applicaton: Injected. Pot: 50 Resitance: Endurance Onset time: 1d3+3 rounds. Duration 1d3+9 Days. Conditions: Total paralysis for victim.

Standard skills

Athletics STR+DEX+30+2D10 Brawn STR+SIZ+10+6D10 Endurance CON+CON+40
Evade DEX+DEX+6D10 Perception INT+POW+6D10 Stealth DEX+INT+8D10
Willpower POW+POW+8D10

Custom skills

Engineering(Tunnels) INT+INT+7D10

Combat styles

Scuttling HorrorSTR+DEX+20+2D10

Weapon options

1-handed weapons

Amount: 2
Poisonous Bite (1)
Digger Claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 2
Acidic Tongue (1)
Spit Pratzim (Entangling) (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Poisonous Bite 1h-melee 1d6 S T - Inject Venom Y Y 7 3 Head
Acidic Tongue ranged 4d3 M VL - Y Y 3 3 Head
Spit Pratzim (Entangling) ranged 0 L VL - Entangle Y Y 3 3 Head
Digger Claws 1h-melee 1d3 S S - Grip, Bleed Y Y 3 3 Claw