(Generated 80 times)
Namelist None
Rank Skilled
Race Stingworm
Cult rank None
Notes The larvae of several giant insects are collectively referred to as ‘stingworms’. Stingworms resemble caterpillars, but with longer legs better adapted for fast movement. Both land- and water-dwelling forms exist. The creatures repeatedly molt throughout their life, increasing in size each time. The abilities below are for a stingworm that has completed the last pre-adult molt, and is about to pupate. This stage is the longest, and some species actually spend longer as larvae than they do as pupae or adults. Stingworms lie in wait for prey, often concealed beneath mud, stones, or other debris, or in the water if aquatic. When a suitable target passes by, they lash out suddenly, grab it with their sharp mandibles, and inject their venom with bite or sting, depending on the species. Anaxial 1d4+2 rounds of unconsciousness
STR 2d6+12
CON 3d6
SIZ 2d6+3
DEX 3d6+12
INT 1d4
POW 2d6
D20Hit locationArmor
01 Right Hind Leg 2
02 Left Hind leg 2
03 Right Centre Leg 2
04 Left Centre Leg 2
05 Right Front Leg 2
06 Left Front Leg 2
07-11 Mid part 2
12-17 Thorax 2
18-20 Head 2
Movement 5
Natural armor Yes

Non-random features

Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.
Ability ***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (Mythras Core 214-218)
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Exotic Poison ***Stingworm Poison*** Application: Contact Potency: 55 Resistance: Endurance Onset time: 1d2 rounds Duration: Half CON in hours Conditions: Failing to resist the potency of the poison causes Agony - Victim is hindered by intense pain. Whether in a location or the entire body, any skill roll involving use of the affected area must also be less or equal to the character’s Willpower, otherwise the attempt fails and they moan or scream in pain. Victim has their Magic Points current number reduced. Apply the Potency poison on the Spirit Damage table (page 201) to calculate the dice roll used. Lost Magic Points do not recover until the duration ends. Rq6 pg 113

Standard skills

Athletics STR+DEX+2D10 Brawn STR+SIZ+2D10 Endurance CON+CON+4D10+20
Evade DEX+DEX Perception INT+POW+4D10 Stealth DEX+INT+40+2D10
Swim STR+CON+2D10 Willpower POW+POW

Combat styles

Sudden AmbushSTR+DEX+2D10

Weapon options

1-handed weapons

Amount: 1
Bite (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 1d6 M M - Grip, Inject Venom Y Y 0 0 Head