Froghemoth
(Generated 404 times)Namelist | None |
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Tags | Animal Classic fantasy Fantasy Marsh Monster Swamp
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Rank | Skilled |
Race | Froghemoth |
Cult rank | None |
Notes | Average Lair: 1, or 2-4** Treasure Type: Incidental Camouflaged: Only submerged in marshy waters. Engulfing: The maximum size of an engulfed victim is figured as half the Froghemoth own SIZ (33). Frenzy: Only if weapon "tongue" is reduced to 0 or less hp. Immunity to fire: Only no-magic fires, but this type of fire force the Froghemoth to make a unopposed willpower check if want to approach the source. Magic fires do half damage to the Froghemoth. Resistant to damage of normal weapons: Applied to blunt weapons only. Weakness contact with electricity: Although it can not cause damage to the Froghemoth, reduces its movement rate and combat style percentage by half for 1d3 turns. This huge beast lurk in swamps and underground wells, its mere existence a challenge and a legend to which only the strongest can survive. An adult measures approximately 22 ft (6.7 m) tall and weighs about 16,000 pounds (7.3 mt). For most of the day, remains submerged in shallow water, exposing only their eyes and nostrils, which seem to be some kind of aquatic vegetation. A potential prey will be attacked by surprise first with the tongue (Grip) to be carried to the mouth and then, bitten to death (Impale) and swallowed. Tentacles are used in the same fashion against fighting preys (Grip or Pin Weapon). A froghemoth will pursue fleeing prey onto dry land, but only for 1d4 rounds, then will return to its home waters. |
Creator | Donesteban |
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Non-random features
List | Feature |
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Ability | ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades. |
Ability | ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence. |
Ability | ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218) |
Ability | ***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted. |
Ability | ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (Mythras Core 214-218) |
Ability | ***Hold Breath*** The creature can hold its breath for extended periods of time. If prepared and remaining fairly static the creature can hold its breath for a number of minutes equal to its CON. This period is halved if the creature is active, such as when swimming or fighting. |
Ability | ***Immunity to fire*** |
Ability | ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat |
Ability | ***Perceptive (Sight) *** extremely perceptive. can roll one Difficulty Grade easier when using perception skill involving sight |
Ability | ***Resistant to damage of normal weapons*** Reduce the damage dice of weapons by two steps. Magic affects normally. |
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 | ***Weakness*** Weakness against environment or Rune |
Standard skills
Athletics | STR+DEX+30 | Brawn | STR+SIZ+40 | Endurance | CON+CON+40 |
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Evade | DEX+DEX+30 | Perception | INT+POW+50 | Stealth | DEX+INT+40 |
Swim | STR+CON+40 | Willpower | POW+POW+50 |
Combat styles
Huge swamp horror | STR+DEX+40 |
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Weapon options
1-handed weaponsAmount: 2
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2-handed weaponsAmount: 0 |
Ranged weaponsAmount: 1
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ShieldsAmount: 0 |
Custom weapons
Name | Type | Damage | Size | Reach | Range | SpecialFX | Dam. mod. |
Natural weapon |
AP | HP |
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Tentacles | 1h-melee | 2d6 | C | VL | - | Grip, Pin weapon | Y | Y | Tentacle | |
Bite | 1h-melee | 1d8+1d6 | C | L | - | Impale, Grip | Y | Y | Head | |
Tongue | ranged | 2d6 | C | - | 3m (10´) | Grip, Pin weapon | N | N | 4 | 15 |