Carrion Creeper (Barrowmaze)

(Generated 6 times)
Namelist None
Classic fantasy
Rank Skilled
Race Carrion Creeper
Cult rank None
Notes +3 Action points. he creature’s eight tentacles are not tracked individually. Instead, when Hit Points are reduced to 0, enough tentacles have been damaged or destroyed to reduce the carrion creeper’s Action Points to 3. When fully negative, the Action Points are reduced to 2 and the tentacles are all either severed or maimed and may no longer be used to paralyse victims. Cutting weapons do full damage, crushing weapons do half, and piercing do only 1 point of damage to the writhing mass of tentacles. Creepers are immune to the effects of Serious Wounds. If it suffers a Major Wound to a segment and then fails its Endurance test, the creeper is severed at that location and the fatally wounded creature takes Rounds equal to its CON to stop thrashing and finally die, but cannot target any individual in its death throes. Attacks from the front of a creeper roll 1d10+10 when determining hit location. A carrion creeper attacks by lashing out with its eight 60 cm (2 ft) long tentacle, which secrete a sticky paralysis slime. Armour protects completely; therefore, the creeper attempts to use the Bypass Armour Special Effect where necessary, or Choose Location on one wearing partial armour. Once a victim has been paralyzed, it will move on to another opponent until none remain before attempting to feed or deposit eggs.
STR 2d6+6
CON 2d6+12
SIZ 2d6+12
DEX 2d6+3
INT 2d6+2
POW 2d6
D20Hit locationArmor
01-02 Segment 1 2
03-04 Segment 2 2
05-06 Segment 3 2
07-08 Segment 4 2
09-10 Segment 5 2
11-12 Segment 6 2
13-14 Segment 7 2
15-16 Segment 8 2
17-18 Head 6
19-20 Tentacles 2
Movement 6
Natural armor Yes

Non-random features

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.
Ability ***Death Sense*** In tune with the powers of death, the crea- ture can sense the death of living things and dead flesh at a range of up to half its INT or INS in kilometres.
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Exotic Poison Creeper Venom - Application Skin Contact. Pot 55. Resistance Endurance. Onset time: Immediate paralysis in location struck. If head or chest, total paralysis o/w takes 1d3 rounds to spread to total paralysis. Duration: Attacker CON in hours.

Standard skills

Athletics STR+DEX+5d10 Brawn STR+SIZ+5d10 Endurance CON+CON+6d10
Evade DEX+DEX+5d10 Perception INT+POW+8d10 Stealth DEX+INT+8d10
Willpower POW+POW+9d10

Combat styles

Writhing DeathSTR+DEX+8d10

Weapon options

1-handed weapons

Amount: 2
Tentacles (Paralysis) (1)
Mandibles (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Tentacles (Paralysis) 1h-melee 0 M M - Grip N Y 0 0 Special
Mandibles 1h-melee 1d4 M T - Grip, Bleed Y Y 0 0 Head