Cave Fisher (Barrowmaze)

(Generated 117 times)
Namelist None
Tags
Classic fantasy
Fantasy
Rank Novice
Race Crab, Giant
Cult rank None
Notes Cave fishers are large (for an insect; 5' long) insect like creatures that hide high up in dark caves waiting to shoot passers-by with their sticky filament. They may also shoot the filament across a path and wait for victims to walk into it. They have a complex biological winch built into their bodies to control the filament. Its ledge or small cave will be scattered with the bones of victims and a few of these may have had treasure. Filament: The Perception roll to see the filament is one grade harder than would be normal for the conditions (Ex. in a well lit area it would be a Hard check, and in the dim light of a dungeon it would be Herculean), and then only within 10 ft. It has a powerful adhesive that can only be released by strong alcohol or the creature's own blood. It can only be severed by +1 or better edged weapons. An opponent may walk into it, or may be hit with it (the cave fisher attacks with its filament as per it's combat style.) Once attached, the cave fisher may reel in a foe of up to 400 lbs at 15' per round. When a foe is reeled in, it strikes with its front two pincers. Its other legs can anchor it in place with the same adhesive as the filament. It takes 1 round to reel in its filament without a victim. Cave Fisher filament is incredibly strong and sticky: treat a strand of filament as having 6 Armour Points and Hit Points equal to half the cave fisher’s SIZ. Touching an adhesive filament glues the limb to the strand, unless the victim can win an opposed roll of their Brawn against the filament’s Stickiness (equal to the cave fisher’s Endurance). If this fails they remain fastened, unable to break free by strength alone. Attempting to cut free exposes the tool or weapon used to the same process.
CreatorSorn1808
Stats
STR 2d6+9
CON 2d6+6
SIZ 2d6+12
DEX 3d6+6
INT 2d6+2
POW 1d6
CHA
D20Hit locationArmor
01 Right Fourth Leg 6
02 Left Fourth Leg 6
03 Right Third Leg 6
04 Left Third leg 6
05 Right Second Leg 6
06 Left Second Leg 6
07 Right First Leg 6
08 Left First Leg 6
09-10 Abdomen 6
11-16 Cephalothorax 6
17-18 Right Pincer 6
19-20 Left Pincer 6
Attributes
Movement 6m (20')
Natural armor Yes

Non-random features

ListFeature
Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments.
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)

Standard skills

Athletics STR+DEX+2d10+30 Brawn STR+SIZ+2d10+30 Endurance CON+CON+1d10+40
Evade DEX+DEX+20 Perception INT+POW+1d10+30 Stealth DEX+INT+2d10+20
Willpower POW+POW+20

Combat styles

Fishing for FoodSTR+DEX+1d10+30

Weapon options

1-handed weapons

Amount: 2
Primary Pincer (1)
Secondary Pincer (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Primary Pincer 1h-melee 1d6 L M - Y Y 8 11 Pincer
Secondary Pincer 1h-melee 1d6 L M - Y Y 8 11 Pincer