Island Lizard, Huge

(Generated 26 times)
Namelist None
Monster island
Rank Master
Race Island Lizard
Cult rank None
Notes Lizard straight out of Skull Island
STR 2d6+21+15
CON 2d6+15
SIZ 4d6+40
DEX 2d6+8
INT 2d6+2
POW 3d6
D20Hit locationArmor
01-03 Tail 14
04-05 Right Leg 14
06-07 Left Leg 14
08-11 Abdomen 14
12-17 Chest 14
18-20 Head 14
Movement 6
Natural armor Yes

Non-random features

Ability ***Blood Sense*** Traces of blood can be sensed at a distance of half its INS in kilometers.(Mythras Core 214-218)
Ability ***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic.
Ability ***Engulfing*** The max size of victim is figured as half the creature’s own SIZ, but may be less than this depending on the creature’s physiology. Engulfed victim suffers at least one damage roll based on the creature’s bite attack before being swallowed – the time spent chewing depends on the creature and how sensitive its innards are. If still alive a swallowed victim will begin to suffocate. Often victim lacks the mobility to move inside the digestive tract or the creature is so large that he will die long before he can cut its way out.
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Area Attack*** Creature or plant of suitable size can sweep or stomp multiple foes, its attack roll being simultaneously applied to everyone within reach of the body part used to make the attack.
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 ***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 ***Savage*** If grip succeeds on bite it continues to tear the wound open. Spend an Action Point on its turn to automatically roll damage and also gone any negative damage modifier.
Ability ***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter.

Standard skills

Athletics STR+DEX+9d10+40 Brawn STR+SIZ+9d10+40 Endurance CON+CON+9d10+40
Evade DEX+DEX+3d10+40 Perception INT+POW+5d10+40 Stealth DEX+INT+3d10+40
Swim STR+CON+3d10+40 Willpower POW+POW+3d10+40

Professional skills

Track INT+CON+3d10+40

Combat styles

Rend BloodilySTR+DEX+3d10+40

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Tail Lash (Area) (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 0 H L - Grip, Impale Y Y 0 0 Head
Tail Lash (Area) 1h-melee 1d6 H VL - Bash, Stun Location Y Y 0 0 Tail