Awakened Ostrich

(Generated 14 times)
Namelist None
Rank Skilled
Race Ostrich
Cult rank None
STR 2d6+6
CON 2d6+3
SIZ 2d6+9
DEX 2d6+6
INT 2d6+4
POW 16
D20Hit locationArmor
01-04 Right leg 0
05-08 Left leg 0
09-10 Abdomen 2
11-13 Chest 2
14-15 Right Wing 2
16-17 Left Wing 2
18-20 Head 1
Movement 15
Natural armor Yes

Non-random features

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.

Standard skills

Athletics STR+DEX+8D10 Brawn STR+SIZ+2D10 Endurance CON+CON+2D10+10
Evade DEX+DEX+6d10+20 Perception INT+POW+30+2D10 Stealth DEX+INT+4D10
Willpower POW+POW+2d10+25

Magic skills

Binding POW+CHA+20 Folk Magic POW+CHA+40 Trance POW+CON+35

Combat styles

Disembowelling DevilSTR+DEX+5D10

Weapon options

1-handed weapons

Amount: 2
Kick (1)
Peck (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Kick 1h-melee 1d6 M M - Trip, Bleed, Stun Location Y Y 1 4 Leg
Peck 1h-melee 1d3 S L - Bleed Y Y 1 4 Head

Folk spells

Amount: 6
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Demoralise 1 Heal 1 Ironhand 1 Protection 1
Slow 1 Spiritshield 1