Zlanbeast / Greater Fellbeast

(Generated 72 times)
Namelist None
Rank Skilled
Race Basilisk Cockatrice
Cult rank None
Notes Zlanbeasts are very large reptilian-looking flying spawn, with membranous black wings equipped with long, sharp talons. They have muscular necks and large jaws filled with razor-sharp teeth. Their bodies are covered with a leathery dark grey hide and their great feet have sharp claws, each one as long as the blade of a broadsword, which they employ to fearsome effect when raking a target. Zlanbeasts have excellent vision, both in utter darkness and in bright daylight. They have strong powers of regeneration and will automatically regain one lost hit point per round of combat. When not engaged in battle, a Zlanbeast can restore itself to its original hits score in one hour. Zlanbeasts rarely engage in combat. But when they do, they are devastating aerial attackers. They will seek to snatch opponents in their claws, soar upwards and then release them to fall to a crushing death on the ground far below. They will give vent to a piercing shriek that will cause fear in the hearts of the most courageous of human warriors. ***stun screech***: Zlanbeasts employ an ear splitting screech in combat. When done, every creature in a radius equal to the beast’s POW in metres becomes stunned unless he can overcome the beasts influence with his Willpower in an opposed test. The stun effect lasts for a combat turn and the effected player can take no offensive actions. The screech can be done every 10 – CON/5 turns. ***Zlanblade***: This is an incredibly sharp metal blade attached to harnesses that straps around a Zlanbeast's tail. The weapon can then be used in place of the beast’s normal attack or attacks if desired. When wielded, it gives the beast a tail attack and does 2d8 damage to this attack.
STR 11d6
CON 5d6+4
SIZ 11d6
DEX 2d6+6
INT 2d6+5
POW 3d6+6
CHA 3d6
D20Hit locationArmor
01-03 Tail 8
04-05 Right Hind leg 8
06-07 Left Hind leg 8
08-10 Hindquarters 8
11-14 Forequarters 8
15-16 Right winglet 8
17-18 Left winglet 8
19-20 Head 8
Movement 14m fly/ 6m walk
Natural armor Yes

Non-random features

Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Ability ***Diving Strike*** Increases both the Size of the attack and the creature’s Damage Modifier by one step, for this attack only. Once per round. Must be at least one full round of Movement above its target (or possibly below if submerged) in order to use the diving strike.
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Perceptive (Sight) *** extremely perceptive. can roll one Difficulty Grade easier when using perception skill involving sight

Standard skills

Athletics STR+DEX+20 Brawn STR+SIZ+2d10 Endurance CON+CON+2d10+20
Evade DEX+DEX+20 Influence CHA+CHA+3d10+15 Perception INT+POW+2d10+30
Stealth DEX+INT+1d10+10 Willpower POW+POW+1d10+10

Custom skills

Fly STR+DEX+40

Combat styles

Flying devilSTR+DEX+2d5+30

Weapon options

1-handed weapons

Amount: 3
Bite (1)
Claw (1)
Zlanblade (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 1d12 H VL - bleed,grip Y Y 0 0 head
Claw 1h-melee 1d8 H L - bleed, grip Y Y 0 0 leg
Zlanblade 1h-melee 2d8 H VL - Bleed, Sunder Y N 7 10