Notes |
Scuttling around in the darkest caves, Grannits are surprisingly terocious little horrors. About the size of a coconut, they are covered in armadillo like rocky and bony armour that blend in well with their surroundings making a stationary one indistinguishable from the rocks around it. They often attack by suprize but can only bite the legs of victims, scuttling forward on 8 crablike legs. To compensate for their lack of physical strength they have a immensely powerful sideways beak-like jaws, and a mildly acidic bite that can help to break open any armour they sink their teeth into. They also work as a pack, trying to hamstring their prey so that can attack on mass.They can only hit the legs of standing opponents, roll 1D2 for left/right, but up to 3 can attack each leg.
The acid does 1d2 additional damage to armour first. In attacks they work to grip the leg, and then sunder the armour until it is removed. They then use hamstring (a variant of drop foe and trip) to bring the prey down to biting range.
Hamstring: Assuming the target suffers at least a minor wound from the bite, they are forced to make an Opposed Test of their Endurance against the attacker’s hit roll. Failure indicates that the targets leg has become incapacitated and they are unable to continue standing.
Recovery from incapacitation can be performed with a successful healing check Otherwise the incapacitation lasts for a period equal to one hour divided by the Healing Rate of the target, and the victim will be at half movement until fully healed. |