Dread Moth (Ak'ab)

(Generated 32 times)
Namelist None
Tags
Rank Novice
Race Giant Moth
Cult rank None
Notes It is an understatement to say that dread moths are terrible to behold. They appear as a dark grey moth the size of an eagle. Their sickening bodies are covered with short hair reminiscent of mold. Their large mandibles constantly tap together, producing a distinct, eerie chittering sound. The origin of dread moths is unclear. Many claim they come from Hades, but the creatures have become such a widespread nuisance amongst the planes that it is impossible to tell. While sometimes encountered alone, dread moths are more often than not found in large nests containing several dozen individuals. A single nest can be as large as a small castle and house nearly a hundred dread moths, lead by a single queen (a Medium dread moth of 15 Hit Dice). Their motives are unclear; although they have no established society as far as scholars can tell, dread moths have a habit of dissecting their dead prey, sometimes examining the body for hours before disposing of it. It is believed by some that the moths somehow learn the anatomy of their foes through this procedure, although most find the idea laughable. A typical dread moth has a wing span of 3 to 4 feet, although its small, segmented body is only about 1 foot long, and it weighs about 10 pounds. They cannot speak any language, but they do comprehend.
CreatorJInkyz
Stats
STR 2d4+6
CON 3D6
SIZ 2d3+4
DEX 1d6+12
INT 2d6+2
POW 2d6+6
CHA
D20Hit locationArmor
01-02 Abdomen 3
03 RH Leg 1
04 LH Leg 1
05 RC leg 1
06 LC Leg 1
07 RF Leg 1
08 LF Leg 1
09-10 RH wing 0
11-12 LH Wing 0
13 Thorax 3
14-16 RF Wing 0
17-18 LF Wing 0
19-20 Head 3
Attributes
Movement 4 (9 flying)
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 ***Faerie Stealth*** Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power.
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 ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Web*** Touching the web glues limb to strand unless one time Brawn vs stickiness (Spider's Endurance) Has & AP and HP 0.5x spider Size. Attempting to cut free exposes the tool or weapon used to the same process. Web is not flammable.
Ability ***Vulnerable to sunlight** Takes 1d3 damage to exposed locations - cannot heal in sunlight.
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.
Ability ***Uz*** ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence. ***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments. ***Hate the Sunlight*** Demoralised under sunlight - all skill rolls are one grade harder. ***Reaction to Iron*** Increase all damage that penetrates by 50%. If wearing any form of iron skills reduced by one difficulty grade, resisting magic one grade easier, casting one grade harder.

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+10 Endurance CON+CON+20
Evade DEX+DEX+25 Perception INT+POW+20 Unarmed STR+DEX+25
Willpower POW+POW+35

Custom skills

Flying DEX+DEX+30

Combat styles

Horrid attackSTR+DEX+35

Weapon options

1-handed weapons

Amount: 2
Bite (100)
Grapple (100)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Web net (100)

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Bite 1h-melee 1d3+2 S T - Bleed, Grip Y Y 0 0 head
Grapple 1h-melee 1d4+2 M T - Grip Y Y 0 0 legs
Web net ranged 1d2-1 L - 5/10/25 entangling Y N 2 3