(Generated 38 times)
Namelist None
Rank Skilled
Race Crocodile
Cult rank None
Notes Storgh are large crocodilian Agarashi with dark brown bodies covered by thick horizontally-ridged scales. Their powerful tails are keenly edged and as sharp as a sword. Storghs have no eyes or ears; their great heads are just a blank mask with large flaring nostrils and wide, fanged-filled jaws. There are some very rare variants of Storgh that are born with two heads. Even without eyes and ears, Storghs can easily localise their prey with their powerful sense of smell and their keen sensitivity to vibration. These senses are equally effective above or below water. When hunting, Storghs will lie semi-submerged in murky rivers and muddy pools where they will remain motionless for hours while patiently awaiting their unwary prey. When they detect the close proximity of a warm-bloodied mammal, they will leap to the attack with startling suddenness, clamping them tightly in their crushing jaws, or causing a deep wound with one swipe of their fearsomely sharp tails. 10% of Storgh possess the Agarashi traits of: Blood: These Agarashi are constantly covered in a dripping, steaming sheath of motile blood. Whenever they strike a target in combat, some of this acidic fluid splashes into the wound, inflicting great pain and leaving horrendous scars. As a result they are able to inflict one EXTRA point of acid damage automatically in each hit, unless the Player(s) engaged in the fight possesses some form of magical protection against acid. or Disease: Agarashi imbued with this trait will give off an overwhelming and sickly stench of putridity. Their hides will be festooned with maggots, and swarms of buzzing flies will surround their mouldering bodies. They are able to inflict +1 extra point of damage automatically in each hit, unless the Player(s) engaged in the fight possesses some form magical protection against virulent disease. Any wound received from an Agarashi imbued with Disease will become infected and inflamed immediately. If a Player loses any hit points during the combat, they must treat their wounds with a healing potion to cure the infection (one dose per wound/location). Failure to do so within 48 hours of receiving the wound(s) will result in death. Many humans and humanoids have fallen victim to a Storgh while wandering along the seemingly peaceful banks of a gentle river. Because of this, inhabitants have come to fear and despise these monsters. From out of this hatred has arisen a commonly used insult: “Son of a Storgh”.
STR 31
CON 19
SIZ 38
DEX 16
INT 12
D20Hit locationArmor
01-03 Tail 5
04-05 Right Hind Leg 5
06-07 Left Hind Leg 5
08-10 Hindquarters 5
11-14 Forequarters 5
15-16 Right Front Leg 5
17-18 Left Front Leg 5
19-20 Head 5
Movement 6
Natural armor Yes

Non-random features

Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
Ability ***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic.
Ability ***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (Mythras Core 214-218)
Ability ***Perceptive (Smell) *** extremely perceptive. can roll one Difficulty Grade easier when using perception skill involving sight
Ability ***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments.

Standard skills

Athletics STR+DEX Brawn STR+SIZ+30 Endurance CON+CON+40
Evade DEX+DEX Perception INT+POW+30 Swim STR+CON+50
Willpower POW+POW+30

Combat styles

Lurking Death (Jaws, Tail Sweep)STR+DEX+20

Weapon options

1-handed weapons

Amount: 2
Tail (1)
Jaws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Tail 1h-melee 1d8 H L - Bleed, impale Y Y 5 13 Tail
Jaws 1h-melee 1d10 H M - Bleed, Grip Y Y 5 14 Head