Wind Rider of Dorastor

(Generated 24 times)
Namelist Polynesian (View names)
Tags
Dorastor
Flyer
Rank Skilled
Race Wind Rider of Dorastor
Cult rank Common
Notes Wind Riders are large humanoid creatures with wing flaps stretching between their arms and body. They have no faces, their heads being completely smooth. They can see and hear as magical abilities. They feed by enveloping prey in their wings and secreting a powerful digestive enzyme that dissolves their prey and allows them to absorb the mush through their wing membranes. Wind Riders can envelop creatures up to 1.5 times their SIZ. Once enveloped, the victim is exposed to a powerful digestive enzyme as poison. This does not digest metal but will digest any organic material in the same way that acid digests material. Metal armor protects until overcome by cumulative damage, even though the metal is not damaged, surplus damage gets past the metal, this represents the juices oozing past the metal armor. The digestive juices attack all locations at the same time. Their normal tactic is to swoop down on a single opponent or on a group and attack each member of the group. They normally attack in huge flocks, to give the opponents little chance to escape. Source: Secrets of Dorastor
Creatorhkokko
Stats
STR 3d6+6
CON 3d6+6
SIZ 3d6+6
DEX 3d6+6
INT 2d6+3
POW 4d6
CHA 2d6
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10 Chest 0
11-12 Right Wing 0
13-15 Right Arm 0
13-14 Left Wing 0
16-18 Left Arm 0
19-20 Head 0
Attributes
Movement 8/12 (flying)
Natural armor Yes

Non-random features

ListFeature
Basic Poison Melt. Dissolves flesh. Application: Smeared or Injected Potency: 85. Resistance: Endurance. Onset time: 1d3 rounds. Duration: 2d10 minutes Conditions: Failing to resist the poison imposes 1d4 points of damage to location. Can be resisted every round
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 ***Engulfing*** The max size of victim is figured as half the creature’s own SIZ, but may be less than this depending on the creature’s physiology. Engulfed victim suffers at least one damage roll based on the creature’s bite attack before being swallowed – the time spent chewing depends on the creature and how sensitive its innards are. If still alive a swallowed victim will begin to suffocate. Often victim lacks the mobility to move inside the digestive tract or the creature is so large that he will die long before he can cut its way out.
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task

Standard skills

Athletics STR+DEX+1d10+20 Brawn STR+SIZ+1d10+20 Endurance CON+CON+1d10+20
Evade DEX+DEX+1d10+20 Perception INT+POW+1d10+50 Unarmed STR+DEX+1d10+20
Willpower POW+POW+1d10+20

Magic skills

Folk Magic POW+CHA+2d10+10

Custom skills

Fly 1d20+80

Combat styles

Envelop and DigestSTR+DEX+1d10+20

Weapon options

1-handed weapons

Amount: 1
Enveloping Membrane (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Enveloping Membrane 1h-melee 0 L M - Grip Y Y 0 0 hand

Folk spells

Amount: 1d3
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Coordination 1 Mobility 1 Tire 1