Ankheg Brood Queen

(Generated 43 times)
Namelist None
Tags
Rank Veteran
Race Centipede, Giant
Cult rank None
Notes Lay Egg. As a manuever, the brood queen can lay an egg that contains an ankheg broodling. The egg appears in the nearest space within 5 feet of the brood queen. The egg has Armour of 2 and has 5 hit points. At the end of the brood queen's next turn, the ankheg broodling can use a manuever action to break out of its egg and immediately move and attack the nearest creature that isn't an ankheg. Burst Forth. The brood queen breaks through solid ground or wall as a manuver action, showering the area with debris. Each creature within 6 meters of the brood queen that is surprised (pass perception to notice it) must succeed on a Athletics check, 2d6 damage and is knocked prone on a fail. Command Ankhegs. The brood queen targets 1d4 ankhegs within 10 meters that can see and hear the brood queen. The target uses its reaction to make one melee attack and cannot react again until its turn.
Creatorlocky09
Stats
STR 23
CON 17
SIZ 40
DEX 13
INT 15
POW 2d6
CHA 8
D20Hit locationArmor
01-03 Segment 1 3
04-05 Segment 2 3
06-07 Segment 3 3
08-09 Segment 4 3
10-12 Segment 5 3
13-14 Segment 6 3
15-16 Segment 7 3
17-18 Segment 8 3
19-20 Head 3
Attributes
Movement 10
Natural armor Yes

Non-random features

ListFeature
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 ***Burrower*** Can tunnel through the specified ground type at its normal Movement rate
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments.
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (Mythras Core 214-218)

Standard skills

Athletics STR+DEX+7d10 Brawn STR+SIZ+7d10 Endurance CON+CON+7d10
Evade DEX+DEX+7d10 Perception INT+POW+7d10 Stealth DEX+INT+7d10
Unarmed STR+DEX+7d10 Willpower POW+POW+7d10

Combat styles

Primary Combat StyleSTR+DEX+7d10

Weapon options

1-handed weapons

Amount: 2
Claws (1)
Bite (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
Claws 1h-melee 1d8 L L - Grip,Bleed Y Y 0 0
Bite 1h-melee 1d10 L L - Grip,Bleed Y Y 0 0