Huthori

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20th Rank - Evil (Gigantic)

Health Points: 209

Beaten: 105

Battered: 52

Attack Skill: 226

Attacks: Claw/Bite (7/4); Tail Strike (12/6); +37 Str Dmg

Armor: Dragon Hide (48)

Physical Defense: 131

Magical Defense: 154

Divine Defense: 133

Jinhu Defense: 137

Move: 50'

Luck Points: 12

Vision: Normal

Attributes: Str: 243 (+37), Sta: 263 (+51), Agi: 70(+3), Per: 70(+3) Int: 105 (+12), Wits: 100 (+10), Will: 90 (+8), Chr: 105 (+12)

Skills

Alchemy 187, Alertness 185, Convince 187, Evade 128, Hide 128, Search 240, Skepticism 250, Survival 133, Swimming 130, Track 130


Creature Type: Magical Beast (planar)

Treasure: Personal No; Lair Yes

Environment: Plane of Discord, any plane of Arit Tura

Organization: solitary, pair, squad (3-6)


Abilities

All Around Vision The creature is exceptionally alert to everything around it. It gains +10 bonus per 5 ranks to all Perception based checks. In addition, it does not suffer any penalties to defending against flank or rear attacks.

Breath Weapon (Carbon Paralyzation: Cloud) Once per turn the creature is able to breath a thick black cloud that deals 2 points of damage per 2 ranks of the monster. Those that are targeted gain an Stamina check at a TS of 4 to shake off the effects. Those struck will be turned to stone. This breath weapon ignores armor absorption and has an APC of 4. This breath weapon has a range of 10' feet per size above small, and a diameter of 5’ per size above small, unless otherwise noted. The cloud will dissipate within 2 turns.


Burrow The creature can move through stone, dirt, or almost any other sort of earth except metal as easily as walking normally. This burrowing leaves behind no tunnel or hole. If the creature is within 3’ per size category of the surface a mound of dirt is created causes a mound of dirt to rise showing the passage of the creature. This can be used as a Move action.

Crush If the creature is successful with a claw, constriction, tail crush, grapple, or bite, it can grapple a target and can begin to crush it. Those attacked in this fashion are allowed an opposed Agility Check or Strength check to avoid this grapple effect. The creature gains a +2 success bonus to this check. Those that fail are considered grappled by the creature and take its Strength Modifier in damage every turn, this damage ignores any armor absorption. Those that are held are allowed to attempt an escape from the crushing as per the grapple rules every phase. Unless the creature releases the target it must be killed and its hold forcefully opened.

Dragon Hide +15 Armor Absorb vs. Bludgeoning; +10 Armor Absorb vs. Slashing; +5 Armor Absorb vs. Piercing; Immune to Tiny or Small Weapon Damage; 20% Magic Resistance

Heat The creature can generate heat so intense that anything touching its body takes three times its Willpower Modifier in heat damage. Those within 20’ suffer fatigue loss of 5 fatigue per phase. This heat can be generated three times per day, lasts for five phases and has an APC of 1.

Iron Skin The creature is able to cause its skin to become like iron, toughening itself against the gravest of blows. Every time that the creature is struck while this power is active, there is a 50% chance that the creature does not suffer any damage – including critical hit damage. This ability lasts for a duration of 1 turn and may be used twice per day. The Action Point Cost of this ability is 1.

Swallow Whole Anytime that the creature gains 4 or more successes with a bite attack it may attempt to swallow the target. The creature may only attempt to swallow whole targets that are two sizes smaller than itself. Once grabbed in such a way the target takes the creature’s Strength Modifier damage from the bite, it is then swallowed into the gullet and stomach of the creature where it takes an additional 10 points of crushing damage plus 5 points of acid damage per phase from the creature’s digestive juices. A swallowed creature can cut its way out by dealing 1/4 of the creature’s total health points in damage to the creature’s digestive tract. Once the target has escaped it continues to suffer from the acid as it clings to them until washed off. In addition, the juices have a paralyzing effect and cause all those that attempt make it out to suffer a -50 to all their skill checks, this effect lasts for 1 hour after escaping the creature. The number of creatures that can be held in a creature’s belly is equal to the following

Gigantic: 2 Medium Sized Creatures or 1 Large, 4 Small, 8 Tiny

Tail Slap As a free action the creature is able to tail slap anyone that is behind them. Those targeted by a tail slap may attempt to dodge the slap by making an Physical Defense at -50 penalty. Those that fail are struck normally for 24 points of fatigue damage and knocked back 5’ per creature size small and above.

Unnatural AuraAny being, other than creatures of the same type, that is within 5’ per Willpower Modifier of the creature must make a Willpower check at a TS of 4. Those that fail suffer a -75 to all their checks, until they leave the presence of the creature.


Ancient and evil the draconic Huthori are native to the fast desert plane of Discord. Looking very much like dragons of the mortal worlds, these gigantic beasts are serpentine in form and shape and are over 90' in length. They make their homes in the few rocky outcroppings that mare the plane of Discord, often dissolving the rock to make a more stable home in the shifting plane. As ancient beasts of the plane they linger in these carved out caverns and domains for many years at a time emerging only to hunt parties of "mortalings", fight fierce battles with other Huthori or to mate. They move through the sands of the shifting plane with ease as a shark swims through the oceans of the mortal worlds. Their favorite tactic is to come up from underneath unsuspecting creatures often swallowing them whole.

Huthori are deep red in color, with brilliant shades of yellow or gold on the fringes of their thick scales.

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