Jalthur

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The plane of Limbo is a seething place of chaos, random energy and ever shifting elements. It is a harsh plane that few attempt to live in the ever changing plane of chaos, yet the Jalthur exists in a few of the areas of "calmness", they are creatures of pure chaos, often referred to as the Children of Chaos. Jalthur are both loathed and feared for their abilities to control and focus chaos, they are also feared for the foul things that they do to mortal beings. There are four types of jalthur: Tirack, Jaltok, Slaaz, and Kirlaz. Jalthur resemble large sized reptilian creatures that have a distinctive lizard-kin look. Jalthur that survive for more than a century mutate into another type of jalthur; a jaltok mutates into a slaaz, a slaaz mutates into a kirlaz and a kirlaz mutates into a tirack. When this occurs, the jalthur retreats for up to a year to emerge as its new mutated form.


Jaltok (10th Rank)Slaaz (15th Rank)Kirlaz (20th Rank)Tirack (30th Rank)
Health84/42/21118/59/30131/66/33184/92/46
AS117168201289
AttacksClaw (3/2)/Bite (4/3)Claw (4/3)/Bite (6/4)Claw (4/3)/Bite (6/4)Claw (5/3)/Bite (7/4)
Bns Dmg+15+20+20+22
ArmorRigid Plates (16)Hardened Skin (18)Spiked Hide (20)Plated Hide (34)
PD91116141185
MD91116141197
DD82107132183
JD82111136185
Move15\'20\'20\'25\'
Luck581215
AttributesStr:118, Sta:85, Agi:85, Per:80 Int:60, Wits:65, Will:80; Chr:65Str:137, Sta:95, Agi:70, Per:70 Int:65, Wits:65, Will:74; Chr:60Str:137, Sta:95, Agi:70, Per:70 Int:65, Wits:65, Will:74; Chr:60Str:145, Sta:125, Agi:60, Per:60 Int:60, Wits:70, Will:80; Chr:60
VisionHeightenedHeightenedHeightenedHeightened
SizeMediumLargeLargeHuge


Skills*: Alertness (95, 123, 148, 195), Climb (102, 123, 148, 195), Confuse (82, 105, 130, 180), Convince (82, 105, 130, 180), Evade (102, 108, 133, 180), Hide (102, 123, 148, 180), Lie (97, 105, 130, 180), Maul (132, 176, 216, 304), Search (100, 123, 133, 195), Skepticism (82, 122, 132, 198), Survival x2 (82, 107, 132, 183), Track (95, 107, 141, 180), Weaponcraft (132, 176, 216, 304)

  • Skills have the appropriate skill rating per size in order

Creature Type: Magical Beast (planar)

Treasure: Personal No; Lair Yes

Environment: Limbo, or any plane of Arit Tura

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


Contents

Jaltok

The smallest of the jalthur, the jaltok are individualists, wandering not only Limbo but also many other planes of chaos and evil establishing secret lairs from where they can attack travelers or other planar creatures. Jaltok are about 8 feet tall and weigh over 700 pounds. They are a motley gray in color with splotches of green here and there. They have large, flat heads, indicative of all jalthur, and wide mouths filled with hundreds of triangular teeth. Jaltok usually attack only when they are threatened or are hungry. Like all jalthur they will fight to the death.

Abilities:

Armor Damage The creature’s claws are able to tear into an opponent’s armor ripping it to pieces. For every 5 points of undefended damage the creature does it does 1 point of Armor Damage, reducing the defender’s armor absorption.

Astral Escape Three times per day the creature can escape into the Terra Astrea for to 2 turns Here they can move normally, appearing to pass through objects in the normal world. Creatures that use astral escape appear as spectral shapes of themselves in the Terra Prima. Astral escaping can be used as a Move Action.

Aura of Attack Through the use of this ability the creature is able to generate a force that causes all beings, within a 25’ diameter, to be blasted away from the creature. This blast causes 2 points of damage per Willpower Modifier of the creature. Those hit by the blast are knocked back per Knock Back rules at base TS of 5. This can be used twice per day. This has an Action Point Cost of 1.

Black Cloud The creature can release a thick choking, toxic black cloud twice per day. Any being, besides other creatures of the same type, that are within 10’ per size of medium or greater must make a Stamina check (every turn) at a TS equal to 1 per Willpower Modifier or instantly take 10 points of choking damage per turn while they remain in the cloud or until the cloud dissipates. The cloud will vanish in 1 turn per Willpower Modifier of the creature. This has a 2 APC and can be used three times per day.

Critical, Increased Critical The creature causes a critical hit on a 01-10, instead of the normal 01-05.

Frenzy The creature can enter into a frenzy that grants it a bonus of 4 points of natural armor per 10 Stamina and gains double its Stamina Modifier in bonus damage. This frenzy lasts for 1 turn and can be used three times per day.

Incredible Jump The creature is able to jump upward 3’ per 5 points of Strength of the creature. This can be used to jump at a target with an attack, this causes a -25 penalty to such attacks.

Moan The creature can create a dangerous moan. Any being, other than creatures of the same type, that is within 30’ of the creature must make a Willpower at a TS equal to 1 per 20 points of the creature’s Charisma. Those that fail are Stunned for the next 10 phases. Even after a successful check, the targets must repeat the check again if the creature uses this attack again. This can be used three times per day and has an action point cost of 3.

Planar Phase Three times per day the creature is able to phase from one connecting plane to another connecting plane as a Move Action.

Rake With this ability when a creature successfully attacks with a natural weapon it does its Agility or Strength Modifier in additional bonus damage to the defender.

Rigid Plates+10 Armor Absorb vs. Slashing/Piercing Weapon types; +5 vs. Bludgeoning Weapon types


Slaaz

Slightly large than jaltok, a slaaz is the mutated form of the jaltok. These creatures are dark blue in color, with wart covered thick skin which is marked with white streaks. A slazz is about 10 feet tall and are only slightly more broader than a jaltok. It weighs just over 1,000 pounds. These monsters are self centered, arrogant monsters that only think of themselves. They are highly resourceful and deadly. Unlike other jalthur, these beings work well together when they each have a stake in a similar goal. They prefer to avoid melee combat when possible, they use their abilities to their maximum potential. Having survived for a century these creatures take dying a bit more seriously and will not fight to the death, preferring to flee through the planes.

Abilities:

Abundant Leap The creature has the ability to leap and jump double its normal movement as a Move Action.

Assume Form The creature has the ability to change its physical appearance, including race, equipment, height, weight, and age. The creature can assume any form that it or she can think of, but the creature must be within two sizes of its normal size in order to assume the appearance of larger or smaller sizes. This only replicates the physical appearance of the target creature. It can move from one form to another once per 5 phases. The creature can use this ability four times per day for 1 hour. Those viewing the altered creature are allowed a Wits check based on familiarity: No Familiarity - TS 10; Some Familiarity - TS 8; Familiarity - TS 6; Very Familiar - 4. This has an APC of 5.

Aura of Menace Any time that an opponent comes within 10’ of the creature they must make a successful Willpower check at a TS equal to 1 per 20 points of the creature’s Charisma or have an increase in action point cost for every action of +1 and suffer -10 penalty per Willpower Modifier to all skill checks for 1 turn against the creature. If there are multiple creatures with this ability only the aura of the creature with the greatest Charisma is used. The same opponent may not be affected more than once a day.

Blink Three times per day the creature can “blink”, instantly teleporting to a spot up to 30’. The creature must be able to see where it is going for this ability to work and is unable to blink to another location if there is anything between it and its location, this includes through doors, cracks, portcullis, etc.

Burst of Speed The creature can move four times faster than normal within a turn. This increased speed will also give them +10 damage and +30 bonus to attacks and physical defense. This can be used three times per day for 1 phase per 2 Willpower modifier.

Chameleon Like The creature is able to cause its fur or skin to rapidly change to its surroundings giving it surperior bonuses to its Hide, Evade and Physical Defense skills. The creature gains +25 concealment bonus to its Hide, Evade and Physical Defense skills for every 2 Willpower Modifier (max of +100) or it gains one level of Concealment per 2 Willpower Modifier. This can be used three times per day, lasts for 5 phases per Willpower Modifier and has an Action Point Cost of 1.

Dimensional Attack The creature can attack one opponent within 10’ per size above tiny as though they were in normal strike range of their weapon. Dimensional attack may count as a Sneak Attack if the victim is unaware of the creature’s capability to make them or is unaware of the creature itself. This may be used three times per day and increases attacks by +1 AP.

Hardened Skinned +15 Armor Absorb vs. Bludgeoning Weapon types; +5 Armor Absorb vs. Slashing/Piercing weapon types

Immunity to Element(Fire) The creature is immune to certain types of attacks/abilities. Those attacks/abilities to which a creature is immune have no effect on the creature.

Innate Spells (Aura of Protection, Hold, Magical Missiles, Teleport) This creature is able to cast any four random spells. For determination of total successes 1/2 of the creatures rank is used as number of successes achieved for this use. Their Stamina Score is used for determination of other effects. The creature can call upon the use of these spells twice per day.

Invisibility The creature is able to use the spell invisibility as an innate ability. The spell has a duration of 1 phase per rank of the creature. This has an APC of 1. This can be used three times per day.

Planar Phase Three times per day the creature is able to phase from one connecting plane to another connecting plane as a Move Action.

Slipframe The creature can slow time. Sounds are reduced to a slow echo, and everyone, except the creature itself, within 30 feet of the creature is only able to act twice during a turn (once every five phases), movement is reduced by half, and overall everything slows down (this effects even gravity) this lasts for 1 turn. This has an Action Point Cost of 2 and can be used twice per day.

Stunning Attack The creature is able to stun a target that it successfully damages. Targets gain a Willpower check vs. TS of 1 per 2 Strength Modifier of the creature. Those that fail are stunned for 1d10 phases plus the creature’s Stamina modifier.

Kirlaz

Kirlaz are large, quick looking mutated versions of slaaz. It is covered in thick, spiked hide that is dark gray in color, with splotches of blue. They have long, clawed feet and fingers. Unlike, slaaz that tend to attack from a distance or run when they are overwhelmed, the kirlaz are effective killers, both from a distance and up close. The focus on killing more than either slaaz or jaltok with both weapons and their natural attacks.

Kirlaz are about 15 tall, and very broad. It weighs about 2,000 pounds. They are arrogant creatures that rely on their greater intelligence to setup and attack foes. They tend not to flee from battles, but they are not so stupid as to allow themselves to get caught in a situation where they are overwhelmed or unable to win.

Abilities:

Ability Drain With this the creature is able to cause an ability of any one creature that it indicates to stop functioning for 1 full day per rank of the creature drainging the ability. This can be avoided by the target making a successful Stamina or Willpower check at a TS of 1 per 2 ranks of the creature to a maximum of TS 10. This effect occurs when the creature is successful with any melee attack. Creature may gain the use of the ability for 1 turn.

Abundant Leap The creature has the ability to leap and jump double its normal movement as a Move Action.

Acid Acidic enzymes drip from the creature’s mouth or claws. When it attacks it causes 5 points of Acid Damage. This acid will continue to cause 1 point of ongoing damage every phase for 1 turn.

Area Drain Once per turn the creature may cause any being, other than creatures of the same type, that is within 20’ of the creature to make a Willpower check at TS 1 penalty per 2 Willpower Modifier of the creature. Those that fail this check lose a cumulative of 4 Strength, Perception, and Agility Points every phase for a 1 turn. The creature can cannot target the same target in a single encounter, unless that target failed its Willpower check originally. This has an APC of 3 in order to perform.

Aura of Attack Through the use of this ability the creature is able to generate a force that causes all beings, within a 25’ diameter, to be blasted away from the creature. This blast causes 2 points of damage per Willpower Modifier of the creature. Those hit by the blast are knocked back per Knock Back rules at base TS of 5. This can be used twice per day. This has an Action Point Cost of 1.

Dark Blood The creature can recover incredibly fast, regaining its Stamina Modifier in Health every turn, even to the point of regrowing lost limbs or organs but not heads (a head cannot regenerate a body). Regrowth of a limb takes 14 days.

Blink Three times per day the creature can “blink”, instantly teleporting to a spot up to 30’. The creature must be able to see where it is going for this ability to work and is unable to blink to another location if there is anything between it and its location, this includes through doors, cracks, portcullis, etc.

Burst of Speed The creature can move four times faster than normal within a turn. This increased speed will also give them +10 damage and +30 bonus to attacks and physical defense. This can be used three times per day for 1 phase per 2 Willpower modifier.

Corporeal Instability The creature has the ability to cause any target that it successful hits with 6 or more successes in its attack to begin to become instable. Those that are hit by the attack are allowed to make a Willpower check at TS of 4 to avoid the instability. This instability causes the target to become a putty like substance that melts, flows, writhes, and boils. The affected creature is unable to hold or use any item. All items that the target was wearing become useless. The target also suffers from severe pain that causes the target to act incoherently. It cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from ally with natural attacks. This lasts for 1 phase per Willpower of the creature.

Innate Spells (Darkness, Detect Invisible, Earth Ripple, Fireblast) This creature is able to cast any four random spells. For determination of total successes 1/2 of the creatures rank is used as number of successes achieved for this use. Their Stamina Score is used for determination of other effects. The creature can call upon the use of these spells twice per day.

Planar Phase Three times per day the creature is able to phase from one connecting plane to another connecting plane as a Move Action.

Spiked Hide +15 Armor Absorb vs. Slashing/Piercing Weapons; +5 Armor Absorb vs. Bludgeoning weapon types

Stunning Attack The creature is able to stun a target that it successfully damages. Targets gain a Willpower check vs. TS of 1 per 2 Strength Modifier of the creature. Those that fail are stunned for 1d10 phases plus the creature’s Stamina modifier.


Tirack

The largest and most horrific of the jalthur, these huge, strapping beasts are bluish-gray in skin color with a massive, flat head, large oval black eyes and bony ridges running along its head. It is a bipedal creature with wickedly clawed hands and feet. They stand over 20 feet in height and are very broad. It weighs close to 2,500 pounds. They are true monsters of Limbo, they gather to wage bloody and horrific battles against other creatures, both within Limbo and amongst other planes of chaos. They are known to travel to the Terra Prima to strike against mortals. They always seem angry and are easily pushed into battle. They tend to attack all other beings, including other jalthur, on sight.

Abilities:

Abundant Leap The creature has the ability to leap and jump double its normal movement as a Move Action.

Absorption The creature can absorb magical energy and spells anytime that it is targted by a non-area effecting spell. It can absorb up to 10 points of magical damage per Willpower Modifier. This ability can be used three times per day.

Antimagic Zone The creature can produce an antimagic cone that is 60 feet long and 20’ in diameter, extending straight ahead from the creature in some fashion such as eyes, etc. This cone, once activated, continually causes all magical effects from spells to be dispelled, or suppress the effects of magical items. This can be used three times per day as a Move Action. The creature may deactivate this ability as it chooses, ofr as long as it chooses.

Aura of Fear Any non-evil creatures that are within 15’ of the creature must make a Willpower check at a TS equal to 1 per 20 points of the creatures Willpower. Those that fail are Troubled (Fear). Defense needs to only be made once per encounter with the creature type. This effect lasts until the creature is slain or driven off.

Dark Blood The creature can recover incredibly fast, regaining its Stamina Modifier in Health every turn, even to the point of regrowing lost limbs or organs but not heads (a head cannot regenerate a body). Regrowth of a limb takes 14 days.

Blood Drain The creature is able to drain the blood of a target upon making a successful non-weapon attack (bite) with 5 or more successes. The target is allowed to make a Stamina check to avoid the loss, but the check is at a TS of 1 per 5 ranks of monster. The creature can drain its Strength Modifier in points of Fatigue and Health Point loss. If the creature attempts to hold on to the attack the creature and the target are considered in a grapple. If the attack is maintained then this loss is continuous every 5 phases.

Charge Attack Like all ground creatures, the creature may use charge attacks. However, this attack doubles all normal charge bonuses and penalties. In addition, the charger is not affected by any penalties when charging over terrain that hampers movement.

Critical, Increased The creature causes a critical hit on a 01-10, instead of the normal 01-05.

Crush If the creature is successful with a claw, 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.

Howl Once every turn the creature can howl causing living creatures within 30' to make a Wits check at TS of 4 or become Troubled (Fear, see Legends of Kralis). This is a sonic, mind-affecting attack; deafened creatures are not subject to it. Defense needs to only be made once per encounter with the creature. This has an action point cost of 3.

Innate Spells (Astral Gate, Darkness, Fireblast, Haste) This creature is able to cast any four random spells. For determination of total successes 1/2 of the creatures rank is used as number of successes achieved for this use. Their Stamina Score is used for determination of other effects. The creature can call upon the use of these spells twice per day.

Multiple Limbs The creature can attack with their multiple limbs, similiar to the Multiple Attack, each attack above one suffers a base -15 penalty this increases by -10 for each limb above the second (-25 for third, -35 for fourth). They are also able to defend against attacks, for each limb used to defend against an attack they gain a +5 to their Physical Defense. Each limb above the first two used in an attack against a single target increase their total bonus damage by +2. They also gain a +5 bonus to their grapple checks for each limb involved in the grapple attempt. Finally, they are able to perform multiple physical skills at the same time, doing so causes them to suffer a base -10 penalty, this increases by -5 for each additional limb that is performing a different task.

Mutation Bite Whenever a target is bitten by the creature they must make a Stamina check at a TS of 4. Those that fail will begin to mutate into a Jalthur. Every day the target loses 2d10 Stamina points, once a target is reduced to 0 Stamina they have been mutated into a jaltok type jalthur. Mutated targets do not retain any of the features, memories, or abilities of its former self

Planar Phase Three times per day the creature is able to phase from one connecting plane to another connecting plane as a Move Action.

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

Rage Strike When the creature attacks it does so with such ferocity that their opponents may lose their nerve. The rage strike imposes -10 penalty to the creature’s attack, but forces the opponent to make a Fear check at -5 penalty per Willpower Modifier. Those that fail are considered Troubled.

Rending The creature is able to tear apart its target. Whenever the creature makes a successful attack with 4 or more successes it can tear at the target causing it an additional bonus amount of damage equal to the creature’s Strength Modifier. This bonus damage ignores light and medium armor absorption.

Spikes (Back) With a flexing of its back the creature can loose a volley of spikes equal to 2 spikes per Stamina Modifier. This attack has a range of 15’ plus 5 additional feet for every 10 points of Strength. Each of these spikes causes 2 points of damage. Defenders are allowed an Agility check at a TS of 1 per Strength or Agility Modifier of creature to avoid the spikes. This has an APC of 1 and can be used once per turn.

Stunning Attack The creature is able to stun a target that it successfully damages. Targets gain a Willpower check vs. TS of 1 per 2 Strength Modifier of the creature. Those that fail are stunned for 1d10 phases plus the creature’s Stamina modifier.

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