Monstrous Animals and Insects
From World of Kralis
[edit] Colossal Cave Spider
5th Rank - Evil (Medium) (6'-7' in diameter) (MP: 450)
Health Points: 24
Beaten: 12
Battered: 6
Attack Skill: 67
Attacks: 1 Bite (3/2); Multiple Claw or Trip Attacks (2/2);
Armor: Carapace (6)
Physical Defense:67
Magical Defense: 61
Divine Defense: 65
Jinhu Defense: 65
Move: 15'
Luck Points: 1
Vision: Heightened
Attributes: Str: 86 (7) Sta: 81 (6) Agi: 84 (6) Per: 84 (6) Int: 27 (-8) Wits: 73 (4) Will: 82 (6) Cha: 65 (2)
Skills Alertness 51, Climb 51, Hide 51, Evade 51, Maul 57, Search 51, Tracking 61
Creature Type: Beast
Treasure: Personal No; Lair Yes
Environment: Any
Organization: solitary, pair, squad (3-6)
Special Abilities
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.
Carapace +5 Armor Absorb vs. Slashing and Bludgeoning weapon types
Cocoon The creature, through the use of webbing or thick saliva is able to cocoon a target that it has either killed or has grappled. The creature wraps the target in a thick susbstance of either webbing or gel-like susbstance. It takes 1 phase per size of the creature plus 1 additional size for every 5 feet in length the creature is to cocoon. Those within the cocoon may attempt to escape but this requires a Strength check at a TS of 5.
Fire/Cold Weakness All fire or cold deals an additional 2d10 of damage.
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.
Poison Sting The creature is able to poison another being via a sting as part of its normal attack. Those that fail their defense check are hit by this poison stinger. The creature injects one of three types of poison. The creature uses Type F. Targets are allowed to make a standard Stamina check vs. Poison. (Target gains Stamina vs TS 2 or be rendered Stunned for 8 hours or until healed)
Spider Climb The creature can climb on any non-wet surface as though it were a spider with the ability to cling to the surface. It can release itself at any moment that it likes. This climb can be maintained with only one appendage holding onto the surface.
Trip If the creature hits with either a bite, claw or similar attack (i.e. tentacles, vines, etc.) attack it makes an auto-attempt with a Trip as defined in Legends of Kralis (pg 103).
Web The creature is able to create gigantic webs and use thick strands of silk as weapons. These strands are strong enough to support three times the weight of the creature. The creature can cast a web strand to a distance of 30’. If it targets a creature, that creature is allowed an opposed Agility check at a TS of 4 to avoid it. Those that fail are considered grappled by the strand. The strand has a Strength TS of 6 for purposes of determining escape. Each strand can withstand 50 points of damage before snapping or being cut. The creature may cast a web net that is 20’ in diameter up to a distance of 15’. If it targets a creature, that creature is allowed an opposed Agility check to avoid it. Those that fail are considered grappled. The web has a Strength TS of 8 for purposes of determining escape. The web can with stand 100 points of damage before it is destroyed. Targets that are held by the web suffer a -50 to their skill attemps in cutting out of the web. Finally the creature can create a sheet of pure web that is 15’ square that can be laid in any location. The creatures webbing is able to anchor all those that are hit, touched or captured by the webbing in place, allowing no movement. Creatures can attempt to break out of the webbing with a Strength TS equal 1 per 10 Stamina of creature. The creature can move through and across all forms of webbing including those created by magic. Any of these ‘webs’ have an Action Point Cost of 3.
Colossal cave spiders are frequently encountered in dark areas or areas where they are able to setup ambushes or giant webs to catch large prey. Many times these insects will be gathered up by other beings and used as a rudimentary defense of an area.
[edit] Colossal Centipede
5th Rank - Evil (Large) (4'-5' in length)
Health Points: 35
Beaten: 18
Battered: 9
Attack Skill: 70
Attacks: 1 Bite (3/2)
Armor: Carapace (6)
Physical Defense: 63
Magical Defense: 56
Divine Defense: 47
Jinhu Defense: 50
Move: 15'
Luck Points: 1
Vision: Heightened
Attributes: Str: 80(+5), Sta: 85(+7), Agi: 94(+9), Per: 85(+7) Int: 27 (-8) Wits: 73 (4) Will: 82 (6) Cha: 65 (2)
Skills Alertness 60, Evade 65, Hide 69, Maul 70, Search 62, Track 65
Creature Type: Beast
Treasure: Personal No; Lair No
Environment: Any
Organization: solitary, pair, squad (3-6)
Special Abilities
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.
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.
Chameleon Like The creature is able to cause its 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.
Carapace +5 Armor Absorb vs. Slashing and Bludgeoning weapon types
Death Rage When the creature is reduced to below 0 in Health Points it flies into a berserk rage on the next phase, attacking madly until either it or its opponent(s) is dead. This rage increases the creatures attack skill by +50 and gains a +20 bonus to its damage. This lasts for 1 phase per Willpower Modifier.
Fire/Cold Weakness All fire or cold deals an additional 2d10 of damage.
Lock Jaw This allows the creature, once it has successfully bitten a victim, to deal its Strength Modifier in damage every 5 phases from the bite. In addition, once the creature has locked its jaws the only way for a victim to get the creature removed is to kill it and then force it off. Forcing the dead creature off causes double Strength Modifier of the bite. The creature can at anytime release itself with no difficulty.
Poison Sting The creature is able to poison another being via a sting as part of its normal attack. Those that fail their defense check are hit by this poison stinger. The creature injects one of three types of poison. The creature uses Type F. Targets are allowed to make a standard Stamina check vs. Poison. (Target gains Stamina vs TS 2 or be rendered Stunned for 8 hours or until healed)
Spider Climb The creature can climb on any non-wet surface as though it were a spider with the ability to cling to the surface. It can release itself at any moment that it likes. This climb can be maintained with only one appendage holding onto the surface.
Colossal centipedes are frequently encountered scurrying about a damp, dark area, or in undergrowth of forests. They are solitary creatures that use their poison sting, massive jaws and ability to drain the blood from a target to bring down prey that is much larger than themselves. They tend to blend in very well with their surroundings.
