Difference between revisions of "Trask"
Foxwarrior (Talk | contribs) (I guess it is pretty good actually.) |
Foxwarrior (Talk | contribs) (maybe those can come back in an advancement) |
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It can spit globs of petrified death essence that deal 1d8+6 damage ([[Strongman]] included) and have a range of 40m/80m; wounds inflicted on [ [[Undead]] ] creatures by this attack heal the creature by that much instead. | It can spit globs of petrified death essence that deal 1d8+6 damage ([[Strongman]] included) and have a range of 40m/80m; wounds inflicted on [ [[Undead]] ] creatures by this attack heal the creature by that much instead. | ||
− | The Trask's particular usage of death energies mean that at the end of each of its turns, | + | The Trask's particular usage of death energies mean that at the end of each of its turns, it heals 1 HP. If its HP becomes positive, it stops being [[Unconscious]]. |
Any time the Trask would be [[dead]], it is merely [[unconscious]] instead. | Any time the Trask would be [[dead]], it is merely [[unconscious]] instead. |
Revision as of 18:05, 25 April 2015
Trask
A Trask is a sort of reptilian cross between a mammoth and a giant sloth, steeped in the energies of death, but still a living creature.
Trasks are not particularly smart, and can only speak Draconic languages.
Trask Legend — 374 points
| |
AD 5 GD 9 Will 4 HP 3 Toughness 10 | |
Accuracy 4 Save DC 8 Magic Power 0 | |
Stealth 1 Perception 4 Agility -1 | |
Fear Response Frenzy | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ White ] | |
Movement 66 meter land speed with 10 meter jump. 26 meter burrow speed. 36 meter swim speed with 5 meter sink. | |
Size 8 meters Reach 3.38 meters | |
Weight 46000 Kilograms | |
Basic Specialties Stubborn, Defensive, Offensive, Brutal, Sturdy | |
Advanced Specialties Avoider 2, Ungrabbable 3, Determined 2, Aggressive 3, Energetic, Perceptive 3, Stealthy, Sturdy 3, Super-Sturdy | |
Extras Big 3 |
The trask's unarmed attacks deal 1d6+8 damage (Strongman included).
It can spit globs of petrified death essence that deal 1d8+6 damage (Strongman included) and have a range of 40m/80m; wounds inflicted on [ Undead ] creatures by this attack heal the creature by that much instead.
The Trask's particular usage of death energies mean that at the end of each of its turns, it heals 1 HP. If its HP becomes positive, it stops being Unconscious.
Any time the Trask would be dead, it is merely unconscious instead.
Advancement
Long Range Spit (20 points): The range of the Trask's death spit attack increases to 60m/220m. The Trask gains two Advanced Specialties.
Peluda (20 points): The Trask gains a full coat of sharp quill-like hair. This gives it a Heavy Muscle-Damage Quill Shake weapon, where it makes an attack for 1d6+7 Physical damage (Strongman included) against each other creature in a 30 meter spray. When the Trask is struck by an unarmed attack, the attacker takes 1d6+8 Physical damage (Strongman included). The Trask gains two Advanced Specialties.
Accelerated Regeneration (75 points): At the end of each of its turns, the Trask heals 1 more HP than the amount it healed last round, or an amount equal to the number of wounds it has, whichever is less. The Trask gains two Advanced Specialties.