Trench Wyrdling: Difference between revisions
Nathan Heard (talk | contribs) (Created page with "[Back to creatures] __NOTOC__ Info {| class="creature" |+ ! colspan="6" | === Name === |- | colspan="6" |''Monster Level:'' |- | colspan="6" |''Size. Type'' |- !'''STR''' !DEX !END !AWR !INT !CHA |- !0 !0 !0 !0 !0 !0 |- | !Ref: 10 !Fort: 10 !Ant: 10 !Log: 10 !Will: 10 |- | colspan="6" | |- | colspan="3" | | colspan="3" |'''Resist''' Info |- | colspan="3" |'''Armor Rating''' 10 | colspan="3" |'''Vulnerable''' Info |- | colspan="3" |'''Hit Points'...") |
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Explorers are still trying to determine how trench creatures are created. Some believe that they are the result of mundane beasts coming into contact with ancient technology; others think that the forgotten gods created these creatures as beasts of war. | |||
Whatever the case, trench creatures are typically solitary, but they are remarkably dangerous. Trench Abominations resemble apex predators of the land such as [[bears]] or lions, while Trench Wyrdlings look like some odd fusion of [[giant]] lobster and octopus. | |||
{| class="creature" | {| class="creature" | ||
|+ | |+ | ||
! colspan="6" | | ! colspan="6" | | ||
=== | === Trench Wyrdling === | ||
|- | |- | ||
| colspan="6" |''Monster Level:'' | | colspan="6" |''Monster Level: 4'' | ||
|- | |- | ||
| colspan="6" |'' | | colspan="6" |''Huge. Abominable Avadri Monstrosity ([[Psionic]])'' | ||
|- | |- | ||
! | !STR | ||
!DEX | !DEX | ||
!END | !END | ||
| Line 21: | Line 22: | ||
!CHA | !CHA | ||
|- | |- | ||
! | !3 | ||
! | !2 | ||
! | !2 | ||
! | !1 | ||
! | !-1 | ||
! | !-1 | ||
|- | |- | ||
| | | | ||
!Ref: | !Ref: 12 | ||
!Fort: | !Fort: 12 | ||
!Ant: | !Ant: 11 | ||
!Log: | !Log: 9 | ||
!Will: | !Will: 9 | ||
|- | |- | ||
| colspan="6" | | | colspan="6" | | ||
|- | |- | ||
| colspan="3" | | | colspan="3" | | ||
| colspan="3" | | | colspan="3" | | ||
|- | |- | ||
| colspan="3" |'''[[Armor]] Rating''' | | colspan="3" |'''[[Armor]] Rating''' 14 | ||
| colspan="3" |''' | | colspan="3" |'''Resist''' Fire 3, Psionic 5, [[Arcane]] 10 | ||
|- | |- | ||
| colspan="3" |'''Hit Points''' | | colspan="3" |'''Hit Points''' 30 | ||
| colspan="3" |''' | | colspan="3" |'''Vulnerable''' Cold 3 '''DR''' 6/Silver, [[Divine]], and/or [[Primal]] | ||
|- | |- | ||
| colspan="3" |'''Speed''' | | colspan="3" |'''Speed''' 35 ft | ||
| colspan="3" |'''Senses''' | | colspan="3" |'''Senses''' Darkvision 60 ft | ||
|- | |- | ||
| colspan="3" | | | colspan="3" | | ||
| colspan="3" |'''Traits''' | | colspan="3" |'''Traits''' Regen 4 | ||
|- | |- | ||
! colspan="6" |Features | ! colspan="6" |Features | ||
|- | |- | ||
| colspan="6" |''' | | colspan="6" |'''Overheat.''' The Trench Wyrdling does not gain its Regen at the start of its turn if it took Fire [[damage]] since its last turn. | ||
'''Electric Skin.''' When a creature hits with a metal melee weapon attack, an unarmed attack, or a Grapple, that creature takes 4 (1d8) lightning. | |||
|- | |- | ||
! colspan="6" |[[Actions]] | ! colspan="6" |[[Actions]] | ||
|- | |- | ||
| colspan="6" | | | colspan="6" | | ||
==== ''The | ==== ''The Trench Wyrdling can MOVE and take ONE of the following actions.'' ==== | ||
|- | |- | ||
| colspan="6" |''' | | colspan="6" |'''Move.''' The Trench Wyrdling can move up to its speed. | ||
'''Bite.''' ''Reach 5 ft Natural Weapon''. +3 vs AR. '''Hit:''' 10 (2d6+3) sharp. | |||
'''Tentacle.''' ''Reach 10 ft Natural Weapon''. +3 vs AR. '''Hit''': 5 (1d4+3) blunt and the creature is Grappled. | |||
|- | |- | ||
! colspan="6" | | |||
|- | |- | ||
| colspan="6" | | | colspan="6" | | ||
==== ''''' | ==== '''''OR''' the Trench Wyrdling can take the following action.'' ==== | ||
|- | |- | ||
| colspan="6" |''' | | colspan="6" |'''Rapid Mutation.''' The Trench Wyrdling gains one of the features from the Rapid Mutation table for 20 seconds. The MC can roll 1d4 or pick. | ||
{| class="wikitable" | |||
|+ | |||
!d4 | |||
!Mutation | |||
|- | |- | ||
| | |'''1''' | ||
|'''Necrosis.''' Immune to necrotic. Add +2 necrotic damage whenever the Trench Wyrdling deals damage. | |||
|- | |- | ||
| | |'''2''' | ||
|'''Unstable Energy.''' Immune to lightning. Add +2 lightning damage whenever the Trench Wyrdling deals damage | |||
|- | |- | ||
|'''3''' | |||
|'''Retaliate.''' The Trench Wyrdling gains one Reaction per round, whic it can use to Exploit. | |||
|- | |- | ||
| | |'''4''' | ||
|'''Exoskeleton.''' The Trench Wyrdling gains +2 AR and physical defenses. | |||
|} | |||
|} | |} | ||
Latest revision as of 14:27, 25 October 2024
Explorers are still trying to determine how trench creatures are created. Some believe that they are the result of mundane beasts coming into contact with ancient technology; others think that the forgotten gods created these creatures as beasts of war.
Whatever the case, trench creatures are typically solitary, but they are remarkably dangerous. Trench Abominations resemble apex predators of the land such as bears or lions, while Trench Wyrdlings look like some odd fusion of giant lobster and octopus.
Trench Wyrdling | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Monster Level: 4 | |||||||||||||||
| Huge. Abominable Avadri Monstrosity (Psionic) | |||||||||||||||
| STR | DEX | END | AWR | INT | CHA | ||||||||||
| 3 | 2 | 2 | 1 | -1 | -1 | ||||||||||
| Ref: 12 | Fort: 12 | Ant: 11 | Log: 9 | Will: 9 | |||||||||||
| Armor Rating 14 | Resist Fire 3, Psionic 5, Arcane 10 | ||||||||||||||
| Hit Points 30 | Vulnerable Cold 3 DR 6/Silver, Divine, and/or Primal | ||||||||||||||
| Speed 35 ft | Senses Darkvision 60 ft | ||||||||||||||
| Traits Regen 4 | |||||||||||||||
| Features | |||||||||||||||
| Overheat. The Trench Wyrdling does not gain its Regen at the start of its turn if it took Fire damage since its last turn.
Electric Skin. When a creature hits with a metal melee weapon attack, an unarmed attack, or a Grapple, that creature takes 4 (1d8) lightning. | |||||||||||||||
| Actions | |||||||||||||||
The Trench Wyrdling can MOVE and take ONE of the following actions. | |||||||||||||||
| Move. The Trench Wyrdling can move up to its speed.
Bite. Reach 5 ft Natural Weapon. +3 vs AR. Hit: 10 (2d6+3) sharp. Tentacle. Reach 10 ft Natural Weapon. +3 vs AR. Hit: 5 (1d4+3) blunt and the creature is Grappled. | |||||||||||||||
OR the Trench Wyrdling can take the following action. | |||||||||||||||
Rapid Mutation. The Trench Wyrdling gains one of the features from the Rapid Mutation table for 20 seconds. The MC can roll 1d4 or pick.
| |||||||||||||||