Difference between revisions of "Dark Star Prophecy Bestiary"

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=== Sahagin Fighter ===
 
=== Sahagin Fighter ===
  

Revision as of 01:39, 21 April 2007

Dark Star Prophecy Main Page

Sahagin Fighter

These tribal fish people have peacefully coexisted with the people of the island of Maratoka until very recently, but have lately begun attacking and raiding ships of the Maratoka fleet. Weak-framed, Sahagin Fighters cannot withstand a great amount of damage. However, they are quite vicious creatures and often attack in large groups capable of overwhelming enemies if they are not eliminated quickly.

Sahagin Fighter
Stats
HP: 30
AT/PA: 10/10
Initiative: 6+2d6
MBlock: 19
Missile Evade: 19
AC: 0
Move Speed: 7 hexes
Attacks
Crude Spear: 10+1d6, 15+2d6 (-2 penalty), 20+3d6 (-5 penalty)
Special Abilities
  • [Spears]Measured Stab - Adds +3 AT to attack.


Sahagin Mage

Shamanistic spellcasters, Sahagin Magi are always adorned with various tribal symbols which allow them to commune with nature and invoke its fury. Though these mystics are less common and more frail than their Fighter brethren, the magics they invoke have been the end of many a sailor.

Sahagin Mage
Stats
HP: 25
AT/PA: 9/9
Initiative: 2+2d6
MAttack: 15
MBlock: 21
Missile Evade: 17
AC: 0
Move Speed: 4 hexes
Attacks
Ritual Spear: 5+1d6, 10+2d6 (-2 penalty), 15+3d6 (-5 penalty)
Special Abilities
  • [Elemental Skill]Elemental Burst - This "generic spell" deals damage of the element appropriate for the mage's skills chosen by the GM. It deals 18+1d6 (element) damage.
  • [Elemental Skill]Elemental Burst 2 - As Elemental Burst, but 30+2d6 damage.


Burster

Strange sea creatures possessing a number of tentacles attached to one central orb. The tentacles connect at the bottom of the orb while the top is composed of four jaws. On the inside of each of these jaws is a row of jagged teeth and a forked tongue, and on the outside is a pair of serpentine eyes. These creatures are capable of breaking through the hulls of ships and are therefore often employed by the Sahagin in their raids.

Burster
Stats
HP: 500
AT/PA: 15/15
Initiative: 1+2d6
MAttack: 15
MBlock: 15
Missile Evade: 10
AC: 0
Move Speed: 7 hexes
Attacks
Bite: 15+1d6, 20+2d6 (-2 penalty), 25+3d6 (-5 penalty)
Special Abilities
  • [Elemental Skill=1]Elemental Burst - This "generic spell" deals damage of the element appropriate for the mage's skills chosen by the GM. It deals 18+1d6 (element) damage.
  • [Elemental Skill=4]Elemental Burst 2 - As Elemental Burst, but 30+2d6 damage.
  • [Innate] Double Whip - Allows one extra attack this round.
  • [Innate] Crushing Entangle - Deals 15+1d6 damage and prevents target from taking any action requiring physical movement for one turn.


Phase Spider

A phase spider has an 8-foot long body and is typically characterized by white and blue markings. They earn their name from the ability to teleport to the ethereal plane in order to escape or surprise foes.

Phase Spider
Stats
HP: 80
AT/PA: 12/10
Initiative: 5+2d6
MBlock: 16
Missile Evade: 16
AC: 3
Move Speed: 4 hexes
Attacks
Bite: 20+2d6
Special Abilities
  • [Innate]Phasing - A phase spider can teleport to the ethereal plane at will once per round and return as a free action, allowing it to move around freely and functionally teleport through objects.
  • [Innate]Poisoning - A phase spider's bite delivers a level 3 poison.


Shaded Wolf

Driven into a frenzied bloodlust by the dark spirits that have come to inhabit the forests of Maratoka since the Kor Nong invasion, Shaded Wolves will attack anything their teethe can rend. Dangerous enough alone, these creatures compound the threat they present by hunting in packs.

Shaded Wolf
Stats
HP: 70
AT/PA: 17/14
Initiative: 6+2d6
MBlock: 15
Missile Evade: 15
AC: 2
Move Speed: 8 hexes
Attacks
Claw: 15+2d6 Bite: 20+2d6 (-2 penalty)
Special Abilities
  • [Innate]Consume - When a Shaded Wolf deals bite damage, it regains 1d20 HP.


Forest Troll

Having long been a scourge on the people of Maratoka, the Forest Trolls are nothing new to the island. They keep mostly to their forest lairs, lurking about in the shadows waiting to ambush travellers passing through. They have been known on occasion, however, to raid small villages left undefended. This, of course, is only possible when they actually manage to cooperate and not kill each other.

Forest Troll
Stats
HP: 135
AT/PA: 14/5
Initiative: 2+2d6
MBlock: 10
Missile Evade: 10
AC: 5
Move Speed: 5 hexes
Attacks
Club: 20+2d6, 25+2d6 (-2 penalty), 35+2d6 (-5 penalty)
Special Abilities
  • [Innate]Turn to Stone - Forest Troll turns into an unmoving stone statue. Troll gains a new AC of 50, a new MBlock of 40, and immunity to non-explosive missile attacks. Troll cannot take any actions until it returns to flesh.
  • [Innate]Regeneration - Forest Troll regains 5 HP per turn.
  • [Innate]Resilliance - Forest Troll cannot be killed unless attacked with fire or acid.