Friday, March 29, 2013

Missed Creature Updates

Oops! I missed the Klixen and Thresher Maws in my update of creature stats I post earlier. Allow me to correct that!

Klixen
Size
Large
Skill
-
AC
15
Group
1d4+2
HD
4d10
Save
11+
AB
+2
Move
20’
Dmg
2d8 Fire Breath
INT
Animal


Klixen are a species of crab-like insectoids from the Krogan homeworld of Tuchanka, but the Krogan and xeno-merchants have caused them to be transplanted to other worlds as well. They are large, standing around 8 feet tall with a diameter of about 10 feet. Their shells are tough, but quickly become brittle once the creature is slain.
                Klixen move slowly. Even though they sport nasty looking pinchers, they only use their fire breath (range of 15’) to bring foes down and then tear apart the fallen prey afterwards. They attack en masse and seek to overwhelm foes. Once slain, the chemical sacks in their bodies explode, dealing 3d6 damage to all within 10’ of the slain Klixen (Evasion save for half damage). Klixen themselves take only half damage from fire attacks, including those of other exploding Klixen.
                If one can freeze a Klixen before it dies, and therefore explodes, the meat to be gained from such a creature is known to be very delicious and can be sold for a premium in many starports throughout the Concord and even the Krogan DMZ.


Thresher Maw
AC
20
Group
1
HD
17
Save
7+
AB
+17/+17
Move
50’ br.
Dmg
5d12 bite or 3d6 acid spit or Special
Morale
12


Thresher maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. Threshers reproduce via spores that lie dormant for millennia, yet are robust enough to survive prolonged periods in deep space and atmospheric re-entry. As a result, thresher spores appear on many worlds, spread by previous generations of space travelers.
                The body of a thresher never entirely leaves the ground; only the head and tentacles erupt from the earth to attack. In addition to physical attacks, threshers have the ability to project toxic chemicals and emit bursts of infrasound as a shockwave weapon.
                The sonic shockwave attack can be made once every 5 rounds. It does 2d6 damage to anyone within 50’ of the Thresher Maw, and those affected must make a Physical Effect save or be dazed for 1d4 rounds. Ear plugs or other protection negates both the damage and the dazing effect.
                Thresher Maws are so massive that they are considered to have 5 points of armor against non-heavy weapon attacks.


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