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New Monster-Mantikhoras


MurfinMS

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Hi gang,

Well, I've worked off-n-on on *my* take on the RQ3 Bestiary. Essentially including or excluding, or modifying various creatures. Any of you from the RQ RUles list will probably remember me as being the guy who's always going on about SIZ and the square cube law in working with giant creatures. Its an old post, but'll be new to this list, anyways :)

Here is my take on the Manticore.

Enjoy!

(Just hope the formatting holds)

-Ken-

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Mantikhoras

The Mantikhoras has a large, bulky, leonine body covered with shaggy, blood-red hair. Its large head is the size of a lion’s, but its face is not that of a wild beast, but of a man. Its large mouth is packed, top and bottom, with three rows of large, razor-sharp teeth and fangs. The mantikhoras’ ears resemble those of a man, except that they are much larger, and quite shaggy. It has large, blue-gray, human-like eyes, and a thick mane of hair surrounding its large head,which can extend down the chest to between the forelegs.

Mantikhoras are 1.7-3.3m in length, stand 1-1.5m at the shoulders, and can reach weights in excess of 500kg.

The mantikhoras has a scaled, whip-like tail with sturdy, poisoned spines at intervals along its length. The mantikhoras can use its tail to defends itself at close quarters; or with a flick of the tail, hurl these 30cm-long darts in any direction, like an archer’s arrows, to a distance of the mantikhoras STR in meters.

Any place these poisoned missiles have gone to ground, a wickedly barbed bush eventually springs up, made up of 1D6 such missiles. Attempting to handle these in any fashion requires a DEX x3 roll, or suffer poisoning.

The tail of the mantikhoras ends in a wicked stinger, like that of a scorpion, which it uses to inflict poisonous stings to disable and kill its target.

Mantikhoras are normally found in forests, jungles, mountains or other desolate or remote terrains throughout the Mediterranean , Middle East and Asia.

Inhabitants of these areas will often attribute a person’s disappearance as a sure sign of the mantikhoras presence.

The call of the mantikhoras is a thunderous, weird braying, like a trumpet blended with pipes, which can be heard to a distance of 10km. In addition, the mantikhoras is able to mimic human speech.

Ordinarily solitary animals, a male may attend a female for several days for mating during breeding season, which runs from early spring into midsummer. A litter of 2-3 cubs are born after a 9-12 month gestation, during almost any time except late winter. Mantikhoras cubs remain with their mother until 1 year old. Females normally produce just 1 litter per year. The male has no role in raising the offspring.

Brave hunters will sometimes stalk young mantikhoras while they are still without stings in their tails.

While able to consume a wide range of foods, these fierce monsters are notorious man-killers, taking special delight in gorging on human flesh; devouring human beings—including their clothes and any gear carried. It will lie in wait, not for a single man, but preferring to set upon two or even three men at once, and alone overcomes even that number. It is fortunate that these creatures rarely work in groups.

The mantikhoras is very swift, and makes very powerful leaps.

It is rumored that since mantikhoras detest the smell of another mantikhoras’ wet blood, the surest method of traveling through their territory safely is to pour the foul-smelling liquid over oneself. Whether this actually works is unknown.

Mantikhoras

Characteristics Average

STR 5D6+14 31-32 Move 11

CON 2D6+12 19 Hit Points 24

SIZ 4D6+14 28 Fatigue 48

INT 7 7

POW 3D6 10-11

DEX 2D6+3 10

Notes: The creature’s large size gives foes +4% to their chances to hit.

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Hit Location Melee/ Missile (D20) AP/ HP

RH Leg 01-02 01-02 4/ 8

LH Leg 03-04 03-04 4/ 8

Tail 05-06 05 4/ 8

Hind Q 07-09 06-09 4/ 10

Fore Q 10-12 10-14 4/ 10

RF Leg 13-14 15-16 4/ 8

LF Leg 15-16 17-18 4/ 8

Head 17-20 19-20 6/ 8

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Weapon SR Attack% Damage

Claw 6 40+7 1D8+3D6

Bite 9 40+7 2D6+3D6

Sting 9 30+7 1D6+3D6+Poison

Spiked Tail 9 30+7 1D8+3D6+Poison

Hurled Dart 3/9 30+7 1D10+3D3+Poison

Notes: A mantikhoras may claw first, then sting 3 SR later, or attack with 2 claws simultaneously; hanging on and biting 3 SR later, or attack with one or both claws and follow up with a tail strike, or hurl darts, then move in for close quarters combat.

The sting injects poison with POT equal to CON. If POT overcomes the target’s CON, damage equal to POT is done directly to Total HP the 3rd Melee following injection. Failure indicates the target takes damage equal to half POT.

The dart’s venom acts only against the Hit Location affected. If POT overcomes the target’s CON, damage equal to POT is done to the location’s HP during the bookkeeping phase of the Melee in which the victim is successfully exposed. Failure indicates the target takes damage equal to half POT.

Skills: Hide 60-17, Sneak 70-17, Climb 80-18, Dodge 45-18, Listen 50+2, Scent 50+2, Scan 40+2, Mimic Human Speech 25-2

Armor: 4-point fur; 6-pt mane.

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Hiya gang,

While reading about dinosaurs, I ran across mention of a Dwarf Allosaurus (no, *really*). Anyways, thought it was cool, so here ya go!

Bewst,

-Ken-

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Dwarf Allosaurus

This is a stunted species of dinosaur descended from the standard allosaurus, which over time adapted to the less abundant environment of its small island habitat, and decreased in size. The dwarf allosaurus reaches 5-6m in length and stands 2.2-3m tall.

Dwarf Allosaurus

Characteristics Average

STR 2D6+36 43 Move 4

CON 2D6+12 17 Hit Points 30

SIZ 2D6+36 43 Fatigue 60

INT 3 3

POW 2D6+6 13

DEX 2D6+9 16

Notes: The creature’s large size gives foes + 11% to their chances to hit.

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Hit Location (D20) AP/ HP

Tail 01-02 8/ 10

R Leg 03-05 8/ 10

L Leg 06-08 8/ 10

Abdomen 09-11 8/ 12

Chest 12-15 8/ 12

R Claw 16 8/ 8

L Claw 17 8/ 8

Head 18-20 8/ 10

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Weapon SR Attack% Damage

Bite 9 40+9 2D6+4D6

Kick 9 25+9 1D6+4D6

Foreclaw 6 25+9 1D10

Notes: An Allosaurus may attack one target with both claws simultaneously. If both claws hit, the target is held, and must overcome the allosaurus’ STR with his own to escape. Held quarry may be bitten 3 SR later, with a +30% to hit.

The bite does no knockback, but is able to rip away as much as 4 SIZ-worth of meat in a single bite.

Skills: Scan 40-1, Scent 45-1

Armor: 8-point knobby hide.

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Hiya gang,

Another dinosaur

Never saw these written up anywhere, so I took a swing at it.

-Ken-

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Ankylosaurus

Ankylosaurus are large, herbivorous dinosaurs; its solid body reaching 7.5-11m in length, and standing from 1.2-3.4m tall, with a width of 1.8-2m, and reaching weights of 7,000 kg.

Ankylosaurus are quadrupeds, with heavy, muscular legs supporting a relatively flat, armored body. Its triangular skull is very broad; nearly 1m long and .8m wide, and resembles an inverted pyramid. It is robust, covered with thick, bony plates, and sporting triangular horns in each corner. Even its eyelids are armored with ridges of bone.

Ankylosaurus is heavily armored, with thick oval plates of bone and numerous short, thick spikes attached to its tough, leathery skin protecting the animal’s back and sides. A solid layer of bony plates, set close and fused together, produce a heavily plated neck, which, in some cases, has reduced mobility to almost nothing..

The creature’s 2.5m long muscular tail is flexible, and it is able to swing the club---a knob made of several bony plates fused into a single unit at the end of the tail---from side to side forcibly enough to shatter an attacker’s leg.

Within its tough, parrot-like beak, Ankylosaurus teeth are compressed into rows along the inside of its cheeks that resemble large shears to graze on low-lying plants.

Ankylosaurus

Characteristics Average

STR 4D6+44 60 Move 6

CON 4D6+18 32 Hit Points 46

SIZ 4D6+44 60 Fatigue 92

INT 3 3

POW 2D6+6 13

DEX 2D6+3 10

Notes: The creature’s large size gives foes + 20% to their chances to hit.

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Hit Location (D20) AP/ HP

Tail 01-02 18/ 15

RH Leg 03-05 12/ 15

LH Leg 06-08 12/ 15

Hind Q 09-11 18/ 18

Fore Q 12-15 18/ 18

RF Leg 16 12/ 15

LF Leg 17 12/ 15

Head 18-20 18/ 15

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Weapon SR Attack% Damage

Bite 6 40+3 1D10+6D6

Tail Club 6 25+3 2D6+6D6

Skills: Scan 40+5, Scent 45+5

Armor: 18-point fused bony plates over thick, pebbled hide on head, tail and body; 12-point thick, pebbled hide on legs.

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Hiya gang,

Ran across another big beasty while watching a documentary called "Chased by Dinosaurs" (with your host, Nigel Marvin)and thought it'd be cool. As archelon is decidedly extinct, I popped up notes on reproduction and such from the giant sea turtle :)

Here ya go!

-Ken-

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Archelon

Archelon is a colossal, slow-moving marine turtle. Its large, relatively flat, oval body, where not covered by its thick, armored carapace of bony plates, is covered with tough, leathery, pebbled skin.

Archelon typically reaches lengths of 2.7-4m, including its short, pointed tail. The largest range from 3.3-5m in length. The creature’s width, flipper-to-flipper, ranges from 3.9-4.6m. Archelon can reach weights in excess of

5,000 kg.

Archelon has a long, narrow head with a tough, hooked beak lacking a cutting edge. Thanks to the turtle’s large, powerful jaw and thick palate, the beak is still strong enough to break open shells. This parrot-like beak also keeps food in the creature’s mouth while being crushed. It is also used to dig for food.

The turtle’s massive, paddle-like flippers cleave the water in powerful, vertical strokes; propelling it gracefully through the water.

Archelon is a omnivorous grazer feeding on drifting fish, crustaceans, worms, mollusks jellyfish, sea anemones and the like, as well as carrion and plants to be found on or near the surface; the creature having little need to dive deep except when hibernating on the ocean floor.

While solitary, Archelon is never alone; its huge size attracting a squadron of hangers-on such as juvenile fish, barnacles and parasites.

During breeding season, mature turtles migrate hundreds, or even thousands of kilometers from their feeding grounds to the coastal waters where they were hatched.

A nesting begins when the female emerges from the sea at night and comes ashore, climbing to well above the high tide line, and using its front flippers, digs a large, pit-like depression in the sand. The turtle then digs the egg chamber with its back flippers, where a clutch of more than a hundred leathery-shelled eggs are deposited. After laying its eggs, the turtle conceals the nest’s location with sand before migrating back to the feeding ground. During the breeding migration and courtship period, adult turtles eat almost no food; depending mainly on stored reserves.

After a 2 months incubation, the hatchlings dig their way out of the sand and scurry to the ocean, usually in a group, to begin their seaward journey. Hatchling are very sensitive to the Earth's magnetic field, and this sensitivity will guide them back to the same site in later years. This energy demands of a long migration and egg-laying dictate that most females nest every 2-5 years.

Archelon

Characteristics Average

STR 4D6+12 26 Move 1/ 4 swim

CON 4D6+6 20 Hit Points 39

SIZ 5D6+40 57-58 Fatigue 46

INT 3 3

POW 2D6+3 10

DEX 2D6+6 13

Notes: The listed DEX assumes the creature is in the water. Should archelon leave the sea for land, its DEX is assumed to be only 1D6.

The creature’s large size gives foes +19% to their chances

to hit.

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Hit Location (D20) AP/ HP

RH Flipper 01-02 5/ 10

LH Flipper 03-04 5/ 10

Hindbody 05-10 14/ 16

Forebody 11-15 14/ 16

RF Flipper 16-17 5/ 10

LF Flipper 18-19 5/ 10

Head 20 5/ 13

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Weapon SR Attack% Damage

Bite 6 40+4 1D6+4D6

Notes: Giant sea turtles are difficult to kill because of their shells. They are able to retract their heads, but not their flippers into their shells.

Skills: The archelon’s body shape removes any negative Agility modifier for SIZ. Aquatic Dodge 60+11, Scan 20-2, Scent 40-2

Armor: 5-point thick, pebbled hide on flippers and head;

14-point thick shell on body.

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Hiya gang,

I like big, flying things :)

-Ken-

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Giant Bat

These gigantic nocturnal hunters inhabit mountains, caverns, or woodlands; spending the daylight hours suspended upside down from an outcropping or large branch, and enveloped by their large wings. Giant bats may be either fruit or meat eaters. Giant bats reach a length of 2.6-4m, have a wingspan of 4.7-6.3m, and can reach weights in excess of 550kg. They are large enough to carry a human.

Giant Bat

Characteristics Average

STR 3D6+15 25-26 Move 2/16 flying

CON 2D6+12 19 Hit Points 27

SIZ 4D6+20 34 Fatigue 45

INT 3 3

POW 2D6+6 13

DEX 3D6+18 28-29

Notes: The creature’s large size gives foes +7% to their chances to hit.

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Hit Location Melee Missile (D20) AP/ HP

R Leg 01-04 01-03 2/ 7

L Leg 05-08 04-06 2/ 7

Abdomen 09-10 07-10 2/ 9

Chest 11-13 11-15 2/ 11

R Wing 14-15 16 2/ 9

L Wing 16-17 17 2/ 9

Head 18-20 18-20 2/ 7

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Weapon SR Attack% Damage

Bite 8 25+20 1D6+3D6

Skills: Echolocation 100, Listen 80, Scent 80, Aerial Dodge 90+3, Dodge 25+3

Armor: 2-point furred hide.

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Hiya gang,

Grrrrr!

-Ken-

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Cave Bear

The cave bear is a very large, slow-moving bear characterized by a large, wide head sporting massive canines, short ears and a short-muzzled, pig-like face. Its heavy, stout body has a large shoulder hump, and its massive forelegs end in huge paws with large claws.

Male cave bears are 3.2-4m in length, stand 1.5-2m at the shoulders, and can reach weights in excess of 1,000 kg. Females are 2.5-3.2m in length, stand 1.6m at the shoulder, and can reach weights in excess of 500 kg.

Amazingly strong, such bears are able to casually roll aside a 250kg boulder .

Cave bears inhabit caves in a wide range of habitats including dense forests, mountain areas, plains, tundra and steppes across Europe and Eurasia.

Ordinarily solitary animals, a male may attend a female for several days during breeding season, which runs from early spring into midsummer. The cubs will not begin to develop, however, until late fall, after the female has entered her cave den to hibernate. Up to 4 cubs (2 average) are born in early winter. Cubs remain with their mothers for 2-3 years, so the most frequently a female can breed is every 3 years.

Cave bears are largely vegetarian; eating grasses, sedges, nuts, berries, and the like, digging up root-beds in deep glacial silt, and eating any insects or burrowing animals encountered. They rarely bring large prey or scavenged carcasses back to their cave dens.

The bear forages all season until it eats enough to sleep for the winter.

Statistics below are for male bears, which are more likely to turn rogue, and are more aggressive. Females have SIZ and STR of 2D6+22.

Cave Bear

Characteristics Average

STR 3D6+32 42-43 Move 6

CON 2D6+6 13 Hit Points 28

SIZ 3D6+32 42-43 Fatigue 56

INT 5 5

POW 3D6 10-11

DEX 3D6 10-11

Notes: The creature’s large size gives foes +11% to their chances to hit.

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Hit Location Melee Missile (D20) AP/ HP

RH Leg 01-02 01-02 4/ 7

LH Leg 03-04 03-04 4/ 7

Hind Q 05-07 05-09 4/ 11

Fore Q 08-10 10-14 4/ 11

RF Leg 11-13 15-16 4/ 7

LF Leg 14-16 17-18 4/ 7

Head 17-20 19-20 4/ 9

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Weapon SR Attack% Damage

Claw 6 40+6 1D6+4D6

Bite 9 25+6 1D10+4D6

Notes: A bear may attack twice in a melee, using either two claw attacks separated by 3 SR, or a claw and bite separated by 3 SR (The Bite rarely comes first).

Skills: Climb 60-22, Swim 60-22, Listen 30-2, Scent 60-2

Armor: Skin and fur worth 4-points of armor.

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Hiya gang,

This time, its ships of the desert!

-Ken-

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Camel

Camels are large, very strong animals with a large, prominent hump on the back of its long body.

The camel’s large, hump-backed body is carried on long, slender legs; each ending in a pad-like, two-toed foot, beneath which is a broad, callous and elastic pad; making it easy to navigate on sandy surfaces, rocks, and mountainous terrain. Camels are as agile and as steady as mules.

The camel’s elongated head is situated atop a long, curved neck. A broad ridge of bone above each eye provides protection from the harsh desert sun. Bushy eyebrows and two rows of long, heavy eyelashes protect the eyes from wind-blown sand, while a third eyelid acts as a windshield wiper, moving from side to side to wipe sand away.

Camels have slit-like nostrils that can be opened or closed one at a time, protecting them from the desert environment.

The camel’s ears are lined with fur to filter out sand and dust.

The camel’s mouth is extremely tough, with thick lips, and a prehensile, deeply-cleft upper lip allowing it to withstand the coarsest of desert plants. Camels can eat practically anything that grows in the desert, including thorny plants, dry grasses and salty plants rejected by other grazers. When hungry, camels will even eat fish, meat, bones and skin. Domesticated camels eat dates, grass, hay, wheat, and oats.

Camels are able to drink brackish or salt water, and exhibit an unusual tolerance for dehydration--- while most animals perish when 20% of their body weight is lost, the camel can survive a 40% loss without serious consequences.

Camels have calluses on their knees, sternum and other parts of the body that touch the hot sand, so the animal will not be uncomfortable lying on the hot sand.

There are two types of camel: the dromedary camel, which has a single hump and inhabits the very hot deserts of North Africa and the Middle East, and the bactrian camel, which has two humps and inhabits the rocky deserts and steppes of Asia, north of the Himalayas, which get both very hot and very cold.

The bactrian camel has a thick coat of shaggy, wooly hair, which thickens for winter, then sheds extremely rapidly, with huge sections peeling off at once during spring.

The dromedary camel has long hair on its throat, shoulders and hump, but overall its coat is smoother and shorter than that of the bactrian camel, but is equally woolly.

The camel’s hump is a mound of flesh not supported by bone where a reserve of fat is stored for nourishment when food is scarce. When a camel has traveled 40-50 days without having proper feed to eat, fat reserve in the hump begin to diminish, followed by that of the belly, and lastly, that of the limbs; after which the camel is no longer able to carry its load.

The camel is able to drink 60-120 liters of water in 10 minutes to fill up. In addition to the water normally stored in the body, the camel is able to store water in special pouches around its stomach, not in the humps. This storage system allows a camel to go up to 3 weeks without taking a drink. After 20 days without water, a camel begins to die.

When water is available, camels drink only to replace water they’ve lost.

Camels are 2-3.4m in length, stand 1.8-2.3m at the shoulders, have short tails, and reach weights of 700kg.

Camels travel in groups of up to 30, composed of adolescent males, females and their young, or a group of females and their young led by a single adult male.

During the camel’s 40 day-long mating season, which usually begins in winter or early spring, the usually gentle male camel becomes aggressive and troublesome; furiously fretting and foaming, and will often bite, spit at, and try to sit on other male camels, and unless prevented, try to bite every person coming near it; causing those who have the charge of the animals to muzzle them.

Sometime between 13-15 months later, during the period of maximum plant growth in spring, a single calf (or rarely 2) is born. The calf is weaned at 18 months. Weaned females stay with the mother for 3-5 years, while males are forced to wander alone or in bachelor herds.

Camels are known for their loathing of men and work.

Camels run with both legs on one side of the body moving simultaneously; resulting in a rocking, shuffling gait.

During the hot season, where noon temperatures may reach

50°C or more, camels find it uncomfortable to travel in the early afternoon, so experienced cameleers begin their march before sunrise and stop sometime before noon, and rest until

mid-afternoon, when the heat of the day has lessened.

In winter, when camels shy from the intense cold at night, cameleers will generally march from sunrise to sunset with a short break at noon.

Most professional cameleers combine walking and riding as the most efficient use of their camels: Walk during cooler times, and ride during hot times.

A single camel is able to pull a load of 750kg, while a pair can pull a load of 1,500kg.

Ordinary Camel

This camel can be either bactrian, or dromedary, and represents the average, unremarkable, generally all-around useful camel.

The Ordinary camel can Move up to 2 while walking. When trotting at the jogging pace at which the camel is most comfortable, this increases to Move 4, which can be maintained with ease over relatively flat terrain for up to 80km. At a high speed run, a camel is capable of Move 6, which can be maintained over relatively flat terrain for up to 160km in a single day.

While an ordinary camel can carry as much as 300kg, a more practical weight is between 150-200kg.

Ordinary Camel

Characteristics Average

STR 3D6+24 34-35 Move 4

CON 2D6+8 15 Hit Points 25

SIZ 3D6+24 34-35 Fatigue 50

INT 4 4

POW 3D6 10-11

DEX 2D6+8 15

Notes: The creature’s large size gives foes +7% to their chances to hit.

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Hit Location Melee Missile (D20) AP/ HP

RH Leg 01-02 01-02 3/ 6

LH Leg 03-04 03-04 3/ 6

Hind Q 05-07 05-09 3/ 10

Fore Q 08-10 10-14 3/ 10

RF Leg 11-13 15-16 3/ 6

LF Leg 14-16 17-18 3/ 6

Head 17-20 19-20 3/ 8

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Weapon SR Attack% Damage

Bite 6 25+9 1D6

Kick 6 10+9 1D6+3D6

Spit 6 25+9 -1D6 APP

Skills: Listen 60-2, Scan 50-2, Smell 60-2, Smell Water 60-2

Armor: 3-point hide.

Baggage Camel

This is a sturdier breed of either bactrian or dromedary used specifically to port baggage. Such creatures Move 1 while walking. While able to trot at Move 4, the baggage camel rarely does so; maintaining its plodding pace over relatively flat terrain for up to 40km in a single day. Baggage camels are incapable of Move 6 unless unburdened.

A baggage camel only works 6-8 months out of the year; the remaining time being needed to recuperate.

The smaller, lighter breed of baggage camel (to SIZ 39) can carry up to 320kg, while the larger, heavier baggage camels (SIZ 40+) can carry loads of up to 455kg. The heavier baggage camel can be overloaded with up to 685kg for a few days, but travels only 35km a day while doing so.

Baggage Camel

Characteristics Average

STR 2D6+32 39 Move 1

CON 2D6+12 19 Hit Points 29

SIZ 2D6+32 39 Fatigue 58

INT 4 4

POW 3D6 10-11

DEX 2D6+8 15

Notes: The creature’s large size gives foes +9% to their chances to hit.

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Hit Location Melee (D20) Missile (D20) Points

RH Leg 01-02 01-02 3/ 7

LH Leg 03-04 03-04 3/ 7

Hind Q 05-07 05-09 3/ 12

Fore Q 08-10 10-14 3/ 12

RF Leg 11-13 15-16 3/ 7

LF Leg 14-16 17-18 3/ 7

Head 17-20 19-20 3/ 10

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Weapon SR Attack% Damage

Bite 6 25+9 1D6

Kick 6 10+9 1D6+4D6

Spit 6 25+9 -1D6 APP

Skills: Listen 60+0, Scan 50+0, Smell 60+0, Smell Water 60+0

Armor: 3-point hide.

Racing Camel

These are a lighter, less-hardy breed of dromedary bred for speed. They are able to Move up to 2 while walking.

When trotting at the jogging pace at which the racing camel is most comfortable, this increases to Move 9, which can be maintained over relatively flat terrain for up to 80km. At a high speed run, it can be pushed to Move 22, which can be maintained over relatively flat terrain for up to 11km.

These creatures shouldn’t carry more than 200kg when racing, and should never pull loads or baggage.

Racing Camel

Characteristics Average

STR 2D6+26 33 Move 9

CON 2D6+6 13 Hit Points 23

SIZ 2D6+26 33 Fatigue 46

INT 4 4

POW 3D6 10-11

DEX 2D6+8 15

Notes: The creature’s large size gives foes +6% to their chances to hit.

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Hit Location Melee (D20) Missile (D20) Points

RH Leg 01-02 01-02 3/ 6

LH Leg 03-04 03-04 3/ 6

Hind Q 05-07 05-09 3/ 9

Fore Q 08-10 10-14 3/ 9

RF Leg 11-13 15-16 3/ 6

LF Leg 14-16 17-18 3/ 6

Head 17-20 19-20 3/ 8

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Weapon SR Attack% Damage

Bite 6 25+9 1D6

Kick 6 10+9 1D6+3D6

Spit 6 25+9 -1D6 APP

Skills: Listen 60-3, Scan 50-3, Smell 60-3, Smell Water 60-3

Armor: 3-point hide.

_________________________________________________

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Hi,

Cheetah time!

-Ken-

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Cheetah

The light-boned cheetah is one of the smaller species of big cat, with a small round head which seems too small for its body, mounted on a long neck. Its orange eyes have round pupils. The cheetah’s long, slender body has a deep chest and large lungs, which, combined with its large nasal passages, enables the cheetah to produce tremendous bursts of oxygen when running at speed. Its four long, slim legs are complex, with two sets of muscles; one set for walking, and the other for high-speed hunts. The pads on the cheetah’s feet

are ridged, and its wide forepaws, with non-retractable claws, help provide traction when maneuvering. The long, upward-sweeping tail helps the cheetah to maintain its balance when making abrupt turns.

Adult males are up to 2.15m long, stand .84m at the shoulders, and can reach weights in excess of 50 kg. Females are slightly smaller, up to 1.8m long, stand .73m at the shoulders, and can reach weights in excess of 40 kg. Cheetahs have a tail .66-.84m long.

The cheetah inhabits savannah, plains, grasslands and light woodlands, semi-deserts, forests and mountainous terrain up to 5,000m throughout Africa, the Middle East, Southern Asia and the Indian subcontinent.

Females stay with a male for a few days for mating. There is no set mating season. About 3 months after mating, a litter of up to 8 cubs (3 average) are born in seclusion. The mother moves the cubs to new hiding places every few days.

A mother cheetah must eat to feed her cubs milk, and so, may kill every day, during which the cubs are left in hiding, unprotected. Adults normally hunt every 2-5 days.

Cubs follow mother and eat from her kills at 6 weeks. At 6 months they begin learning to hunt; the mother bringing small game for them to chase and kill. Cubs go off on their own at a year.

Cheetahs hunt in early morning, evening, or at night. Finding a high position from which to observe prey, it stalks as close as possible, using cover---which may take from a few seconds to several hours—-until within 50m, at which point it is close enough to run down its prey.

The cheetah can accelerate from a standstill to Move 1D4+20 in 2 SR, which can be maintained for up to 5 melees. On switching to its full speed, it can Move 2D4+30, which can be maintained for up to 3 melees.

Overtaking its prey, the cat smashes into and knocks it to the ground, either by sinking its claws into the animal’s hindquarters, or tripping or knocking it off balance with a blow to the back legs with its paw. The cheetah then closes its jaw on the animal’s throat in an effort to suffocate it---

which takes 4-5 minutes---or tries to snap the prey’s neck.

The energy requirements for such a chase limits the cheetah to only a single sprint, and leaves it exhausted; requiring a ½ hour’s rest to recover. During which, it lacks the strength to defend its kill, and if another animal attempts to hijack it, the cheetah gives up and move off.

Cheetahs are sometimes trained as hunting beasts, and are taken, hooded and slung on horseback or loaded into a cage in the back of a cart, to a likely spot for coursing, or hunting by sight, rather than scent. The cat’s handler sights the game, removes the hood, and unleashes the cheetah. Like a falcon, the cheetah catches the game, and is rewarded with a share.

The cheetah's primary source of food includes various small species of antelope, birds and hares, as well as warthogs.. Cheetahs don’t drink water,; getting their moisture from the bodies of their prey

Statistics below are for male cheetahs. Females have

SIZ of 1D4+5.

Cheetah

Characteristics Average

STR 3D6+6 16-17 Move 23/ 35

CON 3D6 10-11 Hit Points 10

SIZ 1D6+5 8-9 Fatigue 28

INT 5 5

POW 2D6+6 13

DEX 3D6+6 16-17

_________________________________________________

Hit Location Melee (D20) Missile (D20) Points

RH Leg 01-02 01-02 2/ 3

LH Leg 03-04 03-04 2/ 3

Hind Q 05-07 05-09 2/ 5

Fore Q 08-10 10-14 2/ 4

RF Leg 11-13 15-16 2/ 3

LF Leg 14-16 17-18 2/ 3

Head 17-20 19-20 2/ 3

_________________________________________________

Weapon SR Attack% Damage

Paw 7 50+12 1D8+1D4

Throat bite 7 40+12 1D10+1D4

Notes: A cheetah attacks by slamming into prey and bowling it over, followed by a bite to the throat 3 SR later.

Skills: Climb 75+12, Hide 60-9, Sneak 70-9, Scan 70-1, Listen 50-1, Scent 50-1

Armor: 2-point fur.

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Hi,

I read about the Giant Cheetah at some point. Here ya go!

-Ken-

_________________________________________________________________

Giant Cheetah

The giant cheetah is a larger, more robust version of the standard cheetah. Males are 1.7-2.4m in length, stand 1.2m at the shoulders, and can reach weights in excess of 250kg. Females are 1.6-1.9m in length, stand .8-1.1m at the shoulder,, and can reach weights in excess of 120kg.

The giant cheetah can accelerate from a standstill to Move 1D4+20 in 2 SR, which can be maintained for up to 5 melees. On switching to its full speed, at which the cat’s body stretches out to its full 8.5m stride, it can Move 2D4+30, which can be maintained for up to 3 melees.

Statistics below are for male giant cheetahs. Females have STR of 4D6+12, and SIZ 2D3+16.

Giant Cheetah

Characteristics Average

STR 5D6+12 29-30 Move 23/ 35

CON 3D6+2 12-13 Hit Points 18

SIZ 2D6+16 23 Fatigue 43

INT 5 5

POW 2D6+6 13

DEX 3D6+6 16-17

Notes: The creature’s large size gives foes +1% to their chances to hit.

_________________________________________________

Hit Location Melee (D20) Missile (D20) Points

RH Leg 01-02 01-02 2/ 5

LH Leg 03-04 03-04 2/ 5

Hind Q 05-07 05-09 2/ 7

Fore Q 08-10 10-14 2/ 7

RF Leg 11-13 15-16 2/ 5

LF Leg 14-16 17-18 2/ 5

Head 17-20 19-20 4/ 6

_________________________________________________

Weapon SR Attack% Damage

Paw 5 50+12 1D8+2D6

Throat bite 5 40+12 1D10+2D6

Notes: A giant cheetah attacks by slamming into prey and bowling it over, followed by a bite to the throat 3 SR later.

Skills: Climb 75+4, Hide 60-9, Sneak 70-9, Scan 70-1,

Listen 50-1, Scent 50-1

Armor: 2-point fur.

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  • 2 weeks later...

...attack with one or both claws and follow up with a tail strike, or hurl darts, then move in for close quarters combat.

Could you clarify these last attack options a bit?

Is it attack with claw x1-2 then tail strike?

Is the poison of the tail sting, tail strike and darts the same?

Is it okay if I add your creatures to the new wiki that is under construction? :)

SGL.

Ef plest master, this mighty fine grub!
b1.gif 116/420. High Priest.

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In a message posted previouslyr, Trifletrax wonders about the Mantikhoras:

Could you clarify these last attack options a bit?

Is it attack with claw x1-2 then tail strike?

Is the poison of the tail sting, tail strike and darts the same?

Is it okay if I add your creatures to the new wiki that is under construction? :)

SGL.

Hmmm,

Looking at the thing, I think it goes like this:

(a) 1 claw attack at SR6, then tail sting at SR9.

(B) 2 claw attacks simultaneously at SR6, with hanging on if both successful, then follow up with bite at SR9.

© 2 claw attacks simultaneously at SR6, then tail sting at SR9.

(d) 1 claw attack at SR6, then hurled tail dart at SR9.

(e) 2 claw attacks simultaneously at SR6, then hurled tail dart at SR9.

(f) Looking at the SR of the hurled darts, I suppose the creature could hurl a dart before the melee attacks instead of after them, or it could perform several dart throws instead of engaging in melee altogether...

The poison from the tail stinger acts as systemic poison; inflicting

damage equal to POT directly to Total Hit Points at end of the 3rd melee following injection if target CON is overcome. Failure to overcome victims CON indicates target takes damage equal to 1/2 POT directly to Total HP..

The tail spikes and hurled tail darts are the same thng. I'm unsure what BRP would consider it, but RQ proper would call it Blade Venom;acting only against the Hit Location affected. If POT overcomes the target’s CON, damage equal to POT is done to the location’s HP at the end of the Melee in which the victim is successfully exposed. Failure indicates the target takes damage equal to half POT.

If yu can kill one of these things, I'd imagine it'd be a good source of poison for a group of adventurers. Of course, make 'em succeed at DEX rolls everytime they try isolating/harvesting the noxious goop, so's they don't *knick* themselves. LOL!

Best,

-Ken-

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