Seige crabs are territorial and generally try to drive intruders off. They'll happily munch on the remains of foe, but for the most part they'll leave fleeing intruders alone. They do have an instinct to get to high ground and to assault heavily fortified positions, so Adventurers who think they're safe for the night may find a crabby monster trying to drive them out.
ST | 30 | HP | 30 | Speed | 7 |
DX | 14 | Will | 14 | Move | 3 |
IQ | 3 | Per | 11 | ||
HT | 14 | FP | 12 | SM | 2 |
Dodge | 8 | Parry | 12 | DR | 10 |
Pound (14): 3d+3 crushing, -1 to defenses.
Traits: Constriction Attack, Reverse missiles Spell, Extra Attack 1, magic resistance 2, 2 strikers (reach 1,C)
Skills: Brawling - 16, Climbing -18,
Class: Dire Animal
Notes: Not Sapient. Seige Crab carpaces can fetch $200 dollars as raw materials, and they have Prothoratic Mana Organs that power the reverse missiles effect. If you can get these out, they're worth $ 1000, but the thaumatology roll is at -2. Its a tricky job! Siege Crab eggs are worth about $100 a piece, but transporting them back requires precautions not to stunt the magic of the creatures (Thaumatology roll), and odds are that half or more of them are dead already! A successful Naturalist or Thaumatology roll can identify which ones are good and which ones aren't.
But bigger. Much Bigger |
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