Kiramon worker: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 14: | Line 14: | ||
{{Creature ability|Charge|246}} |
{{Creature ability|Charge|246}} |
||
| nobolt = |
| nobolt = |
||
| warding = |
|||
{{Creature ability|Disease}} |
|||
}} |
}} |
Revision as of 19:49, 20 December 2006
| ||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||
|
The kiramon has a mobile head with huge, bulging, eyes that sparkle in a faceted clustering around the lidless perimiter. Protruding from the massive head is a vicious-looking snout with insectile mandibles, while the back of the cranium is a distended, two-lobed case. Remarkably powerful rear legs jut backward from an extremly hard, resilient, exoskeleton-like body, that seems to be in constant motion. Though the middle legs have evolved away long ago, the front legs end in strong opposing claws and knobby-jointed fingers. Stunted wings flap uselessly from its long cylindrical body.[1]
Hunting strategies
- AS = 236-246
- Melee DS = 169
- Bolt DS = 170
- Spirit TD = 142
- Sorcerous TD = 150
- Elemental TD = 157
Other information
- Have the ability to emit lightning flares on successful melee strikes.
- Can still stand and attack even if all four of their limbs are removed.
- Fire immune.
- Perception plays a role in searching or looting them.
References
Near-level creatures - edit | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
|