Dark wyrm
S dark wyrm Hitchhiker's Guide: | |
Hit Points | 120 |
---|---|
Species | mutant |
Default Faction | mutant |
Size | cow sized |
Weight | 120.00 kg |
Material | flesh |
Phase | flesh |
Speed | 100 |
Combat | |
Melee Sk | 8 |
Damage | 2d6 bash + 4 cut |
Dodge Sk | 4 |
Protection | |
Bash Armor | 6 |
Cut Armor | 0 |
Other | |
Aggressiveness | 100 |
Morale | 100 |
Difficulty | 20 |
Flags | SMELLS, HEARS, GOODHEARING, BASHES, BORES, POISON, SUNDEATH, ACIDPROOF, ACIDTRAIL |
Vision | 40 |
Night Vision | 1 |
This creature is a cow sized mutant. It's a very competent fighter with very high hit points. It's as fast as you, agile, has moderate armor against bashing weapons and no armor against cutting ones (that includes bullets).
It has extremely high morale and it's totally aggressive. Being a mutant, it's afraid of nearby fires, and can be angered by nothing in particular.
It is able to smell characters, can hear noises, is able to track noises particularly well, can bash destroyable objects in its way (like doors), tunnels through obstacles, is poisonous to eat (produces tainted meat when butchered), dies in full sunlight, is immune to acid, leaves a trail of acid, and nothing else.
Being made of flesh, it's vulnerable to nothing in particular.
When it dies, nothing unusual happens.
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