Biweekly Monster-Brachyids

RedBrachyidBrachyids are a large specimen of crab that is half sentient. They use and create tools for fishing and warfare, but their communication is rudimentary and primal, hardly to be considered a language. They are more or less tribal in their organization and loyalty.

Common Variety

Health: 2+2d4 (7)

Spell Points: None

Attack: 1d6, 16 Strength, 12 Dexterity (pincer)

Dexterity: 7-10

Strength: 9-12

Constitution: 13-16

Intelligence: 4-5

Speed: 24 (sideways), 12 (forward or backward), 12 (swimming)

Special: Tool Usage, Primitive Click and Dance Communication, one claw at a time usage simultaneous with arms

Armor (Blunt Puncture Cut): 4 3 12 (25% 20% 50%)

Warrior Variety

Health: 5+3d6 (15)

Spell Points: None

Attack: 1d8, 20 Strength, 16 Dexterity (pincer x2)

Dexterity: 9-12

Strength: 12-15

Constitution: 13-16

Intelligence: 4-5

Speed: 24 (sideways), 12 (forward or backward), 12 (swimming)

Special: Tool Usage, Primitive Click and Dance Communication, two claws at a time usage simultaneous with arms, claw hits with 12 damage and over initiate a grapple at an upper hand in a top position of 10/-10, on following turns the claw strength grapples as with Grab II, Crush II, Weapon Mastery with a tribal weapon.

Armor (Blunt Puncture Cut): 6 4 18 (33.3% 25% 60%)

Shaman (Aquamancer) Variety

AquamancerShadedHealth: 5*L+2d6 (12, 17, 22)

Spell Points: By Level (L)

Attack: 1d6, 16 Strength, 16 Dexterity (pincer)

Dexterity: 11-14

Strength: 10-13

Constitution: 13-16

Intelligence: 5-8+2*L

Speed: 24 (sideways), 12 (forward or backward), 12 (swimming)

Special: Tool Usage, Primitive Click and Dance Communication, One claw at a time usage simultaneous with arms, Aquamancy

Armor (Blunt Puncture Cut): 4 3 12 (25% 20% 50%)

Aquamancy

Three Levels of Aquamancy can be attained by age.

SP: 1) 75 2) 150 3) 200

Healing–The aquamancer can heal one or more desired targets within range in a contiguous body of water the aquamancer is touching. By Level, (Max SP Spent::Range::Healing per SP) 1)10::2’::1, 2)15::10’::1.25 3)20::20’::1.5.

Water spurt–The aquamancer can spend 5 SP and ½ second to launch a spurt of water (local or spittle) that has a 10% chance to off balance the target for each damage it deals. By level, (Range::Damage::’To Hit’ multiplier) 1)20’::1d4::2.2, 2)40’::1d6::2.4, 3)50’::1d8::2.5.

Lash–The aquamancer can spend 2 seconds to form a number of lashes of water near it. Once created, the aquamancer can maintain the lashes, striking with them each turn, at a cost of concentration and 10 SP per turn. The lashes shape themselves to suit the Aquamancer’s tribe and individual personality. By level, (Maximum number of lashes::Total length available::Damage per hit) 1)1::5’::1d6, 2)2::10’::1d8, 3)3::15’::1d10.

Gripping Tide–An aquamancer level 2 or higher can cause any creature knee deep or more in water to be restrained as the water tenses. On the target’s turn he may make a contested strength check to break free of the Gripping Tide. On the Aquamancer’s turn he can attempt to move the target with a contested strength check, moving the target 1 foot per point of difference. The strength of the water is x½ at knee depth, x1 at waist depth, x1.5 at chest depth, and x2 at neck depth and above. By level (Range::Cost per turn::Base Strength) 2)20’::10SP::20 3)30’::5SP::25. It takes 2 seconds to initiate the grab. Unless familiar with the spell, the target will be surprised and grabbed automatically. If familiar they can avoid being grabbed with a contesting strength check. It requires the concentration of the Aquamancer to maintain the hold.

Blood Control–A level 3 aquamancer can control a human sized creature by means of its blood. At a range of up to 20’, a casting time of 2 seconds, and a maintenance cost of 25 SP per turn and concentration. The control is total and irresistible.

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1 Response to Biweekly Monster-Brachyids

  1. Pingback: Biweekly Monster-Cerada | Mind Weave Role-Playing Platform

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