At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20
| 23
| 15
| 14
| 22
| 20
| 17
| 75
| 12
| 12
| 6
| 0
| 4
| 3
| 202
|
Bite :
A24
D22
Init19
damD10+4
Poison. Spi vs. 18 or charmed for 3D4 minutes.
Breath Weapon :
Init14
damD10 Fatigue
Range 8. Ignores Armour. Ag vs. 15 for half.
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24
| 33
| 15
| 9
| 14
| 16
| 15
| 55
| 5
| 10
| 4
| 0
| 2
| 3
| 180
|
Bite :
A24
D33
Init19
damD8+3
Tail Swipe :
A28
Init18
dam2D4
Roll Ag + Movement / Acrobatics or fall over.
Black Ray :
A25
Init20
damD12+4
Ranged 4.
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
25
| 15
| 15
| 10
| 14
| 12
| 12
| 35
| 0
| 8
| 6
| 0
| 4
| 4
| 127
|
Strike :
A25
D15
Init17
dam3D4
Armour counts half.
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
25
| 18
| 16
| 14
| 13
| 13
| 13
| 45
| 3
| 8
| 6
| 0
| 4
| 4
| 156
|
Flyby :
A25
D22
Init21
damD8+5
Defend with a -1 wait action
Fire Bolt :
dam2D6+5
Range 12. Does 1 damage to the Naga in stone form
Bite :
A25
Init16
damD8+5
Ground only
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18
| 17
| 20
| 12
| 14
| 15
| 11
| 50
| 0
| 9
| 5
| 0
| 2
| 4
| 147
|
Bite :
A18
D17
Init22
dam3D6
Myriad Bolt :
A24
Init22
dam1D4
Roll Spirit vs. 16 or half A and D
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14
| 7
| 9
| 0
| 3
| 3
| 4
| 6
| 0
| 0
| 0
| 0
| 2
| 0
| 36
|
Bite :
A14
D7
Init14
damn/a
Implant
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12
| 10
| 16
| 4
| 8
| 8
| 8
| 14
| 0
| 0
| 1
| 0
| 3
| 1
| 61
|
Claws :
A17
D18
Init19
damD6+1
|
This is a generic term for the large and phosphorescent flowers of the Twilight lands. While many of these plants are poisonous someone with the appropriate survival skills can recognize those that have sweet sap (Heal D6 lost through hunger) and which can be cut to give fresh water. There are as many local varieties (and names) for these flowers as there are Twilight villages, and many can be cultivated as food crops. Gardens of nodding blooms are a common site around little village huts.
Some common varieties include:
See also Kail Tree
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick | Lvl | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal |
10
| 10
| 13
| 9
| 12
| 8
| 9
| 14
| 1
| 4
| 1
| 0
| 1
| 4
| 57
| 2 |
Curved Sword :
A13
D12
Init15
damD6+3
| ||||||||||||||||
Acolyte |
12
| 12
| 13
| 9
| 12
| 9
| 9
| 20
| 2
| 5
| 2
| 0
| 1
| 4
| 74
| 3 |
Serrated Sword :
A15
D14
Init15
damD6+3
Poisoned, Phys vs. 14 or D4.
| ||||||||||||||||
Master |
15
| 15
| 13
| 10
| 13
| 10
| 10
| 25
| 4
| 6
| 3
| 0
| 1
| 4
| 92
| 4 |
Sword and Dagger :
A18
D18
Init14
damD6+3
Poisoned, Phys vs. 14 or D4.
| ||||||||||||||||
Champion |
18
| 18
| 14
| 10
| 15
| 11
| 11
| 25
| 5
| 7
| 5
| 0
| 2
| 4
| 110
| 5 |
Sword and Dagger :
A21
D21
Init17
damD6+4
Poisoned, Phys vs. 15 or D4.
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14
| 14
| 14
| 10
| 14
| 10
| 10
| 30
| 0
| 4
| 3
| 0
| 4
| 2
| 107
|
Peck :
A14
D14
Init18
dam1D8+2
Gust :
A20
D16
Init18
Phys vs. 16 or knocked back.
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17
| 15
| 15
| 12
| 14
| 14
| 16
| 50
| 0
| 0
| 4
| 4
| 0
| 4
| 146
|
Touch :
A17
D15
Init15
damD8 Fatigue
Aura :
damD6+8
Area 1
|
At | Def | Ag | Int | Phys | Pre | Spi | H | S | W | Ar | MD | Mv | Fer | Quick |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50
| 20
| 5
| 5
| 40
| 40
| 40
| 600
| 0
| 0
| 40
| 10
| 30
| 0
| 953
|
Crush :
A55
dam3d10+8
Ranged 2. Area 10. Mighty 5.
Disintegrating Gaze :
A45
D10
Init1
dam5d6x5
Ranged 100. Area 20. Mighty 10. Ignores Armour. Takes 5 rounds to fire, damages all target in line.
Earthquake :
dam1d6
Area 20. Mighty 1. Roll Agility or Phys vs. 15 to ignore.
|
The Nin-Shub Gargantuan more closely resembles a natural disaster than a creature to be combated. A massive animated statue of obsidian and olivine, the Gargantuan stands 50 Legats tall. Its club shaped hands and feet are only capable of crushing and rending, while its enormous head bears a single eye rendered from crimson crystal. Clearly the product of some titanic sorcery of the Ancients, the Gargantuan is larger than many fortresses, and capable of destroying stone and metal with equal ease. Fortunately the Gargantuan is known only from legends and stories, a plague that would emerge from the howling gales of the Nightside to plow its way through Keldian works. Sages agree that the Gargantuan has most likely lapsed into quiescence long ages ago, and may even now be weathering away unseen beneath the snow and ice of the Night hills.
Where the Gargantuan walks, destruction follows. The earth shakes at its footsteps, damaging everything around it (In a 60 Legat area around it, structures take 1 damage a round. In a 20 Legat area, the damage increases to 1d6/Mighty 1 each round. A Keldian in the area can roll Phys/Ag vs. 15 to ignore this).
Should the Gargantuan directly intrude into an area it is subject to its crush, as its enormous feet smash buildings to rubble and grind living things to paste. It can do the same damage to buildings (and other large structures) with its fists. These attacks do not target individuals directly (they are too small for the Gargantuan to notice), but hit whole areas at once. If even these ferocious attacks fail to get the Gargantuan to its goal it can engage its Disintegrating Gaze, which works as follows:
On the first round the Gargantuan stops, making no attacks, and begins to gather energy. A low-pitched hum can be felt, rather than heard. On the second and third rounds red lambent energy begins to gather around the Gargantuan. The same energy can be seen to flicker through channels etched into its surface. On the fourth round this energy becomes blinding. Finally, on the fifth round, the Gargantuan unleashes a beam of crimson energy from its single eye. This beam rips apart matter of all sorts, causing solid objects along its path to disintegrate into black particles. Assess the full damage against the first structure on the path (ignoring armour). If that structure is destroyed, apply any remaining damage to the next structure and so forth. Creatures inside a hit structure take the full damage.
The Gargantuan itself is largely immune to damage. Its incredible armour means that only siege weapons and magic of similar power have much of a change of damaging it, and its sheer size means that even crippling damage does little. In combat each part of the Gargantuan (2 Legs, 2 Arms, Head, Torso) must be separately targeted and destroyed. The parts' Health are as follows:
A better option would be to treat the Gargantuan as a location and delve the secrets within it ...