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Savage Monster Hunter World
Schalter:
Niedere Monster
Alle niederen Monster sind Extras. Sie sind in großer Zahl in den angegebenen Lebensräumen anzutreffen, und unterwerfen sich normalerweise einem der größeren Monster dieser Landstriche. Ein niederes Monster liefert beim Ausnehmen immer ein zufälliges Rohmaterial.
Hier ist eine kleine Auswahl der Viecher, die um die Dschungelbasis Astera herum ihr Unwesen treiben:
Apceros
Peaceful dinosaur-like wyverns of the Wildspire Waste
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+1, Vigor d12+3
Skills: Athletics d6, Fighting d4, Intimidation d10, Notice d4, Stealth d4, Survival d6
Pace: 5 (d4 Running Die), Parry: 4, Toughness: 20 (6)
Special Abilities
Armor 6: Leathery skin and thick horn plates.
Size 5: This monster is the size of a car and can take one Wound.
Slow as a Turtle: When Apceros get a Jacks or higher as their Action Card, they redraw until they get a card lower than Jacks. They may keep Jokers as usual. They have to discard Deuces completely, without redrawing, taking no turn at all in that given round.
Spiked Tail: Str+d12, Reach 2. May be used for an Improved Sweep (as per the Edge) against all targets in the monster's back arc.
Materials: Monster bones, raw meat. Apceros Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Apceros
Aptonoth
Peaceful dinosaur-like wyverns of the Ancient Forest
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+1, Vigor d12+2
Skills: Athletics d6, Fighting d4, Intimidation d8, Notice d4, Stealth d4, Survival d6
Pace: 7 (d6 Running Die), Parry: 4, Toughness: 15 (2)
Special Abilities
Armor 2: Leathery skin and scales.
Size 5: This monster is the size of a car and can take one Wound.
Spiked Tail: Str+d10, Reach 1. May be used for an Improved Sweep (as per the Edge) against all targets in the monster's back arc.
Materials: Monster bones, raw meat. Aptonoth Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Aptonoth
Gajalaka
Humanoid tribal gnomes with rattles for heads. They haunt all lands of the New World with their bad manners, screaming like madmen.
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Intimidation d6, Notice d6, Performance d6, Stealth d6, Survival d8, Taunt d8
Pace: 5 (d4 Running Die), Parry: 5, Toughness: 7 (2)
Special Abilities
Armor 2: Leather armor and wooden parts.
Burrow: Gajalaka can burrow through the ground with Pace 3.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Rattle Head: A Gajalaka can roll Performance to wildly and noisily rattle its head. This is a Test against the target's Spirit. The Gajalaka gets a +2 bonus to the roll.
Size -1: This monster is the size of a chimpanzee.
Gear: Primitive sword (Str+d8) or poisoned throwing spear (Str+d6; a hit target needs to make a Vigor roll or become Fatigued).
Materials: -
https://monsterhunterworld.wiki.fextralife.com/Gajalaka
Gajau
Oversized piranha fish of the Wildspire Waste
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d6, Stealth d6, Survival d8
Pace: 1 (on land with no Running Die) / 6 (in water), Parry: 5, Toughness: 8 (2)
Special Abilities
Aquatic: This monster swims with Pace 6 and cannot drown.
Armor 2: Leathery skin and scales.
Bite: Str+d6.
Leaper: The monster has powerful fins and can jump up to 4" (8 yards) from the water as part of its movement in a turn. In addition, it adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where it cannot leap horizontally or vertically— GM's call).
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Size 1: This monster is the size of a large walrus.
Materials: Scale, Skin, Whisker. Gajau Materials have a Water Trapping.
https://monsterhunterworld.wiki.fextralife.com/Gajau
Girros
Black poisonous kaimans of the Rotten Vale
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d6, Stealth d6, Survival d8
Pace: 7 (d6 Running Die), Parry: 5, Toughness: 11 (2)
Special Abilities
Armor 2: Leathery skin and scales.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Neurotoxin Fangs: Str+d6. Targets hit by the bite attack must make a Vigor roll or become Stunned by the weak neurotoxin.
Size 2: This monster is the size of a huge crocodile.
Materials: Fang, Hide, Scale. Girros Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Girros
Hornetaur
Oversized black beetles of the Rotten Vale
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d10
Skills: Athletics d8, Fighting d6, Intimidation d6, Notice d6, Stealth d8, Survival d8
Pace: 6 (d6 Running Die), Parry: 5, Toughness: 8 (2)
Special Abilities
Armor 2: Chitin shell.
Burrow: Hornetaurs can burrow through earth and muck with Pace 3.
Horn: Str+d6.
Leaper: The monster has powerful jumping legs and insect wings, and can jump up to 3" (6 yards) as part of its movement in a turn. In addition, it adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where it cannot leap horizontally or vertically— GM's call).
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Size -1: This monster is the size of a large dog.
Materials: Carapace, broth, fluid, head, shell, wing. Hornetaur Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Hornetaur
Jagras
Two-legged reptilian predators of the Ancient Forest
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d6, Stealth d6, Survival d8
Pace: 7 (d6 Running Die), Parry: 5, Toughness: 8 (2)
Special Abilities
Armor 2: Leathery skin and scales.
Bite/Claws: Str+d6.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Size 1: This monster is the size of a crocodile.
Materials: Claw, Hide, Scale, Shard. Jagras Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Jagras
Kestodon (Female)
Two-legged reptilian herbivores of the Ancient Forest and Wildspire Waste
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d6, Stealth d6, Survival d8
Pace: 8 (d8 Running Die), Parry: 5, Toughness: 11 (2)
Special Abilities
Armor 2: Leathery skin and scales.
Hammerhead: Str+d6. The head has an additional Armor 2. Add +4 damage at the end of one Fighting action in which the monster Runs, moves at least 5′′(10 yards), and successfully hits with its head.
Hardy: A second Shaken result doesn't cause a Wound to a Kestodon.
Size 2: This monster is the size of a horse.
Materials: Carapace, Scalp, Shell. Kestodon Materials have no Trapping.
Kestodon (Male)
Two-legged reptilian herbivores of the Ancient Forest and Wildspire Waste
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d4, Stealth d6, Survival d6
Pace: 8 (d8 Running Die), Parry: 6, Toughness: 13 (2)
Special Abilities
Armor 2: Leathery skin and scales.
Hammerhead: Str+d8. The head has an additional Armor 2. Add +4 damage at the end of one Fighting action in which the monster Runs, moves at least 5′′(10 yards), and successfully hits with its head. A successful Hammerhead attack by a male Kestodon always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Hardy: A second Shaken result doesn't cause a Wound to a Kestodon.
Resilient: A male Kestodon can take a Wound before being Incapacitated.
Size 3: This monster is the size of a large bull.
Materials: Carapace, Scalp, Shell. Kestodon Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Kestodon
Vespoid
Oversized stinging wasps of the Wildspire Waste, Coral Highlands, and Rotten Vale
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d8
Skills: Athletics d8, Fighting d6, Intimidation d6, Notice d6, Stealth d8, Survival d8
Pace: 2 (on land with no Running Die) / 8 (flying), Parry: 5, Toughness: 7 (2)
Special Abilities
Armor 2: Chitin shell.
Flight: Vespoids can fly on their hornet wings with Pace 8. They cannot Run while flying.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Size -1: This monster is the size of an eagle.
Stinger: Str+d6. A character hit by the stinger must make a Vigor roll at -1 or be Stunned.
Materials: Carapace, broth, fluid, shell, wing. Vespoid Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Vespoid
Wingdrake
Light-weight dragon-like reptiles like Barnos, Merros, Raphinos, and others, soaring on leathery wings. Many are brought from the Old World to serve the Commission explorers as air transport.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d12
Skills: Athletics d8, Fighting d6, Intimidation d6, Notice d6, Stealth d6, Survival d8
Pace: 4 (on land with no Running Die) / 12 (flying), Parry: 5, Toughness: 11 (2)
Special Abilities
Armor 2: Leathery skin and scales.
Bite/Claws: Str+d6.
Flight: Wingdrakes can fly with Pace 12. They cannot Run while flying. Trained wingdrakes can easily carry a person with armor and gear.
Size 1: This monster is the size of a small paraglider.
Materials: Hide, talon, wing. Wingdrake Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Wingdrakes
Schalter:
Große Monster
Alle großen Monster sind Wild Cards. Viele davon haben obendrein durch ihre Size zusätzliche Wundlevel. Ihre heftigeren Attacken machen Monster tendenziell vermehrt erst dann, wenn sie bereits Wunden hingenommen haben (nach Ermessen des Spielleiters). Beim Ausnehmen liefern sie drei zufällige Materialien (der GM kann diese Menge nach eigenem Ermessen erhöhen).
Fährte: Alle großen Monster hinterlassen sehr spezifische Spuren in Form von Fußabdrücken, Hinterlassenschaften, Geruchsmarken, Klauenspuren, und so weiter. Die Spähkäfer können einem Jäger helfen, diese zu entdecken, aber sowohl Jäger als auch Spähkäfer müssen gründlich Erfahrungen mit einer Art von Spur sammeln, um sie wirklich präzise verfolgen zu können.
Furcht: Alle großen Monster lösen bei der ersten Begegnung Furcht aus. Hunter sind tendenziell ordentlich abgebrüht, und müssen bei späteren Begegnungen nur noch auf Ansage der Spielleitung hin Furcht-Würfe machen.
Taktik: Die meisten Monster lassen ihren Monster Roar los, wenn sie erstmalig angegriffen werden, um die Chance zu haben, ein paar Schläge zu landen während ihre Angreifer von dem Urschrei noch Shaken sind. Monster machen meist reguläre Attacken, bis sie die erste Wunde hingenommen haben. Ab diesem Moment löst ihre Fähigkeit Don't Get It Riled aus, und sie führen außerdem ihre heftigeren Attacken aus. Wenn ihre Wundkapazität zur Neige geht, verwenden sie erneut ihre Fähigkeit Monster Roar um ihre Gegner Shaken zu machen und sich aus dem Nahkampf zu entziehen, und zu ihrem Nest zu rennen, wo sie sich verschanzen.
Monsternest: In seinem Nest kann ein Monster sich rapide regenerieren, wenn es sich dorthin zurückgezogen hat um zu fressen oder den Drachenschlaf zu schlafen. Es würfelt daher für alle 10 Minuten ungestörter Ruhe im Monsternest einmal Natural Healing.
🐲 Anjanath
Fire breathing tyrant lizard of the Ancient Forest
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+4, Vigor d12+6
Skills: Athletics d10, Fighting d10, Intimidation d12, Notice d6, Stealth d6, Survival d8
Pace: 7 (d6 Running Die), Parry: 7, Toughness: 22 (4)
Special Abilities
Armor 4: Leathery skin and thick fur.
Bite: Str+d8. The target is automatically Grappled after being hit with a raise by the Bite attack. The Grappled target may be automatically bitten again on the Anjanath's next turn, or slammed to the ground instead (doing Str+2d6). The Bite attack may also be used for an Improved Sweep (as per the Edge) against all targets in the monster's front arc.
Breathe Fire: The Anjanath can become mad enough to breathe fire. It uses a Cone Template for the attack (see Area Effect attacks). The flames may be Evaded, and do 4d6 damage. This attack takes the Anjanath's entire turn — it can't perform Multi-Actions in the same round it makes a breath attack.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Immunity — Fire: The Anjanath reduces all damage based on Heat or Fire by 4, including damage from powers based on these Trappings.
Monster Roar: Most monsters can emit an earth-shaking roar. Whenever a monster makes an Intimidation roll to roar, all targets within a Medium Blast Template centered around the monster are affected, and resist at a -2 penalty. This is in addition to the usual effect of the failed Test (Distracted or Vulnerable, and maybe Shaken). If the target is standing at the front arc of the monster, it gets another -2 modifier to its roll to resist the Intimidation attempt.
Leaper: The monster has powerful legs and can jump up to 4" (8 yards) as part of its movement in a turn. In addition, it adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where it cannot leap horizontally or vertically— GM's call).
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Rampage: The Anjanath simply runs its opponents down if they have a smaller Size than itself. This attack takes up the Anjanaths movement for the turn, and may be performed once per round. The monster is moved in a straight line in a single direction, up to its Running Pace. It makes a single Fighting attack against all targets in its path (friends and foes alike). Subtract the Running modifier if the Anjanath chose to Rampage while Running. Resolve damage separately for each enemy that's hit. A successful Rampage attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Size 7: This monster is the size of a T-Rex (Scale modifier +2, can take four Wounds total).
Tail: Str+d6, Reach 2. May be used for an Improved Sweep (as per the Edge) against all targets in the monster's back arc.
Weakness — Water: The Anjanath is weak against Water, and all damage based on Water is raised by 4, including damage from powers with this Trapping.
Materials: Fang, Fire Sac, Membrane, Nosebone, Pelt, Scale. Anjanath Materials have a Fire Trapping.
https://monsterhunterworld.wiki.fextralife.com/Anjanath
🐲 Barroth
Desert behemoth of rock and mud in the Wildspire Waste
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+4, Vigor d12+4
Skills: Athletics d6, Fighting d8, Intimidation d12, Notice d6, Stealth d6, Survival d8
Pace: 7 (d6 Running Die), Parry: 6, Toughness: 22 (6)
Special Abilities
Armor 6: Leathery skin and rocky carapace.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Hammerhead: Str+d10. Using the hammerhead takes the Barroth's entire turn (it cannot perform Multi-Actions). May be used for an Improved Sweep (as per the Edge) against all targets in the monster's front arc.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Monster Roar: Most monsters can emit an earth-shaking roar. Whenever a monster makes an Intimidation roll to roar, all targets within a Medium Blast Template centered around the monster are affected, and resist at a -2 penalty. This is in addition to the usual effect of the failed Test (Distracted or Vulnerable, and maybe Shaken). If the target is standing at the front arc of the monster, it gets another -2 modifier to its roll to resist the Intimidation attempt.
Mud Chucker: The Barroth may shake sticky mud from under its armor plates in all directions. A Small Blast Template is placed on both sides and on the rear of the Barroth to represent the mud piles. Characters that move (or are moved) into one of these mud piles are knocked prone and need to roll Agility with a -4 modifier to avoid being Stunned. The mud piles dissolve at the start of the Barroth's next turn.
Rampage: The Barroth emits a noise like a steam locomotive and charges its opponents. This attack takes up the Barroth's movement for the turn, and may be performed once per round. The monster is moved in a straight line in a single direction, up to its Running Pace. It makes a single Fighting attack against all targets in its path (friends and foes alike). Subtract the Running modifier if the Barroth chose to Rampage while Running. Resolve damage separately for each enemy that's hit. A successful Rampage attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Size 6: This monster is the size of a small truck (Scale modifier +2, can take four Wounds total).
Tail: Str+d6, Reach 2. May be used for an Improved Sweep (as per the Edge) against all targets in the monster's back arc.
Weaknesses — Fire/Water: The Barroth is weak against Fire, and all damage based on Heat or Fire is raised by 4, including damage from powers with this Trapping. After taking one turn in a mud pit, covering itself in muck, the Barroth loses this Weakness while still covered. This changes its Weakness to Water, and now all damage based on Water is raised by 4, including damage from powers with this Trapping.
Materials: Claw, Fertile Mud, Ridge, Scalp, Shell, Tail. Barroth Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Barroth
🐲 Diablos
Horned underground dweller of the Wildspire Waste
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+5, Vigor d12+4
Skills: Athletics d10, Fighting d12, Intimidation d12, Notice d6, Stealth d8, Survival d8
Pace: 6 (on land, with a d6 Running Die) / 8 (burrowing), Parry: 8, Toughness: 25 ( 8 )
Special Abilities
Armor 8: Leathery skin and huge bone plates.
Burrow: This monster moves through sand or soft earth with Pace 8. After surfacing, it must take a turn to fully disappear into the ground.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Flight: A Diablos can fly on its leathery wings with Pace 12. It cannot Run while flying.
Horns: Str+d10, AP 2. May be used for an Improved Sweep (as per the Edge) against all targets in the monster's front arc.
Immunity — Fire: The Diablos reduces all damage based on Fire by 4, including damage from powers with this Trapping.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Rampage: The Diablos charges its opponents horns-first. This attack takes up the monster's movement for the turn, and may be performed once per round. The monster is moved in a straight line in a single direction, up to its Running Pace. It makes a single Fighting attack with its Horns against all targets in its path (friends and foes alike). Subtract the Running modifier if the Diablos chose to Rampage while Running. Resolve damage separately for each enemy that's hit. A successful Rampage attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Sand Pounce: When burrowing through sand or soft earth, the creature can suddenly resurface again and make an opposed Stealth roll versus the victim's Notice. If the Diablos wins, all targets its base touch are Vulnerable to it only. With a raise, the Diablos gets the Drop. Targets on Hold may attempt to interrupt the Sand Pounce attack before it occurs. A Sand Pounce attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Size 7: This monster is the size of a small truck (Scale modifier +2, can take four Wounds total).
Tail Hammer: Str+d12, Reach 2. May be used for an Improved Sweep (as per the Edge) against all targets in the monster's back arc.
Weaknesses — Water: The Diablos is weak against Water, and all damage based on Water is raised by 4, including damage from powers with this Trapping.
Materials: Carapace, Blos Medulla, Fang, Horn, Marrow, Ridge, Scale, Shell, Tail. Diablos Materials have a Fire Trapping.
https://monsterhunterworld.wiki.fextralife.com/Diablos
🐲 Dodogama
Lava munching kaiman wyvern of the Elder Recess
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+4
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d6, Stealth d6, Survival d8
Pace: 7 (d6 Running Die), Parry: 7, Toughness: 17 (4) / 18 (4)
Special Abilities
Armor 4: Leathery skin and scales.
Bite/Claws: Str+d8.
Body Slam: The monster rams its shoulder and back into opponents. Once per round, it may move up to its Running Pace if needed, and then makes a single Fighting attack against all targets that are adjacent to its side after moving. After this attack, the monster and all hit targets (regardless of damage) go prone.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Fireballs: While currently Stuffed (see below), the monster may spit a hail of fireballs at opponents. The spittle has Range 4/8/16, RoF 3, and does 3d6 damage. Targets hit must roll if they catch Fire.
Immunity — Fire: The Dodogama reduces all damage based on Heat or Fire by 4, including damage from powers based on these Trappings.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Lava Spout: While currently Stuffed (see below), the monster may spit a spout of burning lava at opponents. It uses a Cone Template for the attack (see Area Effect attacks). The flames may be Evaded, and do 4d6 damage. Targets hit must roll if they catch Fire. This attack takes the Dodogama's entire turn — it can't perform Multi-Actions in the same round it makes a breath attack.
Rampage: The Dodogama charges its opponents head-first. This attack takes up the monster's movement for the turn, and may be performed once per round. The monster is moved in a straight line in a single direction, up to its Running Pace. It makes a single Fighting attack against all targets in its path (friends and foes alike). Subtract the Running modifier if the Dodogama chose to Rampage while Running. Resolve damage separately for each enemy that's hit. A successful Rampage attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Size 4: This monster is the size of a hippo (Scale modifier +2, can take four Wounds total). While currently Stuffed, it has Size 5.
Stuffed: The Dodogama may become Stuffed by gobbling up big amounts of lava or volcanic rocks, which takes two full rounds. It becomes Stuffed and changes its Size to 5 until the meal is digested (which takes 2d6 rounds).
Tail: Str+d6, Reach 1. The Dodogama may strike its back arc with its Tail attack.
Materials: Claw, Fang, Hide, Jaw, Scale, Talon, Thickhide. Dodogama Materials have a Fire Trapping.
https://monsterhunterworld.wiki.fextralife.com/Dodogama
Schalter:
🐲 Great Girros
Sabretooth alpha kaiman of the Rotten Vale
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Athletics d8, Fighting d10, Intimidation d10, Notice d6, Stealth d8, Survival d8
Pace: 7 (d6 Running Die), Parry: 7, Toughness: 17 (4) / 19 (4)
Special Abilities
Armor 4: Leathery skin and scales.
Claws: Str+d8.
Body Slam: The monster leaps to throw its own body onto opponents. Once per round, it may move up to its Running Pace if needed, and then makes a single Fighting attack against all targets that are adjacent to either its side or front after moving. After this attack, the monster and all hit targets (regardless of damage) go prone.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Neurotoxin Fangs: Str+d8. Targets hit by the bite attack must make a Vigor roll or become Stunned by the weak neurotoxin.
Poison Puke: The monster may spit a spout of greenish poison liquid at opponents. The spittle has Range 4/8/16, RoF 1, and does 3d6 damage with AP 2.
Rampage: The Great Girros charges its opponents fangs-first. This attack takes up the monster's movement for the turn, and may be performed once per round. The monster is moved in a straight line in a single direction, up to its Running Pace. It makes a single Fighting attack against all targets in its path (friends and foes alike). Subtract the Running modifier if the Great Girros chose to Rampage while Running. Resolve damage separately for each enemy that's hit. A successful Rampage attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Rattle for Help: When rearing up and emitting its terrible rattlesnake sound, the Great Girros can command regular Girros to its side. This takes the Great Girros' full turn and may be done once per round. On the next round, 1d4 Girros appear to back up their alpha.
Size 4: This monster is the size of a hippo (Scale modifier +2, can take four Wounds total).
Tail: Str+d6, Reach 1. The Great Girros may strike its back arc with its Tail attack.
Materials: Fang, Hide, Hood, Scale. Great Girros Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Great+Girros
🐲 Great Jagras
Insatiable jungle kaiman of the Ancient Forest
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+2
Skills: Athletics d6, Fighting d8, Intimidation d10, Notice d6, Stealth d6, Survival d8
Pace: 7 (d6 Running Die), Parry: 6, Toughness: 17 (4) / 19 (4)
Special Abilities
Armor 4: Leathery skin and scales.
Bite/Claws: Str+d8.
Body Slam: The monster rams its shoulder and back into opponents. Once per round, it may move up to its Running Pace if needed, and then makes a single Fighting attack against all targets that are adjacent to its side after moving. After this attack, the monster and all hit targets (regardless of damage) go prone.
Bulldozer: When currently Stuffed (see below), the Great Jagras can roll over his opponents with his swollen body like a boulder. This attack takes up the Great Jagras' movement for the turn, and may be performed once per round. The monster is moved in a straight line in a single direction, up to its half Pace. It makes a single Fighting attack against all targets in its path (friends and foes alike). Resolve damage separately for each enemy that's hit.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Stuffed: When Incapacitating another character with Size 1 or 2 with a Bite attack, the Great Jagras may swallow them whole. It becomes Stuffed and changes its Size to 6 until the meal is digested (which takes 2d6 rounds). Alternately, the Great Jagras may become Stuffed by gobbling up big amounts of smaller prey or carrion, which takes two full rounds.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Scatterpuke: When currently Stuffed (see above), once per round, the monster may spit a scattering of stomach juices and half-digested meat at opponents. It uses its Athletics skill and gets a +2 bonus to hit. The Scatterpuke has Range 4/8/16, RoF 3, and does 3d6 damage on short range, 2d6 on Medium Range, and 1d6 on Long Range.
Size 4: This monster is the size of a hippo (Scale modifier +2, can take four Wounds total). When currently digesting, its Size is 6 (see Stuffed).
Tail: Str+d6, Reach 1. The Great Jagras may strike its back arc with its Tail attack.
Materials: Claw, Hide, Mane, Scale. Great Jagras Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Great+Jagras
🐲 Jyuratodus
Finned amphibian flesh-eater of the Wildspire Waste
Attributes: Agility d12, Smarts d4, Spirit d8, Strength d12+4, Vigor d12+2
Skills: Athletics d12, Fighting d8, Intimidation d10, Notice d6, Stealth d8, Survival d8
Pace: 6 (on land, with no Running Die) / 8 (swimming), Parry: 6, Toughness: 21 (4)
Special Abilities
Aquatic: This monster swims with Pace 8 and cannot drown. While in the water, it can use its Water Leap, Water Pounce, and Water Rampage attacks.
Armor 4: Leathery skin and fish scales.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Immunity — Water: The Jyuratodus reduces all damage based on Water by 4, including damage from powers with this Trapping.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Mud Barf: The monster may spit sticky mud at opponents. The mud has Range 4/8/16, RoF 3, and does 2d6 damage. A Small Blast Template is placed on all spots where the mud lands to represent the goo piles. Characters that are hit by the attack or move (or are moved) into one of these piles are knocked prone and need to roll Agility with a -4 modifier to avoid being Stunned. The mud piles dissolve at the start of the monster's next turn.
Size 7: This monster is the size of a small truck (Scale modifier +2, can take four Wounds total).
Tail: Str+d6, Reach 1. May be used for an Improved Sweep (as per the Edge) against all targets in the monster's back arc.
Water Leap: When swimming in water, the monster can jump up to 4" (8 yards) as part of its movement in a turn. In addition, it adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where it cannot leap horizontally or vertically— GM's call).
Water Pounce: When diving through dark or muddy water, the creature can suddenly resurface again and make an opposed Stealth roll versus the victim's Notice. If the Jyuratodus wins, all targets its base touch are Vulnerable to it only. With a raise, the Jyuratodus gets the Drop. Targets on Hold may attempt to interrupt the Water Pounce attack before it occurs. A Water Pounce attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Water Rampage: When in the water, the Jyuratodus charges its opponents. This attack takes up the monster's movement for the turn, and may be performed once per round. The monster is moved through water or mud in a straight line in a single direction, up to its Running Pace. It makes a single Fighting attack against all targets in its path (friends and foes alike). Resolve damage separately for each enemy that's hit. A successful Water Rampage attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage. The monster cannot Water Rampage while on land.
Weaknesses — Electricity/Water: The Jyuratodus is weak against Electricity, and all damage based on Electricity is raised by 4, including damage from powers with this Trapping. After taking one turn in a mud pit, covering itself in muck, the Jyuratodus loses this Weakness while still covered. This changes its Weakness to Water, and now all damage based on Water is raised by 4, including damage from powers with this Trapping.
Materials: Fang, Fin, Scale, Shell, Water Sac. Jyuratodus Materials have a Water Trapping.
https://monsterhunterworld.wiki.fextralife.com/Jyuratodus
🐲 Kulu-Ya-Ku
Tool-using big bird of the Wildspire Waste
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+2
Skills: Athletics d10, Fighting d8, Intimidation d10, Notice d6, Stealth d8, Survival d8
Pace: 7 (d6 Running Die), Parry: 7, Toughness: 16 (4)
Special Abilities
Additional Action: When agitated, the monster moves with ridiculous speed. It may ignore 2 points of Multi-Action penalties each turn.
Armor 4: Leathery skin and scales.
Beak: Str+d8. After hitting with a raise, the Kulu-Ya-Ku immediately makes a Free Attack at the same target with its beak, pecking like crazy. When rolling a Critical Failure on a Beak attack, the beak gets stuck in the ground and the monster can't use it or move until the start of its next turn.
Boulder Bash: After doing a Dig Up, the monster may use the object to make two-handed Fighting attacks (also, see Leaper, below). Most boulders do Str+3d6.
Boulder Blocking: Before squashing opponents with its big boulder, the monster may also use it as a shield. When holding a big rock or tool in its forelimbs, the Kulu-Ya-Ku gains Parry +4.
Claws: The claws at the monster's hands and feet do Str+d8.
Dig Up: The Kulu-Ya-Ku may take an entire turn digging with its forelimbs to take hold of a boulder or similar object. It can't do any other actions or move in this turn. Most boulders have Hardness 18 (and the monster is disarmed when they are desroyed).
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Leaper: The monster has powerful legs and can jump up to 4" (8 yards) as part of its movement in a turn. In addition, it adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where it cannot leap horizontally or vertically— GM's call).
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Size 3: This monster is the size of a grizzly bear. It can take three Wounds.
Materials: Beak, Feathers, Plume, Scale. Kulu-Ya-Ku Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/kulu-ya-ku
Schalter:
🐲 Legiana
Embodiment of elegance from the Coral Highlands
Attributes: Agility d12+1, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+4
Skills: Athletics d12+1, Fighting d10, Intimidation d12, Notice d6, Stealth d6, Survival d8
Pace: 7 (walking; d6 Running Die)/16 (flying; no Running Die), Parry: 7, Toughness: 21 (6) (only 19 (4) without its protective layer)
Special Abilities
Additional Action: When agitated, the monster moves with ridiculous speed. It may ignore 2 points of Multi-Action penalties each turn.
Armor 4: Leathery skin.
Bite/Claws: Str+d8. Legianas long neck gives its Bite attacks Reach 1.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Flight: Legiana can fly on its leathery wings with Pace 12. It cannot Run while flying. Annoyingly, it may hover just over head height and attack with its feet and tail. While doing so, it can only be hit by melee weapons with Reach 1 or more, or by ranged attacks.
Flying Rampage: Legiana slams into its opponents like a gust of wind. This attack takes up the Legianas movement for the turn, and may be performed once per round. The monster is moved in a straight line in a single direction, up to its Flying Pace. It makes a single Fighting attack against all targets in its path (friends and foes alike). Resolve damage separately for each enemy that's hit. A successful Rampage attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Immunities — Ice: Legiana reduces all damage based on Ice by 4, including damage from powers based on this Trapping.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Monster Roar: Most monsters can emit an earth-shaking roar. Whenever a monster makes an Intimidation roll to roar, all targets within a Medium Blast Template centered around the monster are affected, and resist at a -2 penalty. This is in addition to the usual effect of the failed Test (Distracted or Vulnerable, and maybe Shaken). If the target is standing at the front arc of the monster, it gets another -2 modifier to its roll to resist the Intimidation attempt.
Protective Layer: Legiana is covered in a glistening gel that gives it another additional Armor 2. After taking 2 Wounds to the torso, the gel is used up for a day and Legianas overall Armor is now 19 (4).
Size 5: This monster is the size of a small plane (Scale modifier +2, can take four Wounds total).
Tail: Str+d6, Reach 1. Legiana may strike its back arc with its Tail attack or even its front arc, doing a somersault in the air.
Weakness — Electricity: Legiana is weak against Electricity, and all damage based on Electricity is raised by 4, including damage from powers with this Trapping.
Materials: Claw, Hide, Plate, Scale, Tail, Webbing. Legiana Materials have an Ice Trapping.
https://monsterhunterworld.wiki.fextralife.com/Legiana
🐲 Paolumu
Self-inflating bat monster of the Coral Highlands
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+3
Skills: Athletics d10, Fighting d10, Intimidation d12, Notice d6, Stealth d6, Survival d8
Pace: 7 (walking; d6 Running Die)/12 (flying; no Running Die), Parry: 7, Toughness: Lower body 19 (6) / upper body 17 (4)
Special Abilities
Air Shot: The monster may spit a gust of air at opponents when currently Puffed Up (see below). The air shot has Range 4/8/16, RoF 1, and does 2d6 damage.
Armor 4: Leathery skin and thick fur. The Paolumu's lower torso, legs, and tail are covered in armor plates, giving it an additional Armor 2 in these areas.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Flight: The Paolumu can fly on its leathery wings with Pace 12. It cannot Run while flying. Annoyingly, it may hover just over head height and attack with its feet and tail. While doing so, it can only be hit by melee weapons with Reach 1 or more, or by ranged attacks.
Flutter Attacks: The Paolumu rapidly kicks its opponents with its legs while fluttering right above it in the air (Str damage). Up to once per round, it may roll two additional Fighting dice (as via the Improved Frenzy Edge).
Immunities — Water: The Paolumu reduces all damage based on Water by 4, including damage from powers with this Trapping.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Monster Roar: Most monsters can emit an earth-shaking roar. Whenever a monster makes an Intimidation roll to roar, all targets within a Medium Blast Template centered around the monster are affected, and resist at a -2 penalty. This is in addition to the usual effect of the failed Test (Distracted or Vulnerable, and maybe Shaken). If the target is standing at the front arc of the monster, it gets another -2 modifier to its roll to resist the Intimidation attempt.
Puff Up: The Paolumu can suck in air until it's inflated like a balloon. Puffing Up takes a turn. Targets of a lesser Size than the Paolumu within 5" of its front arc are moved one inch towards it when it uses this ability. The Paolumu can use this ability as long as it hasn't suffered three Wounds as Called Shots to its head.
Size 4: This monster is the size of a hippo (Scale modifier +2, can take four Wounds total).
Slam: When currently Puffed Up, the Paolumu can drop from the air to slam all characters within a Medium Blast Template (centered around it). This is a Wild Attack against all such targets. Resolve damage separately for each enemy that's hit. (Targets are relocated by the GM, in contact to the Paolumu's base after its landing.)
Tail: Str+d8, Reach 1. May be used for an Improved Sweep (as per the Edge) against all targets in the monster's back arc.
Weakness — Fire: The Paolumu is weak against Fire, and all damage based on Fire is raised by 4, including damage from powers with this Trapping.
Materials: Carapace, Pelt, Scale, Shell, Webbing, Wing. Paolumu Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Paolumu
🐲 Pukei-Pukei
Poison-spitting, tongue-punching air amphibian of the Ancient Forest
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d12+3
Skills: Athletics d10, Fighting d10, Intimidation d12, Notice d6, Stealth d6, Survival d8
Pace: 7 (walking; d6 Running Die)/12 (flying; no Running Die), Parry: 7, Toughness: 17 (4)
Special Abilities
Armor 4: Leathery skin and thick feathers.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Flutter Attacks: The Pukei-Pukei rapidly kicks its opponents with its legs while fluttering right above it in the air (Str damage). Up to once per round, it may roll two additional Fighting dice (as via the Improved Frenzy Edge).
Fart Cloud: The monster can shoot a purple cloud from its tail, which covers an area the size of a Large Blast Template within 8" from the monster. All characters entering the Large Blast Template become Distracted and Vulnerable. The Template is removed at the beginning of the monster's next turn. A Called Shot to the tail doing at least one Wound severs the tail and stops the monster from using this ability.
Flight: The Pukei-Pukei can fly on its leathery wings with Pace 12. It cannot Run while flying. Annoyingly, it may hover just over head height and attack with its feet and tail. While doing so, it can only be hit by melee weapons with Reach 1 or more, or by ranged attacks.
Immunities — Poison and Water: The Pukei-Pukei reduces all damage based on Poison or Water by 4, including damage from powers with these Trappings.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Monster Roar: Most monsters can emit an earth-shaking roar. Whenever a monster makes an Intimidation roll to roar, all targets within a Medium Blast Template centered around the monster are affected, and resist at a -2 penalty. This is in addition to the usual effect of the failed Test (Distracted or Vulnerable, and maybe Shaken). If the target is standing at the front arc of the monster, it gets another -2 modifier to its roll to resist the Intimidation attempt.
Poison Puke: The monster may spit a spout of purple poison liquid at opponents. The spittle has Range 4/8/16, RoF 3, and does 3d6 damage. Targets hit are immediately Pushed back 2" (in addition to possibly suffering Knockback), and must make an immediate Vigor roll at -2: On a failure, they suffer a level of Fatigue.
Size 4: This monster is the size of a hippo (Scale modifier +2, can take four Wounds total).
Slobbering Tongue: Once per turn, the Pukei-Pukei can extend its slobbering tongue to make an attack with Reach 2 for an Improved Sweep (as per the Edge).
Weakness — Electricity: The Pukei-Pukei is weak against Electricity, and all damage based on Electricity is raised by 4, including damage from powers with this Trapping.
Materials: Carapace, Quill, Sac, Scale, Shell, Tail, Wing. Pukei-Pukei Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Pukei-Pukei
🐲 Rathian
Green dragon of the Ancient Forest
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+4, Vigor d12+6
Skills: Athletics d10, Fighting d10, Intimidation d12, Notice d6, Stealth d6, Survival d8
Pace: 7 (walking; d6 Running Die)/14 (flying; no Running Die), Parry: 7, Toughness: 21 (6)
Special Abilities
Armor 6: Leathery skin, scales, and bony plates.
Bite: Str+d8. Targets hit must roll against the Poison (see Poison Sting).
Breathe Fire: The Rathian can become mad enough to breathe fire. It uses a Cone Template for the attack (see Area Effect attacks). The flames may be Evaded, and do 4d6 damage. Optionally, instead of spewing a large cone-shaped blast, the Rathian may breathe fire with Range 8/16/32 and RoF 3, with each bolt doing 3d6 damage. This attack takes the Rathian's entire turn — it can't perform Multi-Actions in the same round it makes a breath attack.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Flight: The Rathian can fly on its leathery wings with Pace 14. It cannot Run while flying. Annoyingly, it may hover just over head height and attack with its feet and tail. While doing so, it can only be hit by melee weapons with Reach 1 or more, or by ranged attacks.
Flying Rampage: The Rathian slams into its opponents like a gust of wind. This attack takes up the Rathian's movement for the turn, and may be performed once per round. The monster is moved in a straight line in a single direction, up to its Flying Pace. It makes a single Fighting attack against all targets in its path (friends and foes alike). Resolve damage separately for each enemy that's hit. A successful Rampage attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Immunities — Fire: The Rathian reduces all damage based on Fire by 4, including damage from powers with this Trapping.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Monster Roar: Most monsters can emit an earth-shaking roar. Whenever a monster makes an Intimidation roll to roar, all targets within a Medium Blast Template centered around the monster are affected, and resist at a -2 penalty. This is in addition to the usual effect of the failed Test (Distracted or Vulnerable, and maybe Shaken). If the target is standing at the front arc of the monster, it gets another -2 modifier to its roll to resist the Intimidation attempt.
Poison Sting: The tail and lower jaw have a poison sting, and targets hit by it must roll Vigor. On a failure, the victim takes 1d6 damage and must repeat the Vigor roll on each of its turns until it makes it. On each failure, it again takes 1d6 damage. A curative potion also stops this effect.
Size 5: This monster is the size of a small plane (Scale modifier +2, can take four Wounds total).
Tail: Str+d10, Reach 1. May be used for an Improved Sweep (as per the Edge) against all targets in the monster's back arc. It can also be used as an attack to a single target in its front arc (doing a somersault in the air). Targets hit must roll against the Poison (see Poison Sting).
Weakness — Dragon: The Rathian is weak against Dragons, and all damage based on Dragons is raised by 4, including damage from powers with this Trapping.
Materials: Carapace, Claw, Fang, Flame Sac, Plate, Scale, Shell, Wingtalon. Rathian Materials have a Fire Trapping.
https://monsterhunterworld.wiki.fextralife.com/Rathian
Schalter:
🐲 Tobi-Kadachi
Electrostatic tree dweller of the Ancient Forest
Attributes: Agility d12, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+3
Skills: Athletics d10, Fighting d10, Intimidation d12, Notice d6, Stealth d6, Survival d8
Pace: 7 (d6 Running Die), Parry: 7, Toughness: 18 (4)
Special Abilities
Armor 4: Leathery skin, scales, and thick fur.
Bite/Claws: Str+d8.
Charge Up: The monster can spend a turn in contact to the bark of a tree, charging up with electrostatic energy. When doing so it may move its Pace, but cannot do other actions. It stays Charged Up for 3 rounds.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Immunity — Electricity: The Tobi-Kadachi reduces all damage based on Electricity by 4, including damage from powers with this Trapping.
Leaper: The monster has gliding wings and can jump up to 4" (8 yards) as part of its movement in a turn. In addition, it adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where it cannot leap horizontally or vertically— GM's call).
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Monster Roar: Most monsters can emit an earth-shaking roar. Whenever a monster makes an Intimidation roll to roar, all targets within a Medium Blast Template centered around the monster are affected, and resist at a -2 penalty. This is in addition to the usual effect of the failed Test (Distracted or Vulnerable, and maybe Shaken). If the target is standing at the front arc of the monster, it gets another -2 modifier to its roll to resist the Intimidation attempt.
Rampage: The Tobi-Kadachi charges its opponents. This attack takes up the monster's movement for the turn, and may be performed once per round. The monster is moved in a straight line in a single direction, up to its Running Pace. It makes a single Fighting attack against all targets in its path (friends and foes alike). Subtract the Running modifier if the Tobi-Kadachi chose to Rampage while Running. Resolve damage separately for each enemy that's hit. A successful Rampage attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Size 5: This monster is the size of a small truck (Scale modifier +2, can take four Wounds total).
Tail Strike: The Tobi-Kadachi strikes an opponent in its back arc with its tail for Str+d6 and Reach 2. If it's currently Charged Up, it adds +4 to the damage roll and has AP 4 due to its Electricity.
Materials: Claw, Electrode, Electro Sac, Fang, Membrane, Pelt, Scale. Tobi-Kadachi Materials have an Electricity Trapping.
https://monsterhunterworld.wiki.fextralife.com/Tobi-Kadachi
🐲 Tzitzi-Ya-Ku
Flashy reptilian predator of the Coral Highlands
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+4
Skills: Athletics d10, Fighting d8, Intimidation d10, Notice d6, Stealth d8, Survival d8
Pace: 7 (d6 Running Die), Parry: 7, Toughness: 17 (4)
Special Abilities
Armor 4: Leathery skin and scales.
Bite/Claws: Str+d8.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Flashing Crest: The Tzitzi-Ya-Ku can unfold its head crests to produce a light flash that temporarily blinds its prey. This takes a full round where the crest membrane appears and starts to glow (so this is the cue for targets to jump into cover if they are fast enough). All targets in the monster's front arc and up to 8" away are affected by the blast. (Cover -6 or greater shields a target within the affected area from the blast.) The victims suffer a −4 penalty to all actions requiring sight and are also Stunned. The victims automatically try to shake off the effect with a Vigor roll as a free action at the end of their following turns. Success removes both the sight penalty and the Stun.
Leaper: The monster has powerful legs and can jump up to 4" (8 yards) as part of its movement in a turn. In addition, it adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where it cannot leap horizontally or vertically— GM's call).
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Size 3: This monster is the size of a grizzly bear. It can take three Wounds.
Tail Strike: The Tzitzi-Ya-Ku strikes an opponent in its back arc with its tail for Str+d6.
Materials: Claw, Hide, Membrane, Photophore, Scale, Shard. Tzitzi-Ya-Ku Materials have no Trapping.
https://monsterhunterworld.wiki.fextralife.com/Tzitzi-Ya-Ku
🐲 Uragaan
Rolling bomber behemoth of the Elder Recess
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+4, Vigor d12+6
Skills: Athletics d10, Fighting d10, Intimidation d12, Notice d6, Stealth d4, Survival d8
Pace: 7 (walking, with no Running Die) / 12 (rolling, with a d10 Running Die), Parry: 7, Toughness: 23 (6)
Special Abilities
Armor 6: Thick tar layer and bronze armor plates.
Bombs Away: The monster can shake volcanic fragments from its plates that work like fire bombs. 1d6+3 bombs are placed within Reach 2 of the Uragaan (use markers). At the end of the Uragaan's next turn, the bombs detonate for 3d6 Fire damage each. The Uragaan is completely immune to this damage. Place a Small Blast Template centered over each bomb marker. All targets touching the templates take the damage and are knocked prone. Hit targets also have to check if they catch Fire.
Bomb Stomp: After placing bombs (see above), the Uragaan can use an action to stomp and detonate all bombs adjacent to it immediately. This can be done in the turn after the one in which Bombs Away was used (but not in the same turn).
Chin Strike: The Uragaan strikes an opponent in its front arc with its hammer-shaped lower jaw for Str+d10 and Reach 1.
Don't Get It Riled: This monster really unleashes its wrath when it gets roughed up. When causing melee damage, it adds its Wound levels to the roll as a bonus.
Immunity — Fire: The Uragaan reduces all damage based on Fire by 4, including damage from powers with this Trapping.
Knockout Gas: The Uragaan can produce a cloud of grayish gas from its belly. Place a Medium Blast Template centered on the Uragaan. All targets touching the template must make a Vigor roll at -2 or be Stunned. If a target doesn't make the check with a raise, he's Vulnerable, and moving becomes an action for him until after his next turn.
Low Light Vision: This monster ignores penalties for Dim and Dark Illumination.
Monster Roar: Most monsters can emit an earth-shaking roar. Whenever a monster makes an Intimidation roll to roar, all targets within a Medium Blast Template centered around the monster are affected, and resist at a -2 penalty. This is in addition to the usual effect of the failed Test (Distracted or Vulnerable, and maybe Shaken). If the target is standing at the front arc of the monster, it gets another -2 modifier to its roll to resist the Intimidation attempt.
Rollin' Rampage: While currently Rolled Up (see below), the Uragaan simply runs its opponents over. This attack takes up the monster's movement for the turn, and may be performed once per round. The monster is moved in a straight line in a single direction, up to its Running Pace. It makes a single Fighting attack against all targets in its path (friends and foes alike). Subtract the Running modifier if the Uragaan chose to Rampage while Running. Resolve damage separately for each enemy that's hit. A successful Rollin' Rampage attack always causes an additional 1d6" Knockback, even when it inflicted less than 20 damage.
Roll Up: The Uragaan rolls into a wheel-shape as an action. It may move with Pace 12 with a d10 Running Die while Rolled Up. It cannot do any actions despite Bomb Stomp and Rollin' Rampage while Rolled Up. Unrolling is a free action for the Uragaan.
Size 6: This monster is the size of a truck (Scale modifier +2, can take four Wounds total).
Tail Strike: The Uragaan strikes an opponent in its back arc with its tail for Str+d6 and Reach 1.
Weakness — Water: The Uragaan is weak against Water, and all damage based on Water is raised by 4, including damage from powers with this Trapping.
Materials: Carapace, Conflagrant Sac, Cortex, Jaw, Marrow, Scale, Scute, Shard, Shell. Uragaan Materials have a Fire Trapping.
https://monsterhunterworld.wiki.fextralife.com/Uragaan
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