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LegianaEmbodiment 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🐲
PaolumuSelf-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-PukeiPoison-spitting, tongue-punching air amphibian of the Ancient ForestAttributes: 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 AbilitiesArmor 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🐲
RathianGreen dragon of the Ancient ForestAttributes: 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 AbilitiesArmor 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