Tarakk
rating: 0+x

By Lord RasputinLord Rasputin

Note: This creature was originally published in Welcome to Skull Tower, p. 63.

A cross between a dragon and a big horned toad, it is wingless, and can change its hue like a chameleon.

ST: 7 HP: 7 Speed: 5.50
DX: 10 Will: 10 Move: 4
IQ: 3 Per: 10 Weight: 60 lbs.
HT: 12 FP: 12 SM: 0
Dodge: 8 Parry: n/a DR: 3

Bite (13): 1d-3 cutting. Reach C.
Claws (13): 1d-3 cutting. Reach C.
Fire Breath (13): 1-yard-wide × 10-yard-long cone of fire does 1d burning. Ten-second recharge between shots.
Spines (9): 1d-2 impaling to anyone in close combat; this is a free attack each turn at +2 to those attacking from behind. Reach C. Once a day, the tarakk may shoot its spines at everyone in a 1-yard radius at skill 13. It then needs a full day for its spines to regenerate, so it can no longer use them in close combat for that time.

Traits: Acute Taste and Smell 4; Breath Control 3; Chameleon 5; Cold-Blooded (50°); Discriminatory Smell; DR 30 (Limited, Heat/Fire); Enhanced Move 0.5 (Ground Move 6; Costs Fatigue, 2 FP); Quadruped; Wild Animal.
Skills: Brawling-13; Climbing-10; Innate Attack (Breath)-13; Innate Attack (Projectile)- 13; Stealth-10 (Becomes 15 if moving or 20 if not): Swimming-13.
Class: Dire Animal.
Combat Effectiveness Rating: 39 (OR 12 and PR 27).
Notes: It loves to eat horses, and will attack them first.

Variants

Some are bigger.

Adventure Ideas


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