Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage [2] 13 DEX 9 12- OCV: 4/DCV: 4 13 CON 6 12- 12 BODY 4 11- 4 INT -6 10- PER Roll 10-/14- 3 EGO -14 10- ECV: 1 15 PRE 5 12- PRE Attack: 3d6 0 COM -5 9- 5 PD 1 Total: 6 PD (1 rPD) 4 ED 1 Total: 5 ED (1 rED) 3 SPD 7 Phases: 4, 8, 12 7 REC 0 26 END 0 30 STUN 1 Total Characteristic Cost: 19 Movement: Running: 9"/18" Leaping: 2"/4" Swimming: 2"/4" Cost Powers & Skills 120 Tentacles: Drain DEX 3d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1), Reduced Endurance (0 END; +1), Autofire (10 shots; +2); Must Hit Non-Armored Hit Locations (-1/4) 8 Bite: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR); Reduced Penetration (-1/4), END 1 3 Tough Hide: Armor (1 PD/1 ED) 5 Armored Head: Armor (4 PD/4 ED); Activation Roll 9- (Locations 3-5; -1 1/2) 4 Heavy: Knockback Resistance -2" 6 Muliple Legs: Running +3" (9" total), END 1 8 Clawed Legs: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4) 8 Sharp Senses: +4 PER with Smell/Taste Group 5 Heat Vision: Infrared Perception (Sight Group) 6 Multiple Legs: Extra Limbs (8), Inherent (+1/4) Skills 6 Multiple Tentacles: +3 with DEX Drain 5 Stealth 13- 7 Tracking 12- Total Powers & Skill Cost: 191 Total Cost: 210 75+ Disadvantages 20 Physical Limitation: Instinctive Intelligence (All the Time, Greatly Impairing) 5 Physical Limitation: Large, up to twice human size (10' long, 800 lbs) (Infrequently, Slightly Impairing) 5 Physical Limitation: Reduced Leap, can only leap half as far as STR indicates. (Infrequently, Slightly Impairing) 15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) 15 Psychological Limitation: Always Hungry (Common, Strong) 75 Experience Points Total Disadvantage Points: 210
Ecology: These creatures are usually found in dark and dank areas. They prefer to dwell underground, but have been down to inhabit thick forests, the basements of (large) buildings, and the sewer systems of cities. Scavengers, they feed on virtually any organic matter, although they prefer meat. Large amounts of offal or corpses will be used as a place to lay their eggs.
Personality/Motivations: Normal animal motivations. The intelligence of a carrion crawler is virtually nonexistent and they are driven only by the desire to feed and propagate the species.
Powers/Tactics: A carrion crawler will strike at a target with its eight tentacles. These tentacles secrete a fluid that interferes with the nervous system of its victims, rendering them helpless. Immobile captives are then dragged off to be eaten or to have eggs planted within them. As carrion crawlers can climb virtually any surface (even the ceilings of passages) they can launch these assaults from any direction.
Appearance: A carrion crawler is a gigantic green worm—a full 9 to 10 feet long—that greatly resembles a cutworm or inchworm. It has two legs per segment, a thickly armored head and a cluster of 2-foot-long tentacles that surround its mouth. As their name implies, carrion crawlers feed on the recently deceased corpses of creatures of all types, planting their eggs in the remains. They are also known as Carrion Worms, Corpse Crawlers, and Wall Crawlers.
Designer's Notes: The carrion crawler is an old AD&D creature, hailing back from the days when monsters were "simple" and straight forward. Granted, the 'crawler isn't a masterpiece of creature construction, but it is a useful and almost logical fantasy creature. The original didn't have a bite, but I felt it made sense. The original also didn't offer any way for one to recover from the paralysis effect, so I made it up. The DEX Drain may or may not have the effect a Game Master is looking for, so one could make it a SPD Drain or an Entangle.
Return to Creatures From Role-Playing Games