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ORANGE MONKEY

orange.jpg
orange.jpg

ORANGE MONKEY

7.00

Medium sentient humanoid (7d6) 

Beautiful, charismatic bouncers with a weakness for gambling.

STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 1 (1d6)

MELEE DEFENCE 28
RANGED DEFENCE 21
MENTAL DEFENCE 14
VITAL DEFENCE 21

HEALTH 42
SOAK 7 (thick fur); VULN none
IMMUNE none

INITIATIVE 7d6
PERCEPTION 6d6
SPEED 7; CLIMB+ 7; JUMP 30'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Electro-mace 7d6 (4d6+4 blut/electricity damage)                         

Skills linguistics 4 (2d6), computers 4 (2d6), carousing 4 (2d6), gambling 3 (2d6), climbing 8 (3d6), reactions 6 (3d6), acrobatics 6 (3d6), clubs 6 (3d6), zero-g 8 (3d6), perception 3 (2d6), stealth 3 (2d6)
Gear elecro-mace 

Quickstand. Once per turn an orange monkey can stand immediately from prone as a free action.

Leaping charge. As a single action, the orange monkey jumps up to 30' straight line and then attack with its electro-mace at the end of it. It gains +1d6 damage to this attack, and knocks the target prone.

Whirlwind frenzy. The orange monkey attacks all adjacent targets. Any target struck takes 1d6 blunt damage and is pushed back 5'.

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