Monsters

KREMLIN BEAST

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KREMLIN BEAST

9.00

Large semi-sentient beast (9d6)

Hulking biological experiment.

STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)
INT 6 (3d6) LOG 1 (1d6) WIL 15 (5d6) 
CHA 6 (3d6) LUC 1 (1d6) 

MELEE DEFENCE 34
RANGED DEFENCE 14
MENTAL DEFENCE 18
VITAL DEFENCE 38

HEALTH 90
SOAK 18 (hide); VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 5; CLIMB 3; JUMP 12'/12'
CARRY 420lb (max lift 1050lb)

REACH 5-ft
ACTIONS 4 (2 in its turn, 1 each 5 INITIATIVE points later)

Bite 9d6 (5d6+6 piercing damage)
Claw 7d6 (4d6 slashing damage)

Skills reactions 3 (2d6), scent 8 (3d6), hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6)
Gear -

Four arms. The Kremlin Beast's four arms allow it to take two additional actions per round, although it cannot move more than twice.

Bearhug. The creature grabs its target with two arms, squeezing it. It can only bearhug a target of its size category or smaller. Once established, the victim automatically takes 4d6 blunt damage at the start of their turn. The Kremline Beast can move at half speed, moving the victim with it. It takes a melee attack action to escape the bearhug.

Charge. When making a melee attack, the creature moves its speed in a straight line and then attacks at the end of it, gaining +1d6 damage to the attack.

Berserker. The creature can enter a berserker rage when below half HEALTH. This grants it a +1d6 bonus to all attack rolls. The rage only ends when all foes are dead, or the creature is rendered unconscious or restored to above half HEALTH.

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