Humanoids
MOLLUK
MOLLUK
Large Sentient Crystalline (7d6)
STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)
MELEE DEFENCE 26
RANGED DEFENCE 10
MENTAL DEFENCE 14
VITAL DEFENCE 30
HEALTH 70
SOAK 14, +5 heat; VULN 1d6 sonic
IMMUNE Bleeding
INITIATIVE 4d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP -
CARRY 300lb (max lift 750lb)
REACH 5-ft
ACTIONS 2
Stone fist 7d6 (4d6+5 damage)
Skills combat 3 (2d6), perception 1 (1d6), tactics 1 (1d6), meditation 3 (2d6), concentration 3 (2d6), history 3 (2d6)
Crystalline. As crystalline creatures, Molluks can be tough to damage. They gain natural SOAK, but are vulnerable to sonic damage and take double damage from falling, due to their more brittle nature. Molluks are immune to the Bleeding condition. Molluks can exist comfortably in a vacuum. They do not need to breathe, and their crystalline structure means that pressure differences do not cause them damage.
Bulky. Molluks cannot jump.
Natural camouflage. In rocky surroundings, a stationary Molluk can become effectively invisible.
Hurl. A melee attack sends an adjacent creature flying 3 squares plus one square per size difference and takes 4d6+5 blunt damage, inflicting the Downed condition.