Showing posts with label Mars. Show all posts
Showing posts with label Mars. Show all posts

Tuesday, September 6, 2016

Of Mars: Banth for 13th Age




Banths are large predators, somewhat analogous to the earthly lion, which hunt in the low hills near the long-dead seas of Mars. They have long, sinuous bodies, completely hairless except for a bristly mane around the neck, and supported by ten legs, and powerful jaws with several rows of needle-like teeth. The eyes of a Banth are protruding and green.


BANTH
4th level wrecker [BEAST]
Initiative: +8

Claw, Claw, Claw, Claw, Bite +9 vs AC - 14 damage
     Natural Even Roll: The target is grabbed

     Natural Roll of 16+: An additional 7 damage


Fearsome: Banths use the escalation die.

Nastier Specials
Several Rows of Needle-Like Teeth +9 vs PD -10 damage
     Natural Roll of 16+: The target is hampered


AC 20

PD  18          HP 54

MD 14

Fear Threshold 18

Tuesday, August 23, 2016

Of Mars: Plant Men for 13th Age





The adults of the species can grow to a height of ten to twelve feet standing erect, the children of the species grow out from the parents' armpits, appearing identical to the adults. They are cycloptic, possessing only one eye in the center of their faces. The eye is pure white, with no apparent iris or pupil. There is no mouth in the head, and the nose consists of one nostril, which resembles a bloodless bullet wound. The head is covered with thick black hair, which can grow to a length of eight to ten inches. Each hair is about as thick as an angleworm and moves independently of the others; these act as the creature's ears. The rest of the body is humanoid in shape, but the feet are three feet long and very broad and flat, and the arms are short and undulating, not unlike an elephant's trunk. The hands are tipped with razor-sharp claws, and in each palm lies a mouth; the claws shred the leaves and grasses that make up the bulk of the plant men's diet so that they can be easily swallowed. Completing the anatomy is a tail which is round at the base but becomes flat at the tip. The "blood" of a plant man is green and sticky, resembling syrup.

The plant men travel in packs, using their broad feet to launch themselves into the air, not unlike the earthly kangaroo. The brain is only slightly larger than the tip of the pinky of an adult human, and is only capable of directing the plant man's movements and processing what they see and hear. They are incapable of any sort of reasoning, acting only on instinct. Their diet consists of plants and blood from animals. If threatened, they leap into the air and strike their foe with their tails, which are so strong that one blow can crack the skull of a Green Martian as if it were an egg.



PLANT MEN
2nd level spoiler [PLANT]
Initiative: +3

Tail +7 vs PD - 10 damage
     Natural Roll of 16+: The target is stunned.


Pack: There are 1d4+1 Plant Men.

Nastier Specials
It's Claws Have Mouths On Their Palms! vs AC - 7 damage

     Natural Even Roll: The target is weakened.

AC 18

AC 16          HP 36

MD 10

Wednesday, August 10, 2016

Of Mars: White Ape for 13th Age






They are large creatures with an average height of 12 to 15 feet, some are known to be as small as eight feet. Like the Green Martians, they possess two sets of arms, the lower arms serving either as extra hands or extra feet, but they prefer to walk on two legs. As with almost all other Martian fauna, they are almost completely hairless, save for a shock of white hair on top of their heads.


The White Apes are incredibly violent creatures, it is said that they are one of the primary causes of death amongst Martian children. But they are sociable among their own, gathering in mating pairs, or even tribes. They are also somewhat intelligent. They are known to use weapons such as clubs, or even wear the skin of animals such as Banths. The also seem to be partially reasonable creatures.


WHITE APE
3rd level large wrecker [BEAST]
Initiative: +3

Incredibly Violent +8 vs PD - 21 damage
     Natural Roll of 16+: An additional 2d10 damage.

Nastier Specials
Four. Arms.: A White deals an additional 2d10 damage on a Natural Eeven Roll and can take an extra Move action.

AC 19

AC 17          HP 90

MD 13

Fear Threshold: 18

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