26 January 2016

Earthdawn 4E: Anatomy of a Creature 13 - Quicksilver Molgrim

This is the thirteenth 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

For whatever reason, I always forget about molgrim. They are these tragically strange creatures which also happen to be quite dangerous - they hunt bears! So, to give them a little love, I applied a template and this came out.

On review, this is something I may use in the near future. These molgrim probably live in the plains of Barsaive where they can take full advantage of their speed. It may be fitting to ascribe some mercurial traits to this creature based on the template, but it isn't inherently required. The goal of these templates is not to say what exists within Barsaive, but to give GM's the tools to easily populate Barsaive with creatures they want to exist in their version of the setting.

Quicksilver Molgrim

Challenge: Journeyman (Sixth Circle)
DEX: 11        Initiative:                 15       Unconsciousness:      57
STR: 9         Physical Defense:   15       Death Rating:              66
TOU: 9        Mystic Defense:       9        Wound Threshold:    14
PER: 6         Social Defense:        9        Knockdown:                 13
WIL: 6        Physical Armor:       8        Recovery Tests:           3
CHA: 5        Mystic Armor:          3
Movement: 20
Actions: 4; Bite: 16 (14), Claws x2: 16 (12)
Climbing (9): As the skill, Player's Guide, p. 134.
Dash (10): The quicksilver molgrim may move up to three times its Movement and make a single attack. If the creature moves over its base Movement, it gains a +10 bonus to the Attack and Damage test.
Great Leap (8)
Resist Pain (2)
Willful (1)
Special Maneuvers:
Enrage (Opponent)
Pounce (Quicksilver Molgrim)
Provoke (Opponent, Close Combat)

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