02 June 2020

Earthdawn 4E: Anatomy of a Creature 32 - Terrakion (Legendary Earth Imbued Thundra Beast)

This is the thirty-second 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.

Continuing with examples of legendary opponents, here's a legendary earth imbued thundra beast. Yes, this is the kind of quality content you can expect and exactly how my players suffer. You get what you pay for. What I get paid for? I think they're the same.


Terrakion (Legendary Earth Imbued Thundra Beast)

This massive thundra beast is notable for its two curving horns, rocky hide, ability to control the earth itself, and ill-temperment when disturbed. Terrakion wants little more than to be left to his devices of finding things to eat and thundra ladies to romance. He spends his time in the moutains and plains of Barsaive, but is never closer than miles from a forest. A surprised elf Elementalist once related how she encountered Terrakion after growing a tree to create some shelter. The thundra beast stormed into the area, reduced the tree to flinders, then sheepishly piled some rocks as though it was an acceptable substitute.

Challenge: Journeyman (Legendary Seventh Circle)
DEX: 4         Initiative:                  11        Unconsciousness:      415
STR: 14        Physical Defense:   14       Death Rating:               480
TOU: 16       Mystic Defense:       15       Wound Threshold:     29
PER: 4          Social Defense:       13       Knockdown:                  30
WIL: 9         Physical Armor:      15       Recovery Tests:            5
CHA: 4         Mystic Armor:         12       Karma:                             4 (16)
Movement: 14 (Burrow)
Actions: 1; Horns: 14 (25), Trample: 14 (23)
Powers:
Charge (10)
Creature Power (16, Rock Blast, Standard)
Earth Movement: Terrakion moves freely through dirt, earth, and stone at his normal Movement Rate, with only a slight disturbance visible on the surface is he is nearby.
Earth Shudder (21, Standard): Earth. Terrakion stomps on the ground, causing it to bend and shudder. Terrakion makes an Earth Shudder test and all non-Earth aspected targets on the ground within 21 yards make a Knockdown test against the Earth Shudder result.
Enhanced Sense [Hearing] (2)
Enhanced Sense [Smell] (2)
Hardened Armor
Indomitable: The absolute value of Action test and Defense penalties applied to Terrakion are halved (e.g, half of -3 is -2 since the absolute value of -3 is 3 and half of 3 is 1.5, which rounds to 2). This includes penalties from Harried and explicitly does not include bonuses applied against Terrakion.
Invincible (Simple): Terrakion recovers from one Wound.
Level the Field (20, Free): 
This is triggered the first time one of the following happens: Terrakion has 5 Wounds or Terrakion's current damage is over 207. Terrakion bellows with rage, sending out a shower of stones and force. Everything within 100 yards must make a Knockdown test against the Level the Field Step. If failed, affected targets fly back 2 yards, plus an addtional 2 yards for every 5 the Knockdown test is failed by. This distance is taken as falling damage. This power can only be used once per encounter.
Resist Earth (15): Terrakion gains +15 Physical and Mystic Armor against earth attacks.
Resist Pain (6)
Rock Blast (20): Terrakion levitates surrounding rocks and earth, and fires them at a 10-yard area within 100 yards by making a Creature Power test. The result is compared against the Physical Defense of each target in the area. Each affected target takes Rock Blast result/Physical damage. Additional successes on the Creature Power test cannot be used to increase the Rock Blast step. This can be used once per round.
Unconquerable (Simple): Terrakion ends an ongoing effect that functionally prevents them from taking actions. These effects include grappling, spells like Crushing Hand of Earth, Spell Cage, talents like Spirit Hold, etc. This power can also be used when Terrakion takes an Unrelenting action, but they must make a test as normal. Unflinching applies to this test.
Unflinching (2): Terrakion gains a +10 bonus to any test to resist ongoing effects.
Unrelenting (1): After a character opposing Terrakion takes their turn, Terrakion may take a Standard and Movement action (at half movement rate) against that character. These cannot be continuations of actions taken on Terrakion’s turn (e.g., continuing to weave threads for a spell) and must include the character as a target (though the action can affect multiple targets). If Terrakion cannot reach or affect the character, it may target a different character.

Unyielding (Simple): Terrakion stands up. This can be used once per round at the beginning of their turn or before they take an Unrelenting action.
Vulnerability to Wood: Wood-based attacks against Terrakion ignore protection provided by armor.
Willful (2)
Special Maneuvers:

Enrage (Opponent)
Flattened (Terrakion, Creature Power): Terrakion can spend additional successes on a Creature Power test to cause a Knockdown test against the Damage result after being reduced by armor. Successes after the first increase the Knockdown Difficulty by +2 per success. This special maneuver is applied separately to each target.
Overrrun (Terrakion, Trample)
Provoke (Opponent, Close Combat)

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