Krakus
The Krakus is one of the most dangerous creatures that inhabits the oceans, seas and deep lakes of the world. They are a hideous mutations merfolk or deep merfolk, they are believed to be the result of sadistic research by evil techno-mancers, some thought points to a dark rogue group of Ha'Vatu were responsible for this research. They are incredibly dangerous, and what little information that has be acquired suggests that these entities are similar to that of a mechanoid. These creatures were pumped with illegal combinations of chemicals that caused this mutation, in many cases this caused death, but with the addition of aradagh each creation was able to be sustained with life. Krakus do not retain any significant intelligence and are constantly in agony. This pain is eased through by a the tech and hormones released into their bodies whenever they make a kill, which leads them to be aggressive and deadly to all living things.
The fusion of aradagh has granted the krakus use of tech weapons and mechanical attachments of various types, each krakus having a different form and look from each other. The lower part of their bodies are predominately mechanical, their flesh woven into the mechanical part. This allows them to morph their lower half into various needs from legs to a single powerful tail.
Most krakus vary in size, but are predominately large sized measuring 8' to 10' in length, head to tip of tail. They typically weigh 400 to 700 lbs. They range in color from grey-green to blue-green.
Krakus
(MP: 2,750) (Rare) 10th Rank - Neutral(Medium)
(8-12th Rank Challenge)
Health Points: 126
Attack Skill: 125/115/105 Initiative: 21
Attacks: Claw (6; a10), Bite (9; a15); +11 Str Dmg
Armor: Ridge Hide (35) ; +10 Armor Absorb vs. Bludgeoning Weapon type; Immune to Slashing
Physical Defense: 69 Magical Defense: 76
Divine Defense:76 Jinhu Defense: 74
Move: 25’/Swim 100' Luck: 7
Vision: Perfect Nightvision
Attributes: Str: 106 (11) Sta: 102 (10) Agi: 76 (5) Per: 85 (7)
Int: 98 (9) Wits: 98 (9) Will: 92 (8) Cha: 95 (9)
Skills
Alertness 79, Convince 81, Evade 77, Feint 79, Intimidation 81, Search 79, Skepticism 79, Stealth 77, Swimming 100, Survival 81, Track 81
Creature Type: Aberration
Treasure: None
Environment: Ocean , River, Sea, Lake
Organization: Pack (5-15)
Special Abilities
Acidic Blood The creature’s blood is highly acidic. Anytime that the creatures is dealt more than 10 points of damage some of the blood from the creature bursts onto everything in a 5' radius (10' radius in water) from the wound and does 10 in damage to everything in the area of effect. This ignores all armor except Natural Armor. All those in the area are granted an Agility check at TS 6 to avoid this acid damage. This acid will continue to do half the creatures Stamina Modifier in damage every turn for 10 turns. This is an acid energy type.
Augmented Critical Anytime that a krakus is critically successful with a skill check, they gain an additional +2 successes to critical determination roll.
Cause Greater Fear Any being, other than creatures of the same type, that is within 30’ of a krakus must make a Fear (or Willpower) check at a TS of 6. Those that fail are Frightened. Defense needs to only be made once per encounter with the creature. This is a charm effect.
Corrupt Water Once per day per Willpower Modifier as a Basic Action he creature can cause up to 3d10 cubic feet of water, making it become still, foul, and unable to support life that it touches. Creatures that are in the water, either breathing it or looking through it find that their lungs and eyes sting stunning them until they leave the area. This is curse effect type.
Create Weapon Three times per day as a Simple Action. The creature is able to cause its limbs to transform into slashing, piercing or bludgeoning weapons that are medium sized or smaller. These weapons cannot have exploding parts or moving parts such as crossbows, bows or fire arms. The creature can use the weapon as though it was trained in it.
Electrical Burst Three times per day as a Simple Action the creature can release an electrical energy burst from its body in a 10-foot-radius burst that deals Xd10 electrical damage. Targets are granted a Stamina check at a TS of X to ignore this damage. This ability ignores 15 armor absorption. This is electrical energy type.
Tentacles The creature has a number of long tentacle appendages that have a strike range of 5’ radius. These tentacles have a number of suction-like cups that can be used to grab hold of targets that are within range. When a creature wishes to use these to attack a target they must make a touch attack against the target as a Simple Action.