Tarnian, Light Troop

Light Troop
Level 9 (+5)
"It was hard to understand at first, every time we managed to kill one, a handful of my men would die. We quickly discovered the nature of their ‘blood’ and attempted to change our tactics, but by then they had cut our numbers nearly in half."
——Lord Dolmek Blotwell, acting Captain in the army of the Grim
Among the weakest of the Tarnians, these lizard-like humanoids are still incredibly lethal. They are clad in dark green, blackened metallic scales with reptilian features. They stand at about 6 feet tall and weigh almost 300 lbs. Their powerful legs allow them to leap great distances, usually upon a victim to rend them to pieces in moments. Their master produces countless numbers of these monsters, as their true purpose is to swarm and die, the blood within their veins serving as deadly necrotic poison that can kill almost any living creature within seconds. Once slain in battle, their blood spatters on anything nearby, thinning mortal ranks with a putrid explosion.
Awareness
18
Senses
Devilsight, Scent
Initiative
17/1d10
Hitpoints: 111
Healing Value: 22
Resilience: +4
Morale
2
AC
22/29
Touch
19
Fort
20
Reflex
21
Will
20
Defenses
Resistances: Caustic (Imm), Necrotic (Imm), Lightning (DR 15), Immune Poisons & Toxins and Gaseous Effects. MR 1d4+5.
Vulnerabilities: None
Defensive Actions
Poison Blood
On a hit with a Melee attack, the Tarnian deals 10 Necrotic damage to the attacker. This is a Poison effect. (Advanced)
Attributes / Saving Throws (1 AP)
STR
20 / 23
DEX
14 / 17
CON
16 / 19
INT
10 / 12
WIS
12 / 14
CHA
16 / 18
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+13 vs AC (ArN 5)
Claw
2d6+7 Slashing and 10 Necrotic damage
Melee Reach 5ft
Special: The Necrotic Damage is considered a Poison effect.
2d6+7 Slashing and 10 Necrotic. damage
Grapple +12
Special Attacks (3 AP)
Pounce
Charge and make two claw attacks on the same target. On a hit, the target is knocked Prone (potentially granting advantage for the second attack). (Advanced)
Rend
Make two claw attacks. If both attacks hit, deal +3d6 additional damage. (Advanced)
Immediate Actions
Necrotoxin
When the Tarnian is killed, all creatures adjacent to it suffer from one dose of Tarnian Necrotoxin. (Advanced)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
35 ft
Leaping
70 ft
Overland Movement
70 mi/day
Qualities
  • Mind Link: Tarnian's can communicate telepathically to any other Tarnian within 100ft. They can not use this ability to communicate with any other creature nor do they have a spoken language.
  • Leaping: This special movement mode allows the Tarnian to move in great leaps and bounds seemingly effortlessly. They may use this movement as part of any Charge and for Overland movement. They also gain a +5 racial bonus to Jump checks. (inc)
  • Innate Resistances: Immune to Caustic and Necrotic damage. Immune to Poisons & Toxins and Gaseous effects. Also, gain Damage Reduction to Lightning damage based on the Tarnians level.
  • Magic Resistance: 1d4+5 (inc)
  • Natural Armor: AC +3/+10, Ref +1 (inc)
Skills: Rank 2 Balance [+6], Rank 3 Climb [+9], Rank 5 Jump [+18], Rank 4 Stealth [+9], Rank 3 Swim [+9], Rank 2 Listen [+4], Rank 4 Spot [+8], Rank 3 Scent [+6], Rank 3 Hunting [A: +7/L&T: +6], Rank 4 Survival [A: +9/L&T: +8], Rank 3 Martial Pract. [A: +9/L&T: +6], Rank 4 Coercion [+11], Rank 2 Deception [+5], Rank 1 Aloofness [+3], Rank 5 Bravery [+12], Rank 2 Intuition [+4], Rank 2 Suspicion [+4]
Feats: None
Philosophies: Rank 2 Mental, Rank 3 Physical, Rank 5 Martial
Combat Training: Melee 4, Parry 3, Fort 3, Reflex 3, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
+1
Coercion
+11
Deception
+5
Manipulation
+1
Persuasion
0
Aloofness
+3
Bravery
+12
Intuition
+4
Tolerance
+1
Suspicion
+4
Social
Composure: 21
Languages: None (See Mind Link)
Motives:
Prejudices: