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Savage Worlds Free Bestiary - Savagepedia

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18.12. SQUID, GIANT: THE KRAKEN (WC) CHAPTER 18. S<br />

– Venom (-2): if the giant Tarantula gets at least a Shaken result<br />

with his Bite, it injects the target with its poison. Make a Vigor<br />

roll at -2; if you fail, you take 2 levels of Fatigue. If you succeed,<br />

you only take the Fatigue level, or none with a Raise. Lost Fatigue<br />

returns at 1 level per day of rest.<br />

18.12. Squid, Giant: The Kraken (WC)<br />

Perhaps no creatures inspire more fear in sailors than sharks and sea serpents.<br />

Only one creature strikes fear in the hearts of sharks and serpents:<br />

the Kraken!<br />

• Attributes: Agility d6, Smarts d6(A), Spirit d12, Strength d12+10,<br />

Vigor d12<br />

• Skills: Fighting d10, Guts d12, Notice d4, Swimming d10<br />

• Pace: 10; Parry: 7; Toughness: 23 (5)<br />

• Edges: Improved Frenzy, Improved Sweep<br />

• Special Abilities:<br />

– Aquatic: The kraken breathes water, and can swim at Pace 10.<br />

– Bite: Str+d8; must grab first (see below). The kraken can bite<br />

as a free attack. If it gets a Raise on its attack roll when biting,<br />

it swallows the target whole: they’re dead.<br />

– Fear -4<br />

– Gargantuan: Opponents get a +4 to all attack rolls.<br />

– Size +10<br />

– Tentacles: d12+20 Damage (Str + Size bonus). Treat these as<br />

Heavy Weapons. When attacking ships, the kraken ignores their<br />

Armor bonus. With a raise on its attack roll, it grabs the target<br />

and either drags them to its mouth to bite next round if edible,<br />

or lifts it up and slams it into the water if not. Breaking free<br />

with raw strength is all but impossible (you can try to make an<br />

opposed Strength roll); wriggling free with an Agility roll at -2 is<br />

more likely.<br />

– Tough Hide: Armor +5; counts as Heavy Armor.<br />

118

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