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La calle como antesala de la cárcel

In document TESIS DOCTORAL (página 161-183)

3. MARCO TEÓRICO

3.4. Calle

3.4.4. La calle como antesala de la cárcel

Medium Vermin

Climate/Terrain: Temperate forests and underground Organisation: Solitary or colony (2–5)

Initiative: +3

Senses: Listen +0, Spot +4, low-light vision, tremorsense 60 ft.

Speed: 30 ft., climb 20 ft.

Melee: Bite +4 fi nesse (1d8 plus poison) Base Atk +1; Grp +1

Special Attacks: Poison, Web

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Abilities: Str 11, Dex 17, Con 12, Int –, Wis 10, Cha 2 Special Qualities: Vermin Traits

Feats: –

Skills: Climb +11, Hide +7, Spot +4 Advancement: 3 HD (Medium)

The giant spider is highly venomous, quick and sneaky. It is a web-builder, lying in wait on the ceiling of a room or up a tree until an unwary creature blunders past. Sorcerers sometimes use giant spiders to guard their abodes.

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Skills: Giant spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks.

A giant spider can always choose to take 10 on Climb checks, even if rushed or threatened. Giant spiders use their Dexterity modifi er for Climb checks. Giant spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Tiger

Large Animal

Climate/Terrain: Warm woods and forests Organization: Solitary or pair

Initiative: +8

Sensory Traits: Listen +5, Spot +4, low-light vision, scent

Special Attacks: Improved Grab, Pounce, Rake (1d6+6, AP 3)

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Abilities: Str 22, Dex 16, Con 17, Int 2, Wis 12, Cha 6 Feats: Alertness, Run, Track

Skills: Balance +8, Climb +10, Hide +4 (+12), Move Silently +8, Survival +5

Possessions: –

Advancement: 8–12 HD (Large)

Easily the most recognisable predator in the forests and jungles of Vendhya, the Black Kingdoms and Khitai, tigers are huge cats covered in orange or reddish fur marked with black or dark brown stripes to better break up their image in long grass and forest ground cover. They have vicious claws, even longer than a lion’s, and pack more muscle onto their shapely frames.

It is said that another type of tiger exists in Hyperborea and Turan – a white furred variety – that stalks the mountains and snows like its lowland cousins, but such

sightings are often treated as folklore.

Combat Combat

Giant spiders tend to have two styles of fi ghting–ambush and trapping. When ambushing, the creature simply hides in wait for suitable prey and then leaps upon it with fangs bared. When trapping, the spider arranges carefully placed web lines in places to entangle targets and then strike at them at its leisure.

Poison: Anything that suffers damage from a giant spider’s bite attack is also affected by the following poison:

Poison Type Damage

Web: Giant spiders often wait in their webs or in trees, lower themselves silently on silk strands and leap on passing prey. A single strand is strong enough to support the spider and one creature of the same size. Giant spiders can throw a web eight times per day. A web has a maximum range of 50 feet, with a range increment of 10 feet and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 16) or burst the web with a Strength check (DC 20). Both are standard actions. The Strength check DC includes a +4 racial bonus. Giant spiders often create sheets of sticky webbing around 20 feet square. They usually position these sheets to snare fl ying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each fi ve-foot section of web has 6 hit points and sheet webs have damage reduction 5. It is not possible to bypass this damage reduction with fi nesse. A giant spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense: A giant spider can detect and pinpoint any creature or object that is in contact with the ground within 60 feet or in contact with its web at any distance.

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Combat Combat

Tigers are fearsome hunters that stalk their prey before bringing their raw brute strength into play. Most targets are dealt with in short order, as little in the Hyborian Age can can withstand a sudden onslaught by one of these powerful hunters.

Improved Grab: To use this ability, a tiger must hit with its bite attack.

Pounce: If a tiger charges a foe, it can make a full attack, including two rake attacks.

Rake: Attack bonus +10, damage 1d6+6, AP 3.

Skills: Tigers have a +4 racial bonus to Balance, Climb, Hide and Move Silently checks. If in areas of tall grass or similar undergrowth, their Hide bonus increases to +12.

Vulture

Small Animal

Climate/Terrain: Warm mountains, plains and deserts Organization: Solitary, wake (2–7), or colony (100–500) Initiative: +3

Sensory Traits: Listen +6, Spot +6, low-light vision –––––––––––––––––––––––––––––––––

Dodge Defence: 14 Hit Points: 6 (1 HD); DR – Saves: Fort +4, Ref +3, Will +1

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Speed: 15 ft., fl y 40 ft. (average) Melee: Bite +3 fi nesse (1d4–1) Base Atk +0; Grp –5

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Abilities: Str 8, Dex 17, Con 14, Int 2, Wis 12, Cha 4 Special Qualities: Disease Resistant

Feats: Skill Focus (Survival) Skills: Survival +8

Possessions: –

Advancement: 2–3 HD (Small), 4–5 HD (Medium) A generic term for vultures, buzzards, carrion hawks, and

so forth, these long-winged birds live by eating dead (or at least dying) fl esh. Often seen circling potential prey for days while it is living out its last moments, vultures swoop down when something stops

moving to plunge their sharp-beaked heads into the carcass and eat their

fi ll. They are scavengers of the most purest sense, and

they are omnipresent in warm environments.

Combat Combat

Vultures do not generally fi ght with a target at all, as they would much rather just fl y away and come back when the target is dead, soft and easily devoured.

Disease Resistant: Vultures gain a +4 racial bonus to saving throws made against disease, illness and nausea due to their diet of rotting fl esh and organs.

Whale

Huge Animal

Climate/Terrain: Aquatic

Organization: Solitary, pair or pod (6–11) Initiative: +8

Sensory Traits: Listen +8, Spot +8, aquasense 120 ft., low-light vision

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Dodge Defence: 13

Hit Points: 103 (9 HD); DR 7 Saves: Fort +11, Ref +2, Will +4

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Speed: Swim 50 ft.

Space: 15 ft.; Reach: 10 ft.

Melee: Ram +13 melee (2d6+12, AP 8) Base Atk +7; Grp +23

Special Attacks: Charging Strike

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Abilities: Str 27, Dex 8, Con 21, Int 2, Wis 14, Cha 6 Special Qualities: Hold Breath

Feats: Alertness, Endurance, Run, Toughness Skills: Jump +12, Swim +16

Possessions: Small chance of armour or other indigestible materials in stomach

Advancement: 10–15 HD (Huge), 16–30 HD (Gargantuan), 36–45 HD (Colossal)

Masters of the colder oceans and shorelines, these hulking beasts are enormous creatures that can grow to be larger than most of the sailing vessels used by Hyborian sailors and have white and black spotted skin that is thick enough to turn most blades and spears.

Even though they can be terrifying if roused to anger, most seamen believe that whales are good omens. The more whales in a given pod, the better the weather is supposed to be. Many ships will try to follow pods of whales for many days in a row, occasionally throwing food into the water to try and keep them nearby – even though it could be dangerous to bring these hulking brutes so near a comparatively frail hull!

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Combat Combat

Whales only generally attack their food sources – seals, squid, and so on. They will usually fl ee if attacked but a dedicated and effective assault will see them turn on the unfortunate vessel that dares hunt them. Whaling in the Hyborian Age is one of the most dangerous professions there is.

Aquasense: A whale can detect anything in or on the water within 120 feet of it.

Charging Strike: If a whale executes a charge attack it infl icts double normal damage. Whales cannot effectively use this attack on targets of Small size or smaller.

Hold Breath: Not being fi sh, whales must hold their breath when underwater. A whale can hold its breath for a number of rounds equal to eight times its Constitution score before it risks drowning.

Skills: A whale has a +8 racial bonus on any Swim check.

It can always choose to take 10 on a Swim check even when it is rushed or threatened, and can perform the run action while swimming.

Wolf

Medium Animal

Climate/Terrain: Any forest, hill, plains and mountains Organisation: Solitary, pair, or pack (7–16)

Initiative: +5

Senses: Listen +6, Spot +6, low-light vision, scent –––––––––––––––––––––––––––––––––

Dodge Defence: 13

Hit Points: 13 (2 HD); DR 2 Saves: Fort +5, Ref +5, Will +1 ––––––––––––––––––––––––––

Speed: 50 ft.

Melee: Bite +3 fi nesse (1d8+1, AP –) Base Atk +1; Grp +2

Special Attacks: Trip

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Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Feats: Track

Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Survival +1

Advancement: 3 HD (Medium); 4–5 HD (Large)

Hyborian wolves are one of humanity’s more serious enemies and are quite willing to hunt humans who are outnumbered or weak-looking, especially in places where the humans have encroached into wolf territory.

For the most part, though, they prefer to leave humans alone, having learned that men are not easy prey.

It is unlikely that any but the boldest or hungriest pack will attack a healthy party of adventurers while they are awake.

Common wolves are found particularly in northern lands, including the Pictish Wilderness, Cimmeria, Nordheim, Hyperborea and the northern parts of Aquilonia, Nemedia and Brythunia, as well as the mountains and hills to the north of the Eastern Desert. In smaller numbers they can be found throughout the area listed in their Climate/

Terrain entry. There are several other varieties and relatives of wolves that exist in the world, but most are simply just colour varieties of the statistics found here.

In document TESIS DOCTORAL (página 161-183)