The Krekel for DCC

Aggressive, territorial, covered in spiked chitin, these insects grow as large as ponies.

Krekel

Init +2; Atk antenna +2 melee (1d4) or kick +2 melee (1d6); AC 15; HD 2d8; MV 30′; Act 1d20; SP charge, chirp; SV Fort +4, Ref +4, Will +2; AL N.

Krekel live on windswept grasslands, which provide these herbivores with plentiful food. They are solitary most of the time, but during mating season, the female congregate while the males compete with combative courtship displays and cacophonous chirping that can be heard for miles.

A krekel charges when threatened, doubling its move, gaining a +2 “to-hit”, and inflicting double damage as it rams an antenna home like a lance on the first round of combat. Each round after the first, a krekel has a 2-in-6 chance of emitting an ear-splitting chirp. Creatures within 10 feet of the krekel take 1d8 points of damage and must make a DC 12 Fortitude save or be deafened for a number of hours equal to the damage sustained.

January 14th, 2023  in RPG No Comments »

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