Crocoroach
That’s right. It’s part insect, part reptile. It’s all nightmare. Maybe a wizard did it. Maybe a mad scientist. It doesn’t matter who did it you got to deal with it now, and really, that’s just not fair. The size of a small cat, the crocoroach is a consummate omnivorous scavenger. Usually found only in swamps, jungles, and other humid terrain a single one is not much of a problem – though lots of them can result in a dangerous obstacle. Their sharp needle-like teeth are perfect for ripping and tearing. Combined with their ability to sniff out bleeding or injured targets they can quickly go from scavenger to predator – especially if they are in a large group.
ST: 6 HP: 10 Speed: 6.00
DX: 12 Will: 12 Move: 7 (7 Water Move, 12 Air Move)
IQ: 2 Per: 14 Weight: 4 – 8 lbs.
HT: 12 FP: 12 SM: -3
Dodge: 11 Parry: N/A DR: 2
Bite (14): 1d-4 impaling. Reach C.
Claw (14): 1d-3 impaling. Reach C. Counts as a Striker not a body part.
Claw Jump (14): This requires the crocoroach to take an All-Out Attack. Make a skill roll, each point by which the crocoroach succeeds results in another leg hitting the target (up to 6 total). On successive turns, it can use the claw burst attack
Claw Burst (-): On successive turns after a claw jump, the crocoroach can push its claws outward automatically doing its claw damage every turn as it shreds flesh and burrows in.
Claw Jump (14): This requires the crocoroach to take an All-Out Attack. Make a skill roll, each point by which the crocoroach succeeds results in another leg hitting the target (up to 6 total). On successive turns, it can use the claw burst attack
Claw Burst (-): On successive turns after a claw jump, the crocoroach can push its claws outward automatically doing its claw damage every turn as it shreds flesh and burrows in.
Traits: Amphibious; Bad Sight (Nearsighted); Born Biter 1; Cold Blooded (50°F); Combat Reflexes; Discriminatory Hearing; Discriminatory Smell;Flight (Winged); Nictitating Membrane 2; Night Vision 8; Quadruped; Reduced Consumption 4 (Cast Iron Stomach);Vibration Sense (Universal); Wild Animal.
Skills: Brawling-14; Climbing-14; Flight-12; Jumping-14; Stealth-14; Survival (Jungle or Swamp)-13.
Notes: If the GM is using Intrinsic Fright Check GURPS Horror (p. 139), Crocoroachs have a modifier of 0. For After the End the Crocoroach has RP 9 and Freakishness 10.
For Dungeon Fantasy…
ST: 6 HP: 10 Speed: 6.00
DX: 12 Will: 12 Move: 7 (7 Water Move, 12 Air Move)
IQ: 2 Per: 14 Weight: 4 – 8 lbs.
HT: 12 FP: 12 SM: -3
Dodge: 11 Parry: N/A DR: 2
Bite (14): 1d-4 impaling. Reach C.
Claw (14): 1d-3 impaling. Reach C. Counts as a Striker not a body part.
Claw Jump (14): This requires the crocoroach to take an All-Out Attack. Make a skill roll, each point by which the crocoroach succeeds results in another leg hitting the target (up to 6 total). On successive turns, it can use the claw burst attack
Claw Burst (-): On successive turns after a claw jump, the crocoroach can push its claws outward automatically doing its claw damage every turn as it shreds flesh and burrows in.
Claw Jump (14): This requires the crocoroach to take an All-Out Attack. Make a skill roll, each point by which the crocoroach succeeds results in another leg hitting the target (up to 6 total). On successive turns, it can use the claw burst attack
Claw Burst (-): On successive turns after a claw jump, the crocoroach can push its claws outward automatically doing its claw damage every turn as it shreds flesh and burrows in.
Traits: Amphibious; Bad Sight (Nearsighted); Born Biter 1; Cold Blooded (50°F); Combat Reflexes; Discriminatory Hearing; Discriminatory Smell;Flight (Winged); Nictitating Membrane 2; Night Vision 8; Quadruped; Reduced Consumption 4 (Cast Iron Stomach);Vibration Sense (Universal); Wild Animal.
Skills: Brawling-14; Climbing-14; Flight-12; Jumping-14; Stealth-14; Survival (Jungle or Swamp)-13.
Class: Dire Animal
For Monster Hunters…
ST: 10 HP: 14 Speed: 6.00
DX: 12 Will: 12 Move: 7 (7 Water Move, 12 Air Move)
IQ: 2 Per: 14 Weight: 4 – 8 lbs.
HT: 12 FP: 12 SM: -3
Dodge: 11 Parry: N/A DR: 2
Bite (14): 1d-3 impaling. Reach C.
Claw (14): 1d-1 impaling. Reach C. Counts as a Striker not a body part.
Claw Jump (14): This requires the crocoroach to take an All-Out Attack. Make a skill roll, each point by which the crocoroach succeeds results in another leg hitting the target (up to 6 total). On successive turns, it can use the claw burst attack
Claw Burst (-): On successive turns after a claw jump, the crocoroach can push its claws outward automatically doing its claw damage every turn as it shreds flesh and burrows in.
Claw Jump (14): This requires the crocoroach to take an All-Out Attack. Make a skill roll, each point by which the crocoroach succeeds results in another leg hitting the target (up to 6 total). On successive turns, it can use the claw burst attack
Claw Burst (-): On successive turns after a claw jump, the crocoroach can push its claws outward automatically doing its claw damage every turn as it shreds flesh and burrows in.
Traits: Amphibious; Bad Sight (Nearsighted); Born Biter 1; Cold Blooded (50°F); Combat Reflexes; Discriminatory Hearing; Discriminatory Smell;Flight (Winged); Nictitating Membrane 2; Night Vision 8; Quadruped; Reduced Consumption 4 (Cast Iron Stomach);Vibration Sense (Universal); Wild Animal.
Skills: Brawling-16; Climbing-14; Flight-12; Jumping-14; Stealth-16; Survival (Jungle or Swamp)-13.
Class: Dire Animal
Notes: Use the skills listed under Cryptids in the Know Thy Enemy box in GURPS Monster Hunters 1: Champions (p. 16). Eight to ten crocoroachs are a fair fight for one champion.
Notes: Use the skills listed under Cryptids in the Know Thy Enemy box in GURPS Monster Hunters 1: Champions (p. 16). Eight to ten crocoroachs are a fair fight for one champion.