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By: Dustin M. Ramsey (DustinM@rifts-rpg.com)
No one know where these incredibly ferocious and cunning creatures
originated. Many believe them to be fiendish creations of the Gene
Splicers, while others say they are the living nightmares of the
corrupted European Millennium Tree. Considering the Khuntox's dark,
twisted nature and their fearless brutality, either theory could be
correct.
Khuntox
Alignments: Miscreant and diabolic only!
Attributes: I.Q.: 2D6, M.E.: 3D6+4, M.A.:
2D6, P.S.: 3D6+10, P.P.: 3D6+10, P.B.: 1D6,
P.E.: 3D6+10, Spd: 2D4 x 10
M.D.C.: P.E. x 10 + 5D6
Horror Factor: 14
P.P.E.: 1D4 x 10
I.S.P.: None.
Natural Abilities: Excellent vision, these hunters see equally
well during both the day and night. Khuntox are resistant to heat,
cold, and energy attacks (1/2 damage) and bio-regenerate 4D6 M.D. per
minute. They are excellent climbers and can move through the jungle
tops at twice their running speed. The most dangerous aspect of the
Khuntox is their ability to blend in with their environment. They are
98% undetectable when unmoving, 80% undetectable if moving 5ft per
melee or slower, 40% undetectable if moving 15ft per melee, and only
10% effective if moving any faster.
Combat: Seven attacks per melee.
Damage: Supernatural P.S. See Rifts Conversion Book One, page
22. Razor-sharp claws do an additional 1D6 M.D. to punches and kicks,
and the bite does 5D6 M.D.
Bonuses: +6 to initiative, +4 to strike, parry, and dodge, +6
to dodge when swinging from tree to tree, +2 to save vs. psionics, +4
to save vs. magic.
Psionics: None.
Average Life Span: Unknown, presumed immortal.
Skills of Note: Track by Sight 90%, Track by Smell 82%
Habitat: the forests of Europe and Asia, though a few have
been sold in at the markets of Atlantis
Enemies: All intelligent life forms.
Allies: None.
Physical Appearance: A virtually invisible animal with great
spines protecting its body, and long over muscled arms and legs
tipped with razor sharp claws.
Size: 4 to 7ft tall
Weight: 100 to 250lbs
Notes: Generally solo hunters, Khuntox rarely travel in groups
of more than 1D4.
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