Who would win a fight out of all of the SKILL 6 monsters?
Jul 23, 2024 17:44:43 GMT
sylas, CharlesX, and 1 more like this
Post by philsadler on Jul 23, 2024 17:44:43 GMT
And by 'all of them', I mean, 'all of them that have any special abilities that make them interesting'. This fight could be a Battle Royale to discover which creature would defeat all others, or we could perhaps work out a top ten toughest or even, if we're really crazy, use the poll to work out the exact placement of each enemy (if enough people vote-I've selected '5' as the amount of votes each can cast)? It's just an idea and I will post more if they prove popular.
All monsters listed come from the three Pit books, as well as Creatures of Mishna, the Titan Herbal and Rough Guide to the Pit, and maybe a few other places I've forgotten about.
Don't forget to tell me of any other Skill 6 enemies with interesting abilities I may have missed.
WHICH OF THE FOLLOWING CREATURES WOULD DEFEAT MOST OR EVEN ALL OF THE OTHERS?
1. WASP SPIDER SKILL 6 STAMINA 2
The bite of the Wasp Spider is highly venomous; anyone bitten by it must roll one die and deduct that many STAMINA points.
2. KOAILIT SKILL 6 STAMINA 3
It will wrap its tail around its victim’s legs and peck at their knees, reducing that enemy’s SKILL by 2 while they are fighting the koailit.
3. RED-EYE SKILL: 6 STAMINA: 4
Any time a Red-Eye receives a wound, it will let fly with its heat vision. The first shot will be very inaccurate, and can be avoided by rolling 1-5 on one die. Should the Red-Eye be injured again, it will let loose another blast, avoidable by rolling 1-4 on one die, and so on until the blast hits automatically. Each time it hits, the blast burns for one die of STAMINA damage; if a Red-Eye's vision hits the same person twice, he will die.
4. ELVIN SKILL: 6 STAMINA: 4
An Elvin adds 2 points to its Attack Strength as it dodges about in the air. Once it has been wounded, however, the spell will be broken and it will have to fight on foot.
5. GIANT JUMPING SPIDER SKILL: 6 STAMINA: 4
If a Giant Jumping Spider wins its first Attack Round its leaping assault has knocked its victim to the floor. They will have to spend the next Attack Round getting up again, reducing their Attack Strength by 1 point. Worse, its bite is venomous and anyone bitten must lose 1 SKILL point and 4 STAMINA points each time they lose an Attack Round.
6. STINGING FLY (SWARM) SKILL 6 STAMINA 4
Because the Swarm is made of many flying insects, it will be difficult to fight conventionally, and anyone doing so will have to deduct 1 from their Attack Strength.
7. COBRA MAN (YOUNG) SKILL: 6 STAMINA: 4
Has poisoned fangs, which they will use 3 times in 6 (roll 1 to 3 on one die) after they have scored a successful hit, to cause a further 1 to 6 STAMINA points of damage, in addition to any normal bite damage. More importantly, though, the victims begin to stiffen, and within 6 Attack Rounds they will be completely paralysed.
8. MEDUSA SKILL 6 STAMINA 5
Stony gaze: must fight with your eyes closed – deduct 2 points from your Attack Strength for this fight.
9. FULGURITE SKILL: 6 STAMINA: 5
To kill it faster, an opponent may Test their Skill after winning an attack round and, if successful, may instantly destroy it.
I have no idea where this creature's special ability comes from because, after finally locating my copy of Eye of the Storm, they have no such ability. Oh well, can't alter the poll now, so let's pretend this is aa very special Fulgurite?
10. TREE GOOSE SKILL: 6 STAMINA: 5
Reduce your AS by 2 until its stamina is 2 and it stops flying, then fight with your full AS.
11. POCKET DRAGON SKILL: 6 STAMINA: 6
Every three Attack Rounds it will also breath a jet of flame at whoever it facing; the victim must roll equal to or under their SKILL score on two dice or lose 1 point of STAMINA from being burnt.
12. SWARM SPIDER (SWARM) SKILL 6 STAMINA 6
When the Swarm wins three Attack Rounds, there will be so many spiders on the victim that they will lose an additional 1 STAMINA point per round.
13. AFFEN HORNET (SWARM) SKILL 6 STAMINA 6
Because the Swarm is made of many flying insects, it will be difficult to fight conventionally, and anyone doing so will have to deduct 1 from their Attack Strength.
14. FIRE ANT HORDE SKILL: 6 STAMINA: 6
When the horde wins three Attack Rounds, there will be so many ants on the victim that it will lose an additional 1 STAMINA point per round
15. WHEELIE SKILL: 6 STAMINA: 6
The knives will hit on a roll of 1-3 on one die, for 2 points of STAMINA damage; each Wheelie will typically be carrying two of them.
16. LIVING CORPSE SKILL: 6 (see below) STAMINA: 6 (see below)
When an enemy wins an Attack Round, they must roll a die and consult the table below. Only by killing all of the body parts, will that enemy have won the fight.
Dice roll Part SKILL STAMINA
1 Head 3
2 Body 2
3 Left arm 3
4 Right arm 3
5 Left leg 2
6 Right leg 2
17. GIANT WASP SKILL: 6 STAMINA: 6
First successful attack = -2st and -1sk for its enemy.
18. FLAYER SKILL 6 STAMINA 7
Strong: does 3 points of damage.
19. SOUL MASTER SKILL 6 STAMINA 7
Soul extractor: every time it hits you, you will lose a point of SKILL. Not only this, but each SKILL point you lose must be added to the Soul Master's own SKILL. However, because the Soul Master is physically weak, it will cause only 1 point of STAMINA damage each time it hits you.
20. CHRABAT SKILL: 6 STAMINA: 7
When an enemy is wounded by a Chrabat they must Test their Skill and if they are unsuccessful, they have been entangled by the tentacular tongue. Until they win an Attack Round and sever the tongue, they must subtract 2 from their SKILL, thus negating the Chrabat’s future use of this special ability.
21. GIANT HORNET SKILL: 6 STAMINA: 7
Whenever the Giant Hornet roles a double for its Attack Strength, it has stung its opponent who will die instantly unless they can also roll a double for their Attack Strength! If that opponent rolls a double, they survive the sting but must still suffer 6 STAMINA points damage from the effects of the poison!
22. BLIZZARD-WING SKILL: 6 STAMINA: 7
Indeed, anyone fighting a Blizzard-Wing without a Sun Talisman must reduce their Attack Strength by 1 due to the cold aura given off by these foul lizardbirds.
23. GLACIATOR SKILL: 6 STAMINA: 8
Anyone fighting a Glaciator in combat must reduce their SKILL by 2 points due to the uncontrollable shivering caused by the freezing temperatures surrounding the beast.
24. FIEND SKILL: 6 STAMINA: 8
Fire breath: whenever it hits you it will, as well as doing normal damage, also burn you on a roll of 1-2 on one die for an extra 1 damage.
25. SOULSUCKER (WEAK) SKILL: 6 (see below) STAMINA: 9
A successful wound from a Soulsucker causes normal STAMINA damage, but also drains one point of SKILL, which is added to the Soulsucker’s own SKILL score! The only way to regain SKILL points lost in this manner is to kill the Soulsucker outright
26. FERAL THING SKILL: 6 STAMINA: 9
Unpredictable rage: every time you succeed in hitting it, roll a die and add the value to the Feral Thing's SKILL. This new value will become its SKILL score until the next time it hits you, then it will go back to normal. These bonuses are not cumulative, so even if you hit it twice in a row, only add points to its SKILL the first time.
27. ANT SYMBIOTE SKILL: 6 STAMINA: 10
Lose 1 STAMINA point as the ants swarm and begin biting. Horrifically, they are merely softening up their prey so that the Symbiote can overpower it and provide fresh meat for all. Every time the Symbiote wins an Attack Round, more ants will crawl on to the victim and begin biting. When the Symbiote wins three Attack Rounds, there will be so many ants on the victim that it will lose an additional 1 STAMINA point per round.
28. CANGUI SKILL: 6 STAMINA: 10
The first mesmerizing attack of the Cangui requires a successful Test for Skill to avoid. If the victim falls is unsuccessful, they will be killed.
29. WILDFIRE CREATURE SKILL 6 STAMINA 10
Mystical fire: you lose half a die of SKILL, rounding down, for this fight only.
30. GIANT WATERSNAIL SKILL: 6 STAMINA: 10
Anyone surprised by a Giant Watersnail must subtract 2 from their SKILL as the tentacles wind themselves around their victim’s legs, and then reduce their SKILL by a further point at the end of every Attack Round as they are dragged towards the creature’s mouth. Once their SKILL is zero, they will automatically take Large Bite damage every Attack Round from the Giant Watersnail’s beaked jaws, until they are freed by any companions.
Do we assume that every opponent is surprised?
31. DROUG SKILL: 6 STAMINA: 14
After its normal attack has been resolved, roll a die, and on a score of 5 or 6 the Droug will sting its opponent for an extra 2 points of STAMINA damage
All monsters listed come from the three Pit books, as well as Creatures of Mishna, the Titan Herbal and Rough Guide to the Pit, and maybe a few other places I've forgotten about.
Don't forget to tell me of any other Skill 6 enemies with interesting abilities I may have missed.
WHICH OF THE FOLLOWING CREATURES WOULD DEFEAT MOST OR EVEN ALL OF THE OTHERS?
1. WASP SPIDER SKILL 6 STAMINA 2
The bite of the Wasp Spider is highly venomous; anyone bitten by it must roll one die and deduct that many STAMINA points.
2. KOAILIT SKILL 6 STAMINA 3
It will wrap its tail around its victim’s legs and peck at their knees, reducing that enemy’s SKILL by 2 while they are fighting the koailit.
3. RED-EYE SKILL: 6 STAMINA: 4
Any time a Red-Eye receives a wound, it will let fly with its heat vision. The first shot will be very inaccurate, and can be avoided by rolling 1-5 on one die. Should the Red-Eye be injured again, it will let loose another blast, avoidable by rolling 1-4 on one die, and so on until the blast hits automatically. Each time it hits, the blast burns for one die of STAMINA damage; if a Red-Eye's vision hits the same person twice, he will die.
4. ELVIN SKILL: 6 STAMINA: 4
An Elvin adds 2 points to its Attack Strength as it dodges about in the air. Once it has been wounded, however, the spell will be broken and it will have to fight on foot.
5. GIANT JUMPING SPIDER SKILL: 6 STAMINA: 4
If a Giant Jumping Spider wins its first Attack Round its leaping assault has knocked its victim to the floor. They will have to spend the next Attack Round getting up again, reducing their Attack Strength by 1 point. Worse, its bite is venomous and anyone bitten must lose 1 SKILL point and 4 STAMINA points each time they lose an Attack Round.
6. STINGING FLY (SWARM) SKILL 6 STAMINA 4
Because the Swarm is made of many flying insects, it will be difficult to fight conventionally, and anyone doing so will have to deduct 1 from their Attack Strength.
7. COBRA MAN (YOUNG) SKILL: 6 STAMINA: 4
Has poisoned fangs, which they will use 3 times in 6 (roll 1 to 3 on one die) after they have scored a successful hit, to cause a further 1 to 6 STAMINA points of damage, in addition to any normal bite damage. More importantly, though, the victims begin to stiffen, and within 6 Attack Rounds they will be completely paralysed.
8. MEDUSA SKILL 6 STAMINA 5
Stony gaze: must fight with your eyes closed – deduct 2 points from your Attack Strength for this fight.
9. FULGURITE SKILL: 6 STAMINA: 5
To kill it faster, an opponent may Test their Skill after winning an attack round and, if successful, may instantly destroy it.
I have no idea where this creature's special ability comes from because, after finally locating my copy of Eye of the Storm, they have no such ability. Oh well, can't alter the poll now, so let's pretend this is aa very special Fulgurite?
10. TREE GOOSE SKILL: 6 STAMINA: 5
Reduce your AS by 2 until its stamina is 2 and it stops flying, then fight with your full AS.
11. POCKET DRAGON SKILL: 6 STAMINA: 6
Every three Attack Rounds it will also breath a jet of flame at whoever it facing; the victim must roll equal to or under their SKILL score on two dice or lose 1 point of STAMINA from being burnt.
12. SWARM SPIDER (SWARM) SKILL 6 STAMINA 6
When the Swarm wins three Attack Rounds, there will be so many spiders on the victim that they will lose an additional 1 STAMINA point per round.
13. AFFEN HORNET (SWARM) SKILL 6 STAMINA 6
Because the Swarm is made of many flying insects, it will be difficult to fight conventionally, and anyone doing so will have to deduct 1 from their Attack Strength.
14. FIRE ANT HORDE SKILL: 6 STAMINA: 6
When the horde wins three Attack Rounds, there will be so many ants on the victim that it will lose an additional 1 STAMINA point per round
15. WHEELIE SKILL: 6 STAMINA: 6
The knives will hit on a roll of 1-3 on one die, for 2 points of STAMINA damage; each Wheelie will typically be carrying two of them.
16. LIVING CORPSE SKILL: 6 (see below) STAMINA: 6 (see below)
When an enemy wins an Attack Round, they must roll a die and consult the table below. Only by killing all of the body parts, will that enemy have won the fight.
Dice roll Part SKILL STAMINA
1 Head 3
2 Body 2
3 Left arm 3
4 Right arm 3
5 Left leg 2
6 Right leg 2
17. GIANT WASP SKILL: 6 STAMINA: 6
First successful attack = -2st and -1sk for its enemy.
18. FLAYER SKILL 6 STAMINA 7
Strong: does 3 points of damage.
19. SOUL MASTER SKILL 6 STAMINA 7
Soul extractor: every time it hits you, you will lose a point of SKILL. Not only this, but each SKILL point you lose must be added to the Soul Master's own SKILL. However, because the Soul Master is physically weak, it will cause only 1 point of STAMINA damage each time it hits you.
20. CHRABAT SKILL: 6 STAMINA: 7
When an enemy is wounded by a Chrabat they must Test their Skill and if they are unsuccessful, they have been entangled by the tentacular tongue. Until they win an Attack Round and sever the tongue, they must subtract 2 from their SKILL, thus negating the Chrabat’s future use of this special ability.
21. GIANT HORNET SKILL: 6 STAMINA: 7
Whenever the Giant Hornet roles a double for its Attack Strength, it has stung its opponent who will die instantly unless they can also roll a double for their Attack Strength! If that opponent rolls a double, they survive the sting but must still suffer 6 STAMINA points damage from the effects of the poison!
22. BLIZZARD-WING SKILL: 6 STAMINA: 7
Indeed, anyone fighting a Blizzard-Wing without a Sun Talisman must reduce their Attack Strength by 1 due to the cold aura given off by these foul lizardbirds.
23. GLACIATOR SKILL: 6 STAMINA: 8
Anyone fighting a Glaciator in combat must reduce their SKILL by 2 points due to the uncontrollable shivering caused by the freezing temperatures surrounding the beast.
24. FIEND SKILL: 6 STAMINA: 8
Fire breath: whenever it hits you it will, as well as doing normal damage, also burn you on a roll of 1-2 on one die for an extra 1 damage.
25. SOULSUCKER (WEAK) SKILL: 6 (see below) STAMINA: 9
A successful wound from a Soulsucker causes normal STAMINA damage, but also drains one point of SKILL, which is added to the Soulsucker’s own SKILL score! The only way to regain SKILL points lost in this manner is to kill the Soulsucker outright
26. FERAL THING SKILL: 6 STAMINA: 9
Unpredictable rage: every time you succeed in hitting it, roll a die and add the value to the Feral Thing's SKILL. This new value will become its SKILL score until the next time it hits you, then it will go back to normal. These bonuses are not cumulative, so even if you hit it twice in a row, only add points to its SKILL the first time.
27. ANT SYMBIOTE SKILL: 6 STAMINA: 10
Lose 1 STAMINA point as the ants swarm and begin biting. Horrifically, they are merely softening up their prey so that the Symbiote can overpower it and provide fresh meat for all. Every time the Symbiote wins an Attack Round, more ants will crawl on to the victim and begin biting. When the Symbiote wins three Attack Rounds, there will be so many ants on the victim that it will lose an additional 1 STAMINA point per round.
28. CANGUI SKILL: 6 STAMINA: 10
The first mesmerizing attack of the Cangui requires a successful Test for Skill to avoid. If the victim falls is unsuccessful, they will be killed.
29. WILDFIRE CREATURE SKILL 6 STAMINA 10
Mystical fire: you lose half a die of SKILL, rounding down, for this fight only.
30. GIANT WATERSNAIL SKILL: 6 STAMINA: 10
Anyone surprised by a Giant Watersnail must subtract 2 from their SKILL as the tentacles wind themselves around their victim’s legs, and then reduce their SKILL by a further point at the end of every Attack Round as they are dragged towards the creature’s mouth. Once their SKILL is zero, they will automatically take Large Bite damage every Attack Round from the Giant Watersnail’s beaked jaws, until they are freed by any companions.
Do we assume that every opponent is surprised?
31. DROUG SKILL: 6 STAMINA: 14
After its normal attack has been resolved, roll a die, and on a score of 5 or 6 the Droug will sting its opponent for an extra 2 points of STAMINA damage