Contact

We want to hear what you think - good, or bad! 
Fill in the form below and we'll get back to as soon as we can!

Karmanath

Size: 5 to 7 feet long (not including tail); 6 to 9 feet (with tail); 3 to 4 feet tall at the shoulder

Weight: no weight

COU 16 SGC 10 INT 14 CHA 12 DEX 10 AGI 15 CON 15 STR 15

LP 25 AE 25 KP - INI 19+1D6

DE 10 SPI 3 TOU 4 MOV 12

Bite: AT 13 DP 1D6+6 RE short

Paws: AT 15 DP 1D6+2 RE short

PRO/ENC 3/0

Actions: 2

Special Abilities: Attack Weak Spot (Bite, Paws), Combat Reflexes III, Feint I (Bite, Paws), Locked Jaws (Bite), Pounce (Paws)

Skills: Body Control 12 (15/15/15), Climbing 3 (16/15/15), Feat of Strength 9 (15/15/15), Intimidation 10 (16/14/12), Perception 15 (10/14/14), Self-Control 13 (16/16/15), Stealth 10 (16/14/15), Swimming 4 (16/15/15), Tracking 16 (16/14/15), Willpower 13 (16/14/12)

Spells: Blinding Flash 8 (16/14/12), Horriphobus 3 (16/14/12)

Number: 1, or 1D3+1 (small demon horde), or 1D6+4 (pack)

Size Category: medium

Type: Demon (lesser, Belshirash), non-humanoid

Summoning Difficulty: –3

Loot: none

Combat Behavior: Karmanthi initally try to frighten and intimidate prey by howling, but they soon give chase. They prefer to coordinate their attacks against weakened enemies, and use every advantage, such as feints and pouncing, to lock their jaws on enemies.

Escape: Karmanthi do not flee.

Sphere Lore (Beings from the

Spheres)

  • QL 1: Karmanthi are most common in northern Aventuria. They often hunt in packs and attack as one.
  • QL 2: These creatures are especially dangerous in packs, because they urge each other on.
  • QL 3+: These demons serve the icy hunter Nagrach.

 

Special Rules

Pack: Karmanthi attacking the same opponent receive +1 AT (no more than +4 AT) per karmanath after the first.

Frenzied: When injured, karmanthi can gain the state frenzied. When they lose 5 LP, they gain the following modifiers: –2 DE, +2 AT, +2 DP. This state remains in effect until their opponent is killed, but no longer than 30 minutes.

Terrible Howling: Karmanthi can howl in frightening ways to scare and paralyze their enemies. Anyone hearing this howl must make a competitive check using the karmanath’s Intimidation vs. Willpower (Resist Intimidation). If the karmanath wins, the target suffers 1 level of the condition Fear per net QL. If the karmanath achieves 2 or more net QL, the target also suffers 1 level of the condition

Paralysis. Howling takes 2 actions. These levels are not cumulative, so heroes only suffer the effects from howls once, not several times. After an hour passes, the heroes can be affected again.

Demon Rules: Karmanthi use the general demon rules.

Publication:
Aventurian Bestiary, page 29