Kantar (Greater)     

Species: Kantar. Breed: Common. Class: Monster (Mammal). Align: Evil.

Gender: 01-50: Female, 51-00: Male.

 

Level: 1 + 1-D30. Damage-Points: 3-D8 x level.

Number encountered: 1-D6.

Experience-Points: 120 x level.

 

Characteristics:

Awareness: Hearing: 23, Sense of Smell: 23, Sixth Sense: 23, Taste: 23, Touch: 23, Vision: 23,

Charisma -: Appearance: 18, Speech: 18, Constitution: 50, Coordination: 40 (See: "Special Defenses"), Dexterity: 40 (See: "Special Offenses"), Intelligence: 18, Mental-Strength: 50, Strength: 50, Wisdom: 18.

 

Movement:

Flying: Can't.

Grounded: 19 The Kantar is not hindered by the wearing of any armoring.

Swimming: 7 Due to its many arms, the Kantar can swim even though it is fully armored.

 

Luck: 100.

Oxygen-Points: 150.

Blood-Points: 150.

 

Attacks:

Spiked Morning Star - : 3

Damage ------------------ : 3-D10 (+1-D12 per 2 levels advanced).

Range -------------------- : 2 spaces (10').

Attack type -------------- : Sharp.

Special -------------------- : None.

 

Scimitar ------------------ : 3

Damage ------------------ : 2-D20 (+1-D20 per 2 levels advanced).

Range -------------------- : 2 spaces (10').

Attack type -------------- : Sharp.

Special -------------------- : None.

 

Fist-Blades -------------- : 2

Damage ------------------ : 1-D20 (+1-D10 per 2 levels advanced).

Range -------------------- : 2 spaces (10').

Attack type -------------- : Sharp.

Special -------------------- : None.

 

Note: All attacks are used simultaneous (in the same turn).

 

Defense: 40. Offense: 40.

 

Treasure: %Roll needed to have money and treasure:

24+ to have 1-D8.

Begin rolling on the UnCommon chart.

Check each creature for treasure.

 

Each Kantar will have a chance of possessing extra treasure (other than the items rolled for in the above chart):

 

90% chance of having 3-D10 +3 Orb-Seeds. See: "Special Offenses".
60% chance of having 1-D10 random Gems.
30% chance of having 1-D4 random Special Gems.
45% chance of having 1-D8 slaves. See: "Races, Random Determination of:" for each slave this creature has. Each slave will have a 70% chance of being female (see: "Likes").

 

65% chance of having 1-D4 random unrefined steel alloys (2-D20 lbs. of each).
See: "Steel Alloys". Note: If a better alloy of steel is found within this creature's treasure, it will be saving up enough of the same alloy to craft a better set of plate armor and two shields.

 

Description:

Annihilation Strike?: Yes. Sudden Death Strike?: Yes.

Description:  Eye color: Black with an red pupil. Eye shape: Large-sized and slanted.

Height: 12' 0". Posture: Biped. Hair color: Brown. Hair texture: Course and straight.

Skin color: Light-brown. Skin texture: Leathery. Weight: 1,700 lbs.

 

This creature appears as a thick-boned, ogre-sized humanoid with eight arms.

 

Dislikes ----- : Opposition: The Kantar is known for its extremely short temper regarding any threat which occurs. If opposed, the Kantar will break out in an extremely violent rage. When this happens, there be few with the skill to break that rage without slaying it. See: "Special Offenses".

 

The one with the best armor will always be the dominant leader within a group of Kantar. The armor which a Kantar creates depict its standing with the others; it is their hierarchy. This creature is highly motivated to mine and craft the strongest armor . . . thus becoming the dominant leader.

 

Kantar do not fight amongst themselves, for they are extremely loyal to each other (even though they fervently seek to become the dominant leader in their culture).

 

The law of the Kantar is that no plate armor or shield can be crafted until enough steel to craft all three has been mined. If one chooses to craft one of the three armoring, it will be banished from the tribe forever (the Kantar highly fear banishment, for they naturally fear solitude).

 

See: "Fears" and "Note".

 

Disposition - : The Kantar is an Ogre-like creature with eight arms. The top set of arms wield large metal shields, creating an excellent defense against attacks, while the next two sets of arms brandishes spiked morning stars and scimitars. The third set of arms are strapped with a fist-blades upon each hand. This creature enjoys picking up a victim and beating it to death while holding it.

 

Fears -------- : Kantar highly fear banishment, for they naturally fear solitude. See: "Note".

Habitat ------ : Mountains (all). This creature is very rarely encountered in other regions.

Immunities - : Fear and Pain. Though this creature is immune to fear, it does have one. See: "Fears" (above).

 

Life-span --- : 800 years.

Likes -------- : Slavery: The Kantar are notorious for raiding villages or camps and taking prisoners. They especially attempt to capture females of any kind, due to their less rebellious behavior during enslavement. To the Kantar, slaves are considered as personal treasure, which they covet as much as the items they may have secured.

 

Needs ------- : Basic needs of life (food, water, shelter, etc.). This creature also feels a strong need to be with others of its own kind.

 

Note --------- : If a battle occurs in which only one Kantar remains alive, it will take all armors, slaves and treasure and depart into the wilds in search of its own kind. Once it has found its own kind, it will gift the Kantar dominant leader with all the treasure which it gathered from off its fallen brothers and sisters (armors, shields, slaves and treasure items) as an offering to join with them. Thus, if only 1 Kantar is encountered, it will have a 90% chance of having such items and slaves (discretion of the Game Master).

 

Special Abilities:

The Kantar is a Black Smith, 3rd Mastery, and a Miner (97%). Each Kantar will mine the
ore to craft its own plate armor and both shields. The steel plate armor and the two large steel shields are crafted at x3 thickness, thus tripling the Damage-Reduction of both plate armoring and shield.

 

Only roll once for the alloy of the plate armor and both shields this creature will be using, for the Kantar will craft its plate armor and both large steel shields from the ore it has mined.

 

Roll on the following chart to see what type of alloy this creature has crafted its armor and two large shields from:

 

%Roll: Steel alloy of plate armor and both large shields: Best armor of 6 rolls.
01-56: Gage-steel
57-65: Shank-steel
66-73: Krakkin-steel
74-80: Earthen-steel
81-86: Admontanium-steel
87-91: Krannik-steel
92-95: Starr-steel
96-98: Mystical-steel
99-00: Koar-steel

 

Now go to the Armor Book to see what the stats are on the armor and shields rolled up.

Game Master: This is an encounter that needs to be prepared in advance. It is a bit more complicated than most. Once Kantar are created, keep the stat sheets for future encounters.

 

Special Defenses:

Defense Mastery: Defense Mastery enables TWO chances to PARRY and BLOCK each and every attack. This fantastic ability creates an impressive wall of defense which is difficult to breech.

 

Note: Special ability to turn certain weapon attacks depend on what armor and the types of shields each Kantar uses. As you can see, Kantar is an encounter that needs to be pre-made (it takes time to create).

 

Special Offenses:

Orb-Seeds: The Kantar have the inner power to create 3-D10 +3 Orb-Seeds per moon (30 days).

Each orb appears as a walnut-sized chromatic-colored orbs, which it will keep within a small pouch at its hip at all times, for Orb-Seeds are a last attempt to conquer an enemy which may be proving too difficult to take by physical force.

 

Chance of having Orb-Seeds: There will be a 90% chance of each Kantar having 3-
D10 +3 Orb-Seeds.

 

Orb Seed:

Area of Effect: If one target is transported by an Orb Seed, all his or her allies, pets, steeds and provisions carried will be transported as well (all will go together). Game Master: This will be strictly up to your discretion (originally, the Orb Seed would only transport 1 target). Note that it is important to keep the adventuring party together, due to the time it takes to split the adventure. Make a house ruling on this. Also: Use the enchanted item, Transport Ring for possible miss-transport.

 

Effect: Target and allies, pets, steeds and provision carried will be transported to a random region and setting. Roll on "Regions, Random Determination of:". This can be terrifying, for the region and setting one is sent to is totally random.

 

Number thrown per turn: 2 Orb-Seeds can be thrown at a foe per 1 turn (5 seconds), with a +20 to strike for being a thrown weapon.

 

Range: 6 spaces (30').

 

 

Rage: When wounded, the Kantar will break into a rage, gaining the following adjustments:
Initiative ---- : +30
Movement - : +6
Offense ----- : +25

 

Susceptibilities and Weaknesses: When a Kantar encounters a Dryad, Fairy, Naiad, Nymph, or Sylph, it must successfully make do a "Mental-Strength" check (Mental-Strength = % chance) or be charmed. Even is Kantar are not charmed, they love these creatures, and will do most anything for them if asked nicely.

 

Weapon Susceptibilities : Rank-0 non-magical weapon to harm.