Earcaraxe

AUTHOR: Matt Kearns (GandalfOfBorg)

ISSUE: 12:28

 

Attributes

BRG 24 (+9)

NIM 13 (+3)*

PER 16 (+5)

STR 17 (+5)*

VIT 16 (+5)

WIT 22 (+8)

Reactions

STAM +7

SWIFT +6

WILL +9*

WIS +9

 

Defence

13

Size

Gigantic

Courage

3

Health

26

Move

18(land)/24(water)

Renown

20

 

Edges

none

Flaws

none

Special Abilities

Armour (12), Bane of Ships, Eyes of the Deep, Multiple Attacks (Claws, Maw, Tail), Natural Weapons (claws, 4d6; maw, 6d6; tail, 5d6), Slow Healing, Sweep of Tail, Terror, Spells

Skills

Armed Combat: Natural Weapons (Claws, Maw, Tail) +15, Insight +9, Intimidate (Fear) +21, Knowledge: History (Dragons) +5, Knowledge: Race (Dragons, Elves, Men) +8, Language: Adûnaic +8, Sindarin +10, Language: Westron +10, Observe (Hear, Spot) +17, Stealth (Sneak, Hide) +10, Swim +12, Weather-sense +8

 

Race

Sea Serpent

Orders

Minstrel

Order Abilities

Gladden

Advancements

0

 

TN Equivalent

20

 

Description

The female Sea Serpent, Earcaraxe, is the most well known of all legends of the sea in western Middle-earth. She had been seen destroying ships, laying waste to ports and coastal cities for literally ages. Sightings of her though have become quite few in that last few hundred years as she lies in wait, licking her wounds from a great battle at sea with a Gondorian ship-of-war. All that's left now is tall tales told by the old gaffers beside the warm of the hearth. None know when or where she will strike next, but none are eager for it to happen.

 

When in combat, Earcaraxe is terrible to behold. If besieging a ship, she will first go for the mast(s), then proceed to destroy any weapons the ship may have before eradicating the crew either using her tail to sweep them overboard or using her claws and maw with deadly effect. If the crew seems to be better prepared than most to deal with her, she will then begin to rend the ship to pieces. If she is attacking a port city, her first task is to destroy all ships and then any large weapons the city might have to defend itself. Afterwards, the city is usually ripe for her taking, though she won't proceed too far inland as she cannot get around as well there as she can in the water. Once her fun has been had, she returns to her lair with her loot, setting it upon her bed and goes to sleep with the screams of death and destruction in her ears.

 

 

Unique Special Abilities

Bane of Ships: Upon a successful bite attack by the Sea Serpent, it may begin to tear the ship apart. Its bite and claws deal half damage to the body of the ship. For every successful bite or claw attack upon a section of the ship, roll 1d6 to determine the number of crewmen lost, minus 1 for every point of Courage spent by the ship's commander.

 

Eyes of the Deep: The eyes of the Sea Serpent allow it to see in the murkiest and darkest of waters. However, they may be attacked (-5 penalty to hit), having 1/2 Wound Level for each eye. If struck, the Sea Serpent suffers damage and has a -2 penalty (not cumulative) to all tests for the next 1d6 rounds. Upon losing an eye, it has a -10 penalty to Observe (Spot) tests and has a -5 penalty to all tests (-10 if both eyes are lost).

 

Spells: Beast-speech, Break Binding, Display of Power, Enslave Beast, Forgetfulness, Fog-weaving, Misdirection