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What is the sum of 3 and 3?

Maru

Size: About 6 to 7 feet tall

Weight: 180 to 200 pounds

COU 14 SGC 11 INT 13 CHA 10 DEX 8 AGI 13 CON 15 STR 14

LP 36 AE - KP - INI 14+1D6

DO 8 SPI 1 TOU 2 MOV 8

Unarmed: AT 14 PA 7 DP 1D6 RE short

Bite: AT 12 PA 8 DP 2D6 RE short

Tail: AT 12 PA 8 DP 1D6+2 RE medium

Maru Saber*: AT 14 PA 7 DP 1D6+3 RE medium

PRO/ENC 1/0 or Leather Armor (PRO/ENC 4/0, apply –1 INI, –1 MOV).

Actions: 1

Advantages/Disadvantages: Ambidextrous, Improved Regeneration II, Nightvision II, Rugged Fighter / Frenzy, Negative Trait (Short Temper), Susceptible to Cold

Special Abilities: Combat Reflexes I, Feint I (Unarmed, Bite, Maru Saber), Forceful Blow I (Unarmed, Bite, Tail, Maru Saber), Inured to Encumbrance I, Two-Weapon Combat I (Maru Saber), Suppress Pain

Skills: Body Control 7 (13/15/15), Climbing 3 (14/13/14), Commerce 5 (11/13/10), Empathy 1 (11/13/10), Fast-Talk 2 (14/13/10), Feat of Strength 9 (15/14/14), Intimidation 10 (14/13/10), Perception 5 (11/13/13), Self-Control 12 (14/14/15), Stealth 3 (14/13/13), Swimming 8 (13/15/14), Warfare 7 (14/11/13), Willpower 8 (14/11/13)

Number: 1, or 1D6+2 (horde)

Size Category: medium

Type: Intelligent Creature, humanoid

Loot: Weapons, Armor

Combat Behavior: Marus are called raging lizards for a reason, since they tend to enter blind frenzies. They attack relentlessly with tooth or sword. But their arms are weak, and they can use their weapons only for a short time.

Escape: Loss of 75% LP

Experienced: COU 15 instead of 14; STR 15 instead of 14; LP 38 instead of 36; TOU 3 instead of 2; Unarmed AT 13; Tail AT 13; Maru Saber AT 15 / PA 9; Body Control 9 instead of 7, Feat of Strength 11 instead of 9, Intimidation 11 instead of 10, Perception 7 instead of 5, Stealth 5 instead of 3, Swimming 10 instead of 8, Warfare 8 instead of 7

Competent: COU 15 instead of 14; CON 16 instead of 15; STR 16 instead of 14; LP 43 instead of 36; TOU 3 instead of 2; Unarmed AT 16 / PA 9 / DP 1D6+1; Bite AT 14; Tail AT 14; Maru Saber AT 16 / PA 9; Body Control 11 instead of 7, Feat of Strength 13 instead of 9, Intimidation 13 instead of 10; Perception 8 instead of 5, Stealth 6 instead of 3, Swimming 12 instead of 8, Warfare 10 instead of 7

Special Rules

*Weak Arms: a maru must succeed at Feat of Strength check after every five combat rounds during which it fights without pause, or else drop its weapon and continue the fight unarmed. The second check during a battle suffers a penalty of 1, the third suffers a penalty of 2, and so on. When wielding a one-handed weapon, the maru can switch hands to avoid dropping the weapon on a failed roll. Switching a weapon to the other hand takes 1 action.

Publication:
Aventurian Bestiary, page 65