Tremorwhips are burrowing, vaguely snake-like creatures native to Coventry. The smallest specimens have deadly venom; the largest specimens have long, barbed tentacles and swordlike stingers on the end of their tails. They are attracted to vibrations in the ground, making them a perennial road hazard and a constant nuisance at industrial stations. This is a fairly typical specimen, roughly 20′ long (rising 12′ from the ground when attacking) with two tentacles.
Attributes: Agility d6, Smarts d6(A), Spirit d10, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d10
Pace: 6/20, Parry: 5, Toughness: 12(2), Charisma: 0
Bite/Lash: d6 (Str+d6)
Burrowing 20″: Surprise on Stealth vs. Notice (+2 attack; +4 raise)
Hardy: Once Shaken, further Shaken results ignored
Large: Attackers gain +2 on attack rolls
Natural Armor +2: Natural defenses
Size +3: Adjustment to Toughness based on creature’s mass
Slam: Opposed Fighting vs. Agility for 4d6 damage
Stretch: Reach for slam attack equal to current Size
Swallow Whole: Fighting -2 to swallow target 3 sizes smaller; swallowed target is immobile and takes automatic bite damage each round; attacks from inside the tremorwhip ignore armor and size bonuses to Toughness
Text and “Coventry” setting ©2012 by John “The Gneech” Robey. Artwork ©2009-2012 by Marauder6272. Stat block created by Hero Lab® (Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com). Savage Worlds is Copyright © 2004-2012 by Pinnacle Entertainment Group. All rights reserved.