Litrithra: Little Horror

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13th AGE

Litrithra aka Little Horrors

Resembling something a cross between a crab and a toad, the little horror uses blood-draining needles in their pincers to feed. Lurking hunters, they prefer to wait for prey to come close. Like a thrown stone the litrithra smashes into foes and then scurries about gnawing and snapping.

Level 2 Troop [Beast]

Initiative: +14

Gnaw, Bite, Stab, Drain +10 vs. AC—7 damage

Natural 16+ hit: The target is weakened (hard save ends).

C: Leap and Smash +10 vs. AC (1 nearby enemy)—7 damage and as part of the attack the litrithra moves into engagement with the target

        Miss: The litrithra may make a second leap and smash attack as a quick action.

AC 21

PD 16  HP 28

MD 12

PATHFINDER

 

Little Horror CR 4

XP 1200

NE Tiny aberration

Init +2; Senses all-around vision, darkvision 60 ft.; Perception +0

DEFENSE

AC 18, touch 15, flat-footed 15; (+2 Dex, +1 dodge, natural +3, +2 size)

HP 27 (5d8+5)

Fort +2, Ref +3, Will +4

OFFENSE

Speed 20 ft.; 20 ft. climb

Melee 4 claws +7 (1d2-2 plus attach)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks blood drain, hidden bite +7 (1d6-2), pounce, strategic attachment

TACTICS

During Combat Little horror’s charge at a foe from hiding, trying to get the element of surprise. Several little horrors usually leap simultaneously at human-sized or larger foes, but a lone horror is aggressive enough to attack one human out of a dozen or more, then leap to another, and another, biting where they can and seeking someone weak, slow, or especially fearful. They will try to use their strategic bite on the face of spellcasters and the hands of warriors. 

Morale Vicious little creatures, little horrors will fight to the death once they are attached to a foe.

STATISTICS

Str 6, Dex 15, Con 12, Int 5, Wis 11, Cha 6

Base Atk +3; CMB +3 (+13 grappling when attached); CMD 8 (12 vs. trip)

Feats Dodge, Mobility, Weapon Finesse

Skills Acrobatics +6 (+6 for jumping) Climb +10, Perception +11 Stealth +14; Racial +4 Acrobatics for jumping, +4 Perception

Languages undercommon

ECOLOGY

Environment underground and warm forests

Organization solitary or pack (2-7)

Treasure none

SPECIAL ABILITIES

All-Around Vision (Ex) A little horror sees in all directions at once. It cannot be flanked.

Attach (Ex) The little horror automatically latches onto its target when it successfully hits with a claw attack. The little horror is considered grappling, but the target is not. The target can attack or grapple the little horror as normal, or break the attach with a successful grapple or Escape Artist check. The little horror has a +10 racial bonus on grapple checks to stay attached. While attached, the little horror loses its Dexterity bonus to AC and has an AC of 15.

Blood Drain (Ex) When a little horror is attached it drains blood each round through the needles at the center of their pincers at the end of its turn dealing 1d4 points of Constitution damage. A little horror is full once it has drained 6 points of Constitution. A little horror will drain more blood than it can store, letting the excess drain out of its mouth.

Hidden Bite (Ex) Once attached to a target a little horror attacks with the fanged mouth on the underside of its body. Its bite is treated as medium size instead of tiny.

Strategic Attachment (Ex) When a little horror attaches to a target it scurries to cover the target’s face or a hand. If it targets the face, the victim takes a -2 on attack rolls and has 20% chance of spell failure for spells with a verbal component. If it covers a hand, the victim is unable to use that hand for holding anything or making gestures for spells.

Description

Also known as “jumping crabs,” these small, aggressive scuttling omnivores dwell in caverns, deep underground, in earth dens, and in the hearts of rotting trees. Some sages call these creatures “litrithra,” and “little horrors” may well have been some disgusted warrior’s attempt to recall and say this ‘proper’ name—perhaps with a half-gnawed mouth. They are encountered alone or in hunting packs of seven or less.

A “little horror” isn’t a crab at all, but rather a mammal with a mottled gray hide that has hard, stony bone “bumps” all over it (and so feels like a hard shell). It has crab-like pincer hands with three serrated, pointed beak-like fingers that come together to grab and pierce, on the ends of four arms set at odd intervals around its flat, ovoid body. It also has four strong legs ending in flat, fleshy, sticky feet that can swarm up rocks and tree trunks, and even cling to stone ceilings.

Between its arms and legs, a little horror has many eyes, hidden under those bone bumps; the creature flexes its hide to slide individual bumps aside and peer around them. The center or “palm” of each pincer hand has a needle-ended retractile tube for sucking blood from foes. A little horror has a large, many-fanged mouth (also used for expelling wastes) “underneath,” splitting open its body between its four legs. This maw is the creature’s most vulnerable spot, if a foe can manage to thrust a weapon into it.

A little horror springs at an intended victim, seeking to smash into a face or a hand. If it hits somewhere else, it will swarm towards the face, throat, hands, or any exposed skin. It then flips over so its mouth can bite and gnaw, and at the same time stabs with its pincers, trying to get a secure hold so it can cling and ravage its victim without having to attack repeatedly. Many a human has struggled to draw a sword with a hand that’s being gnawed, as other little horrors pelt into it, trying for its face.

Little horrors hibernate in extreme cold, and in winter or in drought conditions can lapse into a torpor in which they can survive without food or water for years. They awaken if disturbed by movement, sounds, or warmth—and wake hungry.

Cruel folk have been known to net little horrors (moving quickly, as they chew through nets in a hurry) and confine them in chests or stone coffins, as guardians against those who explore dungeons or pilfer from crypts. Little horrors that can’t escape such prisons go torpid and await the leaping, ready-to-fight moment of their release.

SAVAGE WORLDS

 Litrithra

Abilities: Agility d12, Smarts d4(A), Spirit d6, Strength d4, Vigor d6

Skills: Fighting d8, Notice d4, Stealth d8

Pace: 4, Parry: 6, Toughness: 6 (3)

Special Abilities:

* Attach: When the Litrithra succeeds on a Fighting trait check with a Raise, the target is considered grappled. While attached, the Litrithra's Parry suffers a -2 penalty. The Litrithra can be removed using the standard rules for disengaging from grapples.

* Bite: Str+d4.

* Blood Drain: If the Litrithra starts a round grappling a target, the target must succeed at a Vigor trait check or take a level of Fatigue from blood loss. This can result in death.

* Darkvision: The Litrithra ignores all penalties for bad lighting, but cannot discern color in pitch black conditions.

* Natural Armor: Armor +3

* Pounce: The Litrithra can leap up to 6" to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver, however.

* Size -2

* Small: Attackers subtract 2 from any attack rolls directed at small creatures.

SWORDS & WIZARDRY

 Litrithra

Hit Dice/HP: 2d8 / 9hp

Armor Class: 7 [13]

Attacks: 2 pincers

Damage: 1d6/1d6

Combat Movement: 60'

Special: Latch On, Leap, infravision to 90 feet.

Saving Throw: 11

Alignment: Neutrality

Challenge Level/XP: 2/49

Latch On: When a litrithra sinks it's teeth into an enemy, it attaches itself permanently and only the creature's destruction or willing removal can detach it from its prey.

Leap: When a litrithra attacks and misses, it immediately jumps up to 30 feet to another enemy and makes another attack.

OSRIC

 Litrithra

Frequency: Rare

No. Encountered: 1d8

Size: Small

Combat Movement: 60'

Armor Class: 7

Hit Dice/HP: 2d8 / 9hp

Attacks: 2 pincers

Damage: 1d6/1d6

Special Attacks: Latch On, Leap

Special Defenses: Nil

Lair Probability: 50%

Intelligence: Animal

Alignment: Neutral

Level/XP: 2 / 40+1/hp

A litrithra has infravision to 90 feet.

Latch On: When a litrithra sinks it's teeth into an enemy, it attaches itself permanently and only the creature's destruction or willing removal can detach it from its prey.

Leap: When a litrithra attacks and misses, it immediately jumps up to 30 feet to another enemy and makes another attack.

Treasure: 1d4 gems (15%)