

Bio-sculpted monstrosity of bone and rage, forged by the Flesh Forgers to wage planetary war.
Size: Huge (18 ft tall)
Type: Construct (Fleshforged)
Wild Card: Yes
Attributes: Agility d6, Smarts d4(A), Spirit d8, Strength d12+4, Vigor d12
Skills: Athletics d10, Fighting d12, Intimidation d10, Notice d6, Survival d6
Pace: 6″, Parry: 8, Toughness: 18 (4) (Dense Bone Armor)
Edges:
- Hardy (No Wound from second Shaken result)
- Improved Frenzy (Two Fighting attacks per action, both at no penalty)
- Improved Sweep (Attack all adjacent targets at –2)
- Nerves of Steel (Ignore 1 point of Wound penalties)
Special Abilities
- Construct: +2 to recover from Shaken; immune to disease, poison, and fatigue; doesn’t breathe.
- Fear (–2): First sight of the Construct forces a Fear check at –2.
- Multi-Limb Strike: May make three Fighting attacks per round with no multi-action penalty due to its many limbs.
- Tendril Entangle: On a raise with a Fighting attack, the target is entangled and must succeed a Strength roll vs the Construct’s Strength (d12+4) to escape.
- Regeneration (Slow): Heals one Wound every 10 minutes.
- Weakness (Radiation): Takes +4 damage from radiation-based attacks.
- Armor Piercing Claws: All melee attacks have AP 4.
- Crushing Slam: If it moves 4″ before attacking, it may make a single Str+d12 slam attack; if it hits with a raise, the target must make a Strength check or be knocked back 1d6″ and prone.
- Claw Slash (Str+d10, AP 4): Melee, Reach 2″
- Tendril Whip (Str+d8, AP 2): Melee, Reach 3″, can grapple
- Crush and Tear (Grappled Targets Only): Str+2d6, ignores 2 points of armor
- Improved Sweep: Up to three targets in Reach
- Wounds: 3
- Bennies: 2–3
- Cannot be Shaken to death: Must be fully Wounded or defeated by some specific means (e.g., radiation, collapsing building, etc.).