Kremlin Beast

A hulking mass of muscle and hide adapted to hunt and survive in the toughest conditions, kremlin beasts are the result of biological experimentation. The creature's rapidly evolving immune system and regenerative metabolism is the result of extensive laboratory study.

Kremlin Beast

Large semi-sentient beast (9d6)
STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)INT 6 (3d6) LOG 1 (1d6) WIL 15 (5d6)Β CHA 6 (3d6) LUC 1 (1d6)Β 
MELEE DEFENCE 34RANGED DEFENCE 14MENTAL DEFENCE 18VITAL DEFENCE 38
HEALTH 90 (regen 1d6)SOAK 18 (hide); VULN noneIMMUNE all poisons and diseases
INITIATIVE 5d6PERCEPTION 5d6Β SPEED 5; CLIMB 3; JUMP 12'/12'CARRY 420lb (max lift 1050lb)
REACH 5-ftACTIONS 4 (2 in its turn, 1 each 5 INITIATIVE points later)
πŸ…œ Bite 9d6 melee (5d6+6 piercing damage)πŸ…œ Claw 7d6 melee (4d6 slashing damage)
Skills reactions 3 (2d6), scent 8 (3d6), hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6)Gear -

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Four arms. The Kremlin Beast's four arms allow it to take two additional actions per round, although it cannot move more than twice.
Bearhug. The creature grabs its target with two arms, squeezing it. It can only bearhug a target of its size category or smaller. Once established, the victim automatically takes 4d6 blunt damage at the start of their turn. The Kremline Beast can move at half speed, moving the victim with it. It takes a melee attack action to escape the bearhug.
Charge. When making a melee attack, the creature moves its speed in a straight line and then attacks at the end of it, gaining +1d6 damage to the attack.
Berserker. The creature can enter a berserker rage when below half HEALTH. This grants it a +1d6 bonus to all attack rolls. The rage only ends when all foes are dead, or the creature is rendered unconscious or restored to above half HEALTH.