Robed Horror

(Generated 32 times)
Namelist None
Classic fantasy
Rank Skilled
Race Human
Cult rank None
Notes Horror in Robes A man in a robe, with his hood down low. This individual will immediately reverse course and walk briskly away from adventurers. He will not respond to questions. If the being is touched or attacked, tentacles will leap out from beneath the robes and behind the hood in a radius of roughly 15 feet. Once triggered or if fleeing, the Horror will show itself to be extremely fast and able to scale walls and leap obstacles without effort. The thing inside the robes is revolting and in no way actually shaped like a human. It is barrel-chested with bands of slimy, pale flesh and ropy muscles. This outer membrane is rubbery and thick which provides it some measure of protection. It is also damp which necessitates the cloak and coverings in order to stay moist in the open air. It is always hooded as its head is soft and doughy with bearing four curved outer mandibles that secure food and mince it before a proboscis-like tongue draws it into the feeding orifice. This foul thing, wrapped in itself with tentacles overlaying its body, hunts only at night. During the day, it dwells in a belowground lair. Its appetite is prodigious and so it is likely lairing and hunting within an urban area. The horrible creature has six (6) tentacles that provide it with (+3 Action Points). It can strike at separate targets and expend 2AP per cycle. A successful hit by these tentacles causing damage (touching flesh) leaves behind a paralytic mucus. The Potency of the mucus is equal to the Horror's Endurance. The Horror does not collect treasure but does haul its victims to its lair to consume at its leisure. In addition, it may take trophies or at least display portions of a victim's body (often the same body part) about its lair. With the refuse and consumed sentient meals, the valuables carried by them are often strewn about the floor. TREASURE: 10xA, 3xB, 3xC
STR 3d6+8
CON 3d6+8
SIZ 1d10+1d8
DEX 3d6
INT 1d6+3
POW 3d6
CHA 1d6
D20Hit locationArmor
01-03 Right leg 2
04-06 Left leg 2
07-09 Abdomen 2
10-12 Chest 2
13-15 Right arm 2
16-18 Left arm 2
19-20 Head 2
Movement 10
Natural armor Yes

Non-random features

Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218)
Natural Weapon Special Effects Tentacle - Grip, Take Weapon
Ability ***Immunity to mind affecting magic***
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (Mythras Core 214-218)
Ability ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat
Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+30 Endurance CON+CON+30
Evade DEX+DEX+20 Perception INT+POW+30 Stealth DEX+INT+30
Swim STR+CON Unarmed STR+DEX Willpower POW+POW+40

Combat styles


Weapon options

1-handed weapons

Amount: 1
Tentacle Strike (100)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Tentacle Strike 1h-melee 1d4 M VL - Grip, Take Weapon, Paralysis (STR=Endurance) Y Y 0 0