(Generated 42 times)
Namelist None
Rank Veteran
Race Gargoyle, Lesser Horned
Cult rank None
Notes This human-shaped beast has a horse’s skull for a head. It walks on cracked hooves and bears the rotting wings of a carrion bird. Deacons of the Horseman of Pestilence, leukodaemons serve their lord in Abaddon as well as across the planes by spreading plagues and pandemics. Leukodaemons stand upward of 14 feet tall but weigh just over 200 pounds. The skulls that serve as their heads can be replaced with any skulls, yet these creatures choose horse skulls to show their loyalty to the Horsemen. The creature’s true head is merely a blistered knob between its shoulders. Breath of Flies Once per minute as an action, a leukodaemon can unleash a cloud of corpse-bloated, biting black flies in a 20-foot cone. Those caught in the cone take 2d6 points of slashing damage to each location. A hard EVD save halves this damage. Those who take any damage are also sickened for 1 minute. In addition, the flies linger for 1d4+1 turns, congealing into a buzzing 20-foot-square cloud centered on the cone’s original point of origin. Any creature that ends its turn in this cloud must make a hard EVD save to avoid taking damage as before and becoming sickened for 1 minute. This cloud of flies may be dispersed by any area effect that does damage or creates wind of at least strong wind force. All daemons are immune to this effect. Contagion Any arrow a leukodaemon fires from a bow is tainted with disease. If a creature is damaged by a leukodaemon’s arrow, it must make an END save or be affected as if by the spell contagion. A leukodaemon can manifest arrows at will and never runs out of ammunition, allowing a shot a turn. Infectious Aura All creatures within 50 feet of a leukodaemon take a –2 step penalty on END saves against disease effects. Spell-Like Abilities Constant—deathwatch, detect good At will—contagion, dispel magic, greater teleport (self plus 50 lbs. of objects only) 1/day—harm, summon (1 leukodaemon only, 35%) Spell resistance 100% Immunity to acid +4 AP (cannot be sundered or bypasses) and half damage to all non good or silver attacks +4 AP (cannot be sundered or bypasses) and half damage to all cold, electricity or fire attacks
STR 2d5+19
CON 2d5+17
SIZ 2d6+35
DEX 2d5+18
INT 1d6+12
POW 2d5+15
CHA 1d6+12
D20Hit locationArmor
01-03 Right leg 7
04-06 Left leg 7
07-09 Abdomen 7
10 Chest 7
11-12 Right Wing 7
13-14 Left Wing 7
15-16 Right Arm 7
17-18 Left Arm 7
19-20 Head 7
Movement 6 m (12 m fly)
Natural armor Yes

Non-random features

Ability ***Immunity to poison*** The creature is immune to all poisons. All creatures without SIZ automatically have this Trait, although it is not specifically listed in their descriptions.
Ability ***Immunity to disease***
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.

Standard skills

Athletics STR+DEX+35 Brawn STR+SIZ+40 Deceit INT+CHA+30
Endurance CON+CON+60 Evade DEX+DEX+25 Insight INT+POW+40
Perception INT+POW+40 Stealth DEX+INT+50 Willpower POW+POW+50

Custom skills

Fly STR+DEX+35

Combat styles

diseased heraldSTR+DEX+60

Weapon options

1-handed weapons

Amount: 2
Claws (1)
bite (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Recurve bow (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Claws 1h-melee 1d6 M L - Grip, bleed (crit only) Y Y 6 6 Claw
bite 1h-melee 1d8 M M - grip Y Y 3 0 Head

Folk spells

Amount: 0
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
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