Nuckelavee (Faerie) - Demon Centaur

(Generated 36 times)
Namelist None
Rank Veteran
Race Nuckelavee (Faerie)
Cult rank None
Notes Appearance: Nightmarish centaur with exposed flesh and muscles, a large head with a massive mouth and a single red eye. Arms that touch the ground and "horse" legs with fins. Habitat: Lives in the sea, ravages coastlines. Can't stand freshwater. Nature: Malevolent faerie with a taste for human flesh. Abilities: Terrifying appearance, foul odor causing fainting, strong combat abilities, and noxious breath that wilts plants. Source: Bestiaire Faerique
STR 2d6+13
CON 2d6+8
SIZ 2d6+23
INT 2d6+1d5
CHA 1d4+2
D20Hit locationArmor
01-03 Right hind leg 0
04-06 Left hind leg 0
07-08 Hindquarters 0
09-10 Lower chest 0
11-12 Right front leg 0
13-14 Left front leg 0
15-16 Upper chest 0
17 Right arm 0
18 Left arm 0
19-20 Head 0
Movement 12
Natural armor Yes

Non-random features

Ability ***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (Mythras Core 214-218)
Ability **Faerie Resistance** Faeries with this capability take only half the damage from natural weapons or materials other than iron. Additionally, the difficulty of their magical resistance tests decreases by one level.
Ability ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent
Ability **Faerie Magic** Use the Folk Magic percentage. One turn is enough to cast a power or spell. Faeries don't need to speak or perform gestures to cast a power or spell. *Magnitude:* By default, all powers and spells cast with the Faerie Magic skill have a *magnitude of 4*. *Permanent:* The effect lasts until the power's target is killed or destroyed, or the power is dispelled *Zone:* The power affects all targets within the specified radius. Faerie powers operating at a distance don't use the At a *Distance* trait; they can be cast as long as the target is in the faerie's *line of sight*. This is specified in the descriptions. *Recovery:* Faeries recover their magic points autonomously (page 112 of Mythras) at a rate of 1 point per hour. Source: Bestiaire Faerique
Chaotic feature Stench - Releases nauseating odours that sicken inhalers, who must succeed in an unopposed Endurance roll to avoid uncontrollable vomiting for 1d3 Combat Rounds.
Ability ***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter.
Ability ***Aquatic*** Breathes water. If taken out of water and their breathing organs allowed to dry out, begin to suffocate after their CON in minutes if remaining passive or half that time if moving or fighting. (Mythras Core 214-218)

Standard skills

Athletics STR+DEX+2d10+20 Brawn STR+SIZ+4d10 Conceal DEX+POW
Deceit INT+CHA+4d10 Endurance CON+CON+4d10+20 Evade DEX+DEX+1d10
Insight INT+POW+2d10 Perception INT+POW Stealth DEX+INT+7d10
Swim STR+CON+2d10+40 Unarmed STR+DEX+4d10+25 Willpower POW+POW+2d10+20

Magic skills

Folk Magic POW+CHA+4d10+20

Professional skills

Survival CON+POW

Custom skills

Passion: Destroy everything in its path POW+POW+4d10+58

Combat styles


Weapon options

1-handed weapons

Amount: 2
Talons (1)
Hooves and Fins (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Talons 1h-melee 0 M M - Bleed,Impale Y Y 0 0 talon
Hooves and Fins 1h-melee 0 M M - Trample,Stun Location Y Y 0 0 hooves

Folk spells

Amount: 3
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Demoralise 1 Mobility 1 Tire 1