Water Wyrd

(Generated 30 times)
Namelist None
Tags
A0
Classic fantasy
Danger at darkshelf quarry
Rank Novice
Race Single Location All Stats
Cult rank None
Notes Water Wyrds are vulnerable to Cold and Protection from Evil Water wyrds are serpent-like entities that originate from the Elemental Plane of Water and, when submerged, they are effectively invisible. They form from an existing source of water in 2 Rounds and strike at any opponent within 10 feet of the water’s edge. Those struck must succeed at an Endurance Resistance roll or become paralyzed and pulled into the water and drowned. A paralyzed victim cannot catch a breath of air before being pulled in. See Asphyxiation, Drowning, and Suffocation on page 71 of Mythras. Crushing weapons and bites do normal damage to water wyrds, assuming they get past the creature’s elemental protection. Bladed weapons and sharp attacks such as claws do only 1 point of damage after armor. Cold-based attacks reduce its Movement Rate by half and Action Points by 1 for 1d3+1 Rounds. All other forms of attack, including piercing, do no damage. Reducing a water wyrd to 0 Hit Points disrupts it, causing it to lose its form and spill out onto the ground. If in a body of water at the time, it reforms once again with full Hit Points after 2 Rounds. Otherwise, it is destroyed. A reformed water wyrd that was previously slowed from cold loses any negative effects. When encountered on the prime material plane, this is typically the result of a summons by evil magic users, who often use them to guard themselves or their belongings. Water wyrds may take over and control a water elemental with a successful contest of Willpower
Creatorraleel
Stats
STR 2d6+8
CON 11
SIZ 2d6+8
DEX 2d6+6
INT 3d6
POW 3D6
CHA 3d6
D20Hit locationArmor
01-20 Body 6
Attributes
Movement 6m(20')
Natural armor Yes

Non-random features

ListFeature
Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
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 ***Vulnerable to opposing element*** - double damage from magical attacks of the opposing element

Standard skills

Brawn STR+SIZ30 Evade DEX+DEX+40 Perception INT+POW+40
Swim STR+STR+45 Willpower POW+POW+30

Combat styles

Paralyzing StrikesSTR+DEX+35

Weapon options

1-handed weapons

Amount: 1
Paralyzing Strike (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Paralyzing Strike 1h-melee paralyzation S T - None N N 0 0