(Generated 186 times)
Namelist None
Upland marsh
Rank Veteran
Race Human
Cult rank None
Notes Marsh-wight - human based. TOTRM #17. Regenerates 3p/mr. Can try to steal the soul of the person dying from marsh wights attack by using willpower - if successful gains the POW of victim
STR 3d6+11
CON 3d6+11
SIZ 2d6+13
DEX 3d3
INT 2d6+6
POW 3d6
CHA 3d6
D20Hit locationArmor
01-03 Right leg 5
04-06 Left leg 5
07-09 Abdomen 5
10-12 Chest 5
13-15 Right arm 5
16-18 Left arm 5
19-20 Head 5
Movement 6
Natural armor Yes


Amount: 1
Adept of Marsh and Mist 10
Mage of Marsh and Mist 10

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 ***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)
Ability ***Immunity to disease***
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 ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Ability ***Undead***: Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the undead. (Mythras Core 214-218)
Ability ***Resilience*** Max damage after armor from impaling weapons is 1 and from crushing weapons weapon's minimum damage.
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 ***Vulnerable to running water** Takes 1d3 damage to exposed locations - cannot heal in running water.
Ability ***Vulnerable*** The creature’s natural and magical protection cannot mitigate damage caused by a named source.
Ability ***Vulnerable to Death Rune*** Must do a Formidable Willpower roll to approach Death Rune. If someone who is honorable strongly presents a Death Rune and overcomes via Willpower - takes 1d6 damage to random hit location and cannot approach.
Ability ***Vulnerable to sunlight** Takes 1d3 damage to exposed locations - cannot heal in sunlight.

Standard skills

Athletics STR+DEX+30+2D10 Brawn STR+SIZ+30+2D10 Endurance CON+CON+40+2D10
Evade DEX+DEX+30+2D10 Influence CHA+CHA+30+2D10 Perception INT+POW+2D10+40
Stealth DEX+INT+2D10+30 Swim STR+CON+2D10+40 Unarmed STR+DEX
Willpower POW+POW

Magic skills

Invocation INT+CHA+40+2D10 Shaping INT+POW+40+2D10

Combat styles

Grapple and DiveSTR+DEX+40+2D10

Weapon options

1-handed weapons

Amount: 2
Grapple + special (1)
Clawed Hand (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Grapple + special 1h-melee 1d6 M M - Y N 5 9
Clawed Hand 1h-melee 1d6 L L - Y N 5 9

Sorcery spells

Amount: 1d4
SpellProb.   SpellProb.   SpellProb.
Animate 1 Dominate 1 Tap 1
Undeath 1 Animate Mud 1