Manticore Vampire

(Generated 46 times)
Namelist None
Tags
Undead
Upland marsh
Rank Master
Race Manticore
Cult rank Overseer
Notes Abilities: Allergic to sunlight (powers do not work), Gaze Attack (Domination),Vulnerable(immersion to running water kills, fire damage prevents regeneration until next holy day, air elemental can disperse the smoke form) (Rq6 page 316). . Swordbiter skill can disarm opponent. Vampire will try to parry the blow with sword biter and then twist the weapon. See Cults of Terror. Will not reflect on mirror. Cannot look or approach directly Death Rune. Contact with Death Rune causes 3 points of damage. Will die if impaled in the heart. If goes to negative hit points turns to smoke and starts to regenerate 1 point per round. Touch is Spectral Combat - 1 point of POW lost if lost. Can turn to wolf,bat,smoke TOTRM #19
Creatorhkokko
Stats
STR 4d6+30
CON 2d6+9
SIZ 2d6+18
DEX 4d6+23
INT 2d6+7
POW 3D6
CHA
D20Hit locationArmor
01-03 Tail 5
04-05 Right Hind leg 6
06-07 Left Hind leg 3
08-10 Hindquarters 3
11-14 Forequarters 3
15-16 Right Front Leg 3
17-18 Left Front Leg 3
19-20 Head 3
Attributes
Movement 10
Natural armor Yes

Cults

Amount: 1
CultProb.
Vivamort Devotee 10

Additional features

FeatureProbability
Chaotic feature POW+POW+POW+POW% View items

Non-random features

ListFeature
Ability ***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted.
Ability ***Leaper*** The creature uses Leaping attacks as described on page 152 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking.
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Basic Poison Paralysis: Condition: Victim is unable physically to move. The affected area, if a location, cannot be used for the duration. If it affects the whole body, the character cannot move at all. Mythras pg 75
Ability ***Allergy*** If exposed to the substance it suffers 1d6 damage per Combat Round to those locations in contact. Worn armour blocks if not fully drenched , natural protection does not.
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Gaze Attack*** Gaze may be active (the creature must consciously spend an Action Point on its turn to use it on a foe) or passive (anyone looking at the creature is affected)
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 ***Shape-shifter*** Can shape-shift to named forms. Costs it 1 Magic Point per shift. Cannot change SIZ unless specifically mentioned. Takes 1d6 rounds to complete.
Ability ***Vampiric*** Bite drains its victim’s blood, causing an increase in Fatigue levels.
Ability ***Immunity to non magical weapons***
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.

Standard skills

Athletics STR+DEX+30+2D10 Brawn STR+SIZ+40+4D10 Deceit INT+CHA+65+2D10
Endurance CON+CON+65+2D10 Evade DEX+DEX Perception INT+POW+65+2D10
Stealth DEX+INT+65+2D10 Unarmed STR+DEX+40+2D10 Willpower POW+POW+65+2D10

Magic skills

Binding POW+CHA+65+2D10 Devotion POW+CHA+65+2D10 Exhort INT+CHA+65+2D10

Custom skills

Acrobatics STR+DEX+20+4D10 Lore(cult) INT+INT+65+2D10

Combat styles

ManhunterSTR+DEX+70+2D10

Weapon options

1-handed weapons

Amount: 4
Jaws + Vampiric (1)
Claws (1)
Sting + Venom (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Flung Barbs + Venom (1)

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Jaws + Vampiric 1h-melee 1d4 M T - Y N 3 10
Claws 1h-melee 1d6 L M - Y N 3 10
Flung Barbs + Venom ranged 1d6 L M 80 Y N 3 10
Sting + Venom 1h-melee 1d8 H L - Y N 3 10