Centaur Vampire

(Generated 47 times)
Namelist None
Upland marsh
Rank Master
Race Centaur
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
STR 4d6+19
CON 3d6
SIZ 3d6+18
DEX 4d6+7
INT 2d6+6
POW 2d6+9
CHA 3d6
D20Hit locationArmor
01-03 Right rear leg 4
04-06 Left rear leg 4
07-08 Hindquarters 4
09-10 Forequarters 4
11-12 Right Front Leg 4
13-14 Left front leg 4
15-16 Chest 4
17 Right arm 4
18 Left arm 4
19-20 Head 4
Movement 12
Natural armor No


Amount: 10
Vivamort Devotee 10

Non-random features

Ability ***Immunity to non magical weapons***
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 ***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 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 Endurance CON+CON+65+2D10
Evade DEX+DEX+65+2D10 Perception INT+POW+65+2D10 Stealth DEX+INT+65+2D10
Unarmed STR+DEX+65+2D10 Willpower POW+POW+65+2D10

Magic skills

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

Combat styles

Vampire CavalrySTR+DEX+65+2D10

Weapon options

1-handed weapons

Amount: 3
Shortspear (1)
Hooves (1)
Trample (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Short Bow (1)


Amount: 1
Peltast Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Hooves 1h-melee 1d6 L M - Y N 4 10
Trample 1h-melee 1d10 H M - Y N 4 10