(Generated 72 times)
Namelist None
Rank Skilled
Race Waterleaper
Cult rank None
Notes These unintelligent water-demons are of low power. They attack by leaping from the water and trying to grab a single target, carrying that victim back underwater with them. A water-leaper will cease its attacks as soon as it has its prey. If a group of water leapers is encountered, each will go for a different target. Voughs often domesticate these creatures, but the river elves ignore them, as the water-leapers are strictly carnivorous and do not attack elves.This race of freshwater animals is of unknown origin. The skull and skin of one specimen has been brought to the New Pavis Lhankor Mhy temple, and the sages therein conjecture that the beasts are possibly native to another continent; possibly Pamaltela. Water Leapers look like enormous legless toads. They possess great bat-like wings, and sinuous, muscular tails. In a normal attack, a water-leaper will suddenly boom out of the water (achieving surprise), swoop up on a powerful wing beat, and try to both bite and grapple with the tail. It may be noted that water-leapers cannot move about on land - they must either swim or fly. However, a water-leaper laying on its belly on the shore could flap its wings and get airborne.It will use the Leap ability to drag the opponent to water and Grip unto it. If the victim resist, then the water leaper will loose its bite, but will continue to cling with its tail, doing constriction damage. It will then attempt to bite again and again (as well as strike with the tail, if it did not hit in the initial attack). After the first, surprising round, friends can help the water- leaper’s victim from falling into the water by clinging to him (forgoing their own attacks) and holding him up. If the water-leaper missed its initial attack, it will keep on attacking unless injured.Any character trying to resist the water- leaper’s pull towards the water may not try to fight or perform other actions on that round.
STR 3d6+6
SIZ 3d6+12
POW 2d6+6
D20Hit locationArmor
01-04 Tail 5
05-08 Hindquarters 5
09-12 Forequarters 5
13-14 Right Wing 5
15-16 Left Wing 5
17-20 Head 5
Movement 6/9 Flight
Natural armor Yes

Non-random features

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 ***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 ***Constrict*** The first attack against a surprised or helpless target (if it generates a Special Effect) will target the chest or abdomen. No damage is inflicted but the attack automatically establishes a grapple. On the snake’s next turn, it inflicts its Damage Modifier by tightening its coils applying the damage to the Chest or Abdomen area directly: armour does not protect against this constriction damage.
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task

Standard skills

Athletics STR+DEX+10+2D10 Brawn STR+SIZ+10+2D10 Endurance CON+CON+20+2D10
Evade DEX+DEX+10+2D10 Perception INT+POW Swim STR+CON+10+2D10
Willpower POW+POW+10+2D10

Custom skills

Fly STR+DEX+20+2D10

Combat styles

Leap to Watery DeathSTR+DEX+20+2D10

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Tail (constrict) (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d6 M M - None Y Y 0 0 Head
Tail (constrict) 1h-melee 1d6 M M - None Y Y 0 0 Tail