Ghoul, Naporite

(Generated 134 times)
Namelist None
Rank Veteran
Race Ghoul
Cult rank None
Notes Active hunters unlike standard ghouls. Infused with a frenzied undead restless spirit. Small but high mobility and hits hard, enjoys the crisp night air as it chases it's prey. Strictly active during the night. Shrill distinctive scream in the night the hint they have found a prey to follow. Abilities: Infection - If a ghoul’s bite penetrates armour the victim must make an unopposed Endurance roll to resist infection. Failing the roll means the victim is infected with the spirit curse that will create a new ghoul upon death, even years later. A standard ghoul tactic is to grip an opponent with its hands and then target an area of exposed flesh. Once it has bitten it releases and flees, attempting to find somewhere to skulk until a threat has passed and it can resume feeding. (RQ pg 355-356) Regeneration - Heals one location 1 wound per turn if eaten/bitten within 1 min. Fear - Any living creature that sees the Napor Ghoul test Willpower for be struck with fear for a turn and all further actions must be used to flee from the Naporite Ghoul. Formidable Natural Weapons - Can Attack an parry with natural weapons shrugging off damage of manufactured weapons.
STR 3d6+18
CON 3d6+3
SIZ 1d3+9
DEX 4d6+9
INT 2d6+6
POW 1d6
D20Hit locationArmor
01-03 Right leg 1
04-06 Left leg 1
07-09 Abdomen 1
10-12 Chest 1
13-15 Right Arm 3
16-18 Left Arm 3
19-20 Head 3
Movement 12
Natural armor Yes

Non-random features

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 ***Death Sense*** In tune with the powers of death, the crea- ture can sense the death of living things and dead flesh at a range of up to half its INT or INS in kilometres.
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218)
Ability ***Burrower*** Can tunnel through the specified ground type at its normal Movement rate
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.

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+20 Endurance CON+CON+20
Evade DEX+DEX+30 Perception INT+POW+20 Stealth DEX+INT+30
Willpower POW+POW+10

Combat styles

Ghoul Bite and ClawsSTR+DEX+30

Weapon options

1-handed weapons

Amount: 2
Bite (100)
Claws (100)

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 S T - None Y Y 0 0 (As Head)
Claws 1h-melee 1d4 M T - None Y Y 0 0 (As Arms)