Rot Ghoul
(Generated 33 times)Namelist | None |
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Tags | |
Rank | Skilled |
Race | Ghoul |
Cult rank | None |
Notes | The first and most obvious sign of a rot ghoul’s presence is the unbearable stench. A rot ghoul is the fi nal degeneration of the ghoul, a shambling leprous monster that sheds skin and drools cranial fluid as it skulks through the tunnels. Worms eat its flesh and clouds of flies and insects surround it but it keeps moving, driven by a hunger for slaughter that death cannot quell. Rot ghouls know they have only a short time before they collapse into a pile of rotten bones and so they desperately try to devour as much flesh as they can before that inevitable fate catches them. Any wound made by a rot ghoul is automatically infected. This infection reduces healing (both natural and magical) by half and penalises endurance tests made to resist the effects of Serious and Major Injuries by –25%. Rot ghouls can also squirt a jet of tainted blood, spittle and bile from their rotten mouths and noses. Those in combat with the ghoul when this happens must make an evade test or be struck. This taint erodes the flesh, dealing 1d6 points of damage to all locations (armour reduces this damage as per acid, but only lasts one round). Those slain by this attack become normal ghouls 1d3 days after dying. A rot ghoul can only spray once every 1d6 rounds. Ghoul Venom: Delay 1d4 rounds, POT22, Full Effect: Paralysis, Duration 1d10 hours or until healed. all skill rolls done in its presence are at hard due to stench and flies etc. |
Creator | skarza |
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Non-random features
List | Feature |
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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 | ***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 | ***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 | ***Faerie Stealth*** Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power. |
Standard skills
Athletics | STR+DEX+25 | Brawn | STR+SIZ | Endurance | CON+CON+32 |
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Evade | DEX+DEX+22 | Perception | INT+POW+30 | Unarmed | STR+DEX+40 |
Willpower | POW+POW+30 |
Combat styles
Deathless Horror (Claws, Teeth | STR+DEX+40 |
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Weapon options
1-handed weaponsAmount: 2
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2-handed weaponsAmount: 0 |
Ranged weaponsAmount: 1
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ShieldsAmount: 0 |
Custom weapons
Name | Type | Damage | Size | Reach | Range | SpecialFX | Dam. mod. |
Natural weapon |
AP | HP |
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Claws | 1h-melee | 1d4 | S | T | - | Grip, Bleed, venom | Y | Y | Arms | |
Teeth | 1h-melee | 1d6 | S | T | - | Grip, Bleed, venom | Y | Y | Head | |
Foul Spray | ranged | 1d6 | - | - | - | acid, all locations | N | Y | head |