Elder Ghoul - Master
(Generated 67 times)Namelist | None |
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Tags | Constantinople Fantasy Glorantha High plateau Monster island Rq6 Undead
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Rank | Master |
Race | Ghoul |
Cult rank | None |
Notes | 3 meters high, 250-350 kg of nightmare. RQ pg 355-356 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 (takes several days). 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. An elder ghoul can shapeshift into a perfect replica of any person whose flesh they eat. This shape can be maintained indefinitely. They acquire memories as well: all the memo- rise of a fresh corpse (or living person), but memories decay along with the flesh. A year-old corpse has just fragmentary impressions left. Acquired memories gradually fade once the shape is abandoned; An elder ghoul can control any normal ghouls it created. They can be taught commands much like training dogs; but for more complex control the elder ghoul must spend a Magic Point to permanently make a ghoul into a thrall. The elder ghoul can choose to see through the eyes of any of its thralls, take control of their actions or voice through a mental link, or give them complex tasks to perform. Elder ghouls do not regenerate spent Magic Points naturally; instead they must consume the heart of a magician (of any tradition) to gain whatever Magic Points she had upon death. The bite of an elder ghoul infects the victim with the same curse as a regular ghoul. No one knows how elder ghouls come about. ***Regenerates*** 1 hp per round per location. |
Creator | hkokko |
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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 | ***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 | ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218) |
Standard skills
Athletics | STR+DEX+2d10+4d6+25 | Brawn | STR+SIZ+2d10+4d6 | Endurance | CON+CON+2d10+4d6+32 |
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Evade | DEX+DEX+2d10+4d6+22 | Perception | INT+POW+2d10+4d6+30 | Unarmed | STR+DEX+2d10+4d6+40 |
Willpower | POW+POW+2d10+4d6+30 |
Custom skills
Death Sense | 2d10+4d6 |
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Combat styles
Deathless Horror (Claws, Teeth | STR+DEX+2d10+4d6+40 |
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Weapon options
1-handed weaponsAmount: 2
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2-handed weaponsAmount: 0 |
Ranged weaponsAmount: 0 |
ShieldsAmount: 0 |
Custom weapons
Name | Type | Damage | Size | Reach | Range | SpecialFX | Dam. mod. |
Natural weapon |
AP | HP |
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Claws | 1h-melee | 1d8 | H | L | - | Grip, Stun Location, Bleed | Y | Y | Arms | |
Teeth | 1h-melee | 1d10 | H | M | - | Grip, Bleed | Y | Y | Head |