Elder Ghoul - Master

(Generated 67 times)
Namelist None
Tags
Constantinople
Fantasy
Glorantha
High plateau
Monster island
Rq6
Undead
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.
Creatorhkokko
Stats
STR 3d6+6
CON 3d6+3
SIZ 33+3d4
DEX 3d6+3
INT 2d6+6
POW 3d6
CHA 3d6
D20Hit locationArmor
01-03 Right leg 2
04-06 Left leg 2
07-09 Abdomen 2
10-12 Chest 2
13-15 Right Arm 2
16-18 Left Arm 2
19-20 Head 2
Attributes
Movement 6
Natural armor Yes

Non-random features

ListFeature
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
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

Combat styles

Deathless Horror (Claws, TeethSTR+DEX+2d10+4d6+40

Weapon options

1-handed weapons

Amount: 2
Claws (1)
Teeth (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Claws 1h-melee 1d8 H L - Grip, Stun Location, Bleed Y Y 1 5 Arms
Teeth 1h-melee 1d10 H M - Grip, Bleed Y Y 1 5 Head