(Generated 135 times)
Namelist None
Rank Skilled
Race Skeleton
Cult rank None
Notes Wrapped in a voluminous hooded robe of crimson or bright vermillion, a Vordak can pass easily for a cloaked humanoid unless it is subjected to a close inspection. Only then will its true nature become apparent, by which time it may already be too late for the discoverer to save himself from a grisly death in the grip of its skeletal hands. Uncloaked, a Vordak resembles a humanoid in shape and form, but one that possesses a grey skin (when it remains), a skeletal face and a pair of glowing red eyes. Vordaks exude an aura of evil that can be detected by most goodly magic users and all goodly priests. They are cunning adversaries and should not be treated lightly whenever and wherever they are encountered. Vordaks will employ the use of a psychic Mindblast as a precursor to any close combat in which they engage. (Opposed willpower rolls EACH TURN until fail, then impose -1 penalty step to all abilities.) They have good tactical skills, as befits their designated role as army lieutenants, and they will often prepare traps to ensnare their enemies. Their favoured weapons are large black iron maces. Sometimes they are equipped with magical weapons including, in rare cases, Bluefire powerstaves (enchanted with an intensity 8 damage enhancement). In battle, Vordaks ride upon the backs of Kraan and will oversee the progress of their designated lugro regiment from above. They will also use their elevated position to good effect to scout out the battlefield and ascertain the strengths and weaknesses of enemy formations. Vordaks possess the ability to attack psychically using a Mindblast. Vordaks can use their Mindforce to detect any sentient beings in their vicinity (100 feet / 30 meters radius), and can thus rarely be taken by surprise. Few people can also hide from their scanning and escape them unless they possess some form of mental shielding. When not engaged in combat, they are able to regenerate and fully heal all wounds within an hour of receiving them. When a Vordak is killed, it rapidly decomposes, the human frame of its body undergoing an accelerated decomposition while the silicon-based substance which animated it reverts back into the form of a Vordak Gem. Their bodies ignite and disintegrate, leaving a noisome and poisonous puddle of bubbling residue in their wake. Within this residue will be found the scarlet Vordak Gem. If any human or humanoid should touch this Vordak Gem within a few minutes of the creature being destroyed, they will automatically sustain intensity 2 burns to the hand due to the high temperature of its multi-faceted surface. Moreover, the evil power it contains could corrupt this owner over time and it will certainly make it easier for the agents of Darkness to detect their whereabouts. The soul of a Player who possesses a Vordak Gem at the time of their death will not be able to pass across to the Spirit. They will be trapped in limbo.
STR 2d5+10
CON 2d3+12
SIZ 2d6+6
DEX 4d3+6
INT 1d6+12
POW 2d6+6
CHA 3d6
D20Hit locationArmor
01-03 Right leg 3
04-06 Left leg 3
07-09 Abdomen 3
10-12 Chest 3
13-15 Right Arm 3
16-18 Left Arm 3
19-20 Head 3
Movement 6
Natural armor Yes

Non-random features

Ability ***Skeletal Suspectibility*** Reduce the damage dice of slashing weapons by one step, and thrusting weapons by two steps. Increase crushing weapon damage by one step
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)

Standard skills

Athletics STR+DEX+55 Brawn STR+SIZ+35 Endurance CON+CON+40
Evade DEX+DEX+45 Perception INT+POW+45 Ride DEX+POW+45
Stealth DEX+INT+30 Unarmed STR+DEX+40 Willpower POW+POW+50

Combat styles

Darkdriven furySTR+DEX+45

Weapon options

1-handed weapons

Amount: 2
Heavy Mace (10)
powerstave (1)
sharp, bony fingers (1000)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0
Buckler Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Heavy Mace 1h-melee 1d8+1/1d10+1 (2h) L L - Stun Location, Sunder Y N 6 10
powerstave 1h-melee 1d8 (8) M L - Stun Location Y N 8 12 head
sharp, bony fingers 1h-melee 1d4+1 S T - grip, impale Y Y 0 0 arm