Bull of Helren

(Generated 66 times)
Namelist None
Tags
Fantasy
Undead
Rank Veteran
Race Minotaur
Cult rank None
Notes Additional traits: Do or die (Flurry utilizes only 1 AP), Tough (+1 hp to every hit location) Black minotaur. Servant of Helren, the god of death. Not really dead but not really living either. Enjoys to stalk its prey darkness and slaughter them when opportunity arises. 2 points of divine armor (except for head 3) from Helren. Regenerates 1hp/location/round (even grows back lost limbs in longer time). Must be decapitated to destroy the beast (will stay "dead" otherwise for few minutes before awakening partially healed).
CreatorMaakso
Stats
STR 21
CON 18
SIZ 23
DEX 14
INT 11
POW 8
CHA 6
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 3
Attributes
Movement 8
Natural armor Yes

Non-random features

ListFeature
Ability ***Immunity(Pain)*** Always pass their Endurance rolls after taking a Serious Wound and do not lose attack actions because of them. Major Wounds affect them normally.
Ability ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted.
Berserk Fighting Style ***Batter Aside*** If the fighter’s Damage Modifier is two or more steps greater than his opponent’s, his weapon is considered one size larger for the purposes of bypassing parries. (RQ6: PG 312-316) pg 135
Chaotic feature Roaring - Produces a thunderous roar, deafening listeners, who must succeed in an unopposed Endurance roll to avoid becoming temporally stunned for 1d3 Turns.
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 ***Immunity to poison*** The creature is immune to all poisons. All creatures without SIZ automatically have this Trait, although it is not specifically listed in their descriptions.
Ability ***Immunity to disease***

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+40 Endurance CON+CON+35
Evade DEX+DEX+35 Perception INT+POW+40 Stealth DEX+INT+35
Unarmed STR+DEX+40 Willpower POW+POW+40

Combat styles

Bull of DeathSTR+DEX+45

Weapon options

1-handed weapons

Amount: 3
Battleaxe (1)
Falchion (1)
Gore (1)

2-handed weapons

Amount: 1
Great axe (1)

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Gore 1h-melee 1d8 L M - Y Y 3 0

Folk spells

Amount:
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Appraise 1 Bladesharp 1 Fanaticism 1 Heal 1
Pierce 1 Repair 1