Difference between revisions of "Monster:Helmyr"

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(New page: Helmyr All Helmyr have the following powers: ; Immunities : Helmyr are immune to madness, curses, illusions, fear, mind control, mutation, and any spells, special powers or racial abilit...)
 
 
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Helmyr
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The Helmyr are some of the most feared and disturbing creatures to walk the world.  They resemble knights, clad in armor blackened and smeared with charcoal ash.  They carry elongated bastard swords which leave festering, torturous wounds in their victims.  Their bodies move with an otherworldly grace and their cloaks and hair perpetually billow very slowly as if windblown or submerged in water.  Their eye-sockets hold no orbs.  Instead, small mouths filled with tiny, pointed teeth hide behind their lids.  True eyes hide on their bodies, one in each of their palms, and one in their neck, though they seem not to need these organs to "see."  Helmyr are possessed of superb hearing, and may even be able to "hear" into the visual spectrum.  They wear no helms, though some are said to carry shields or additional weapons.       
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History holds that they once were knights, loyal knights devoted to protecting the tomb of one of their order.  Whatever the events, their purpose has been corrupted, and they have become agents of hate and fear, slaying all who are unfortunate to come into contact with them.  They despise all life and it is not known whether they can truly die or be destroyed.  When Helmyr speak, it is as if it is from far away, and echoes as if in a large chamber. 
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All Helmyr have the following powers:
 
All Helmyr have the following powers:
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; Evil Eyes
 
; Evil Eyes
: The three eyes of a Helmyr (located on the hands and in the neck) are capable of seeing perfectly in the dark.
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: The three eyes of a Helmyr (located on the hands and in the neck) are capable of true-seeing.
  
 
; Aura of Extreme Fear
 
; Aura of Extreme Fear
: Anyone within 10 feet of a Helmyr must succeed at a DL 15 Fear Save each round or suffer a cumulative -2 penalty to all rolls until the end of combat.  Once a character has successfully made the save, they are immune to that particular Helmyr's Aura for that day.   
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: Anyone within 10 feet of a Helmyr must succeed at a DL 15 Fear Save each round or suffer a cumulative -2 penalty to all rolls until the end of combat.  Once a character has successfully made the save, they are immune to that particular Helmyr's Aura for that day.  This effect is cumulative for each Helmyr in the area.   
  
 
==Helmyr==
 
==Helmyr==

Latest revision as of 23:10, 13 June 2010

The Helmyr are some of the most feared and disturbing creatures to walk the world. They resemble knights, clad in armor blackened and smeared with charcoal ash. They carry elongated bastard swords which leave festering, torturous wounds in their victims. Their bodies move with an otherworldly grace and their cloaks and hair perpetually billow very slowly as if windblown or submerged in water. Their eye-sockets hold no orbs. Instead, small mouths filled with tiny, pointed teeth hide behind their lids. True eyes hide on their bodies, one in each of their palms, and one in their neck, though they seem not to need these organs to "see." Helmyr are possessed of superb hearing, and may even be able to "hear" into the visual spectrum. They wear no helms, though some are said to carry shields or additional weapons.

History holds that they once were knights, loyal knights devoted to protecting the tomb of one of their order. Whatever the events, their purpose has been corrupted, and they have become agents of hate and fear, slaying all who are unfortunate to come into contact with them. They despise all life and it is not known whether they can truly die or be destroyed. When Helmyr speak, it is as if it is from far away, and echoes as if in a large chamber.


All Helmyr have the following powers:

Immunities
Helmyr are immune to madness, curses, illusions, fear, mind control, mutation, and any spells, special powers or racial abilities which cause similar effects. Obviously, they are already mutated, cursed, compelled and unhinged creatures.
Bleaksword
The Tenebran steel swords of the Helmyr knights are decorated with strange inscriptions and an evil-eye motif on the pommel, with inky black blades. Hurt caused by Bleakswords is Tainted hurt (can not be healed naturally). Additionally, anyone hurt by a Bleaksword must succeed at a DL 20 Grunt Save or spend the entire next day at the -6 stage of the Knockout Track as a festering disease wracks their body. Anyone besides a Helmyr who wields a Bleaksword is subject to the disease as well.
Evil Eyes
The three eyes of a Helmyr (located on the hands and in the neck) are capable of true-seeing.
Aura of Extreme Fear
Anyone within 10 feet of a Helmyr must succeed at a DL 15 Fear Save each round or suffer a cumulative -2 penalty to all rolls until the end of combat. Once a character has successfully made the save, they are immune to that particular Helmyr's Aura for that day. This effect is cumulative for each Helmyr in the area.

Helmyr

HP=50 AP=6 Speed=5 ft/AP

Physical Stats
MUS 8
AGI 5
END 8
Mental Stats
INT 5
INS 5
CUN 7
Social Stats
CHA 1
PSN 3
PRS 8
Spirit Stats
CRG 10
SFC 2
PSY 2


Reaction
Total CUN AGI Misc
12 7 5 0


Skills

Climb 4, Athletics 6, Sneak 4, Spot 8, Hide 6, Intimidate 8, Dodge 3, Weapon (Bleaksword) 8, Discern 4, Ride 5,

Combat

  • Bleaksword
Attack
Total CUN Skill MUS Hurt
29 7 8 8 6
Defense
Total AGI Dodge END Armor
26 5 3 8 10