Monster:Helmyr
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Revision as of 16:28, 11 April 2010 by Blottonoir (talk | contribs) (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...)
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 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 seeing perfectly in the dark.
- 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.
Helmyr
HP=50 AP=6 Speed=5 ft/AP
MUS | 8 |
---|---|
AGI | 5 |
END | 8 |
INT | 5 |
---|---|
INS | 5 |
CUN | 7 |
CHA | 1 |
---|---|
PSN | 3 |
PRS | 8 |
CRG | 10 |
---|---|
SFC | 2 |
PSY | 2 |
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
Total | CUN | Skill | MUS | Hurt |
---|---|---|---|---|
29 | 7 | 8 | 8 | 6 |
Total | AGI | Dodge | END | Armor |
---|---|---|---|---|
26 | 5 | 3 | 8 | 10 |