Monster:Helmyr

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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

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