Myrdar

Monsters: Horror Constructs

Attributes

Dex: 15
Per: 10
Str: 16
Wil: 10
Tou: 12
Cha: 8
Initiative: 15
Number of Attacks: 2
Attack: 11
   Damage: 16
Number of Spells: (1)
Spellcasting 10
   Effect: (see below) 10

Death Rating: 85
Wound Threshold: 13
Unconcious Rating: 72

Karma Points: 10
Physical Defence 15
Spell Defence: 13
Social Defence: 12
Armour: 13
Mystic Armour: 10
Knockdown: 16
Recovery Tests: 4

Combat Movement/fly: 40/50
Full Movement/fly: 70/80


Karma Step: 7
Legend Points:3,400
Loot: None

Special Abilities

Astral Sight 12, Cursed Luck 16, Heat Wave 6, Howling Blast 14, Spells.

Astral Sight

As Horror Power by the same name.

Cursed Luck

As Horror Power by the same name.

Heat Wave

Just like Magma Beasts, Myrdar give off heat that ignites nearby objects. Anyone within melee range will suffer Step 6 Damage, while those using size 6 or greater weapons will take Step 4. The heat will ignite paper in 1 round, cloth in 2, leather in 3, hide and wood in 4 combat rounds.

Howling Blast

This is a sound-based attack that is used by the Myrdar to paralyze his enemies with fear. The Myrdar spends 4 Strain, and if the Spellcasting Test is successful vs. Social/Spell Defense (whichever is higher), the Effect Test result is the difficulty number to shrug off the fear. (The Blast is resisted using a Willpower roll.) The game effect depends on the Success Level of the Spellcasting Test:

Average
Good
Excellent
Extraordinary
Opponent is Harried
Opponent is paralyzed with fear. No Test is possible.
Opponent is at -2 to all Defenses.
Opponent is totally paralyzed with fear.

These effects are cumulative. This way - Excellent Success of the Myrdar means -2 to everything, and opponent can only move, speak or perform other actions that do not require a test.

Spells

Rather than Spells, the Myrdar posesses several spell-like powers, (which are used exactly like spells, except that it did not learn them, nor can it teach them to others) which are "cast" using raw magic. These are equivalent to: Earth Blend, Crystal Darts (Like Earth Darts, but 0 Threads). Spirit Grip, Dry and Wet. Dispel Magic, Ignite.

Commentary

The Myrdar is a Horror Construct, created from a Corrupted Gargoyle or Lava Beast. They resemble a five-meter tall Gargoyle made of crystalline shards, with crooked claws and fiery glowing eyes. Only one had been seen so far (in a crystal mine beneath the Twilight Peaks), but a family or pride of them (considering their origins) can feasibly exist. Just as their ancestors, they lair near deposits of True Elements, or Living Crystal. They are territorial and will attack Namegivers on sight. Being highly magical in nature, they posess numerous spells and abilities which they use with deadly efficiency.

Creators Notes

I needed a mid-to-high-level creature, that will challenge the group when they went down to the ancient Troll crystal mines to re-forge the Sword of Vision. While the monster is formidable, it only has 2 actions and (1) spell. This goes a long way to toning it down. The only things that really damaged the group were the Attacks, Crystal Shards, and the Heat Wave. The Howling Blast is a VERY powerful thing, too.

For an unprepared group, this encounter could mean 2-3 deaths. For a well-prepared group, this is a challenging combat as well, since the powers the creature posesses are various and efficient.

Since they are cunning creatures, the Myrdar can hide using Earth Blend, cast Dry and Wet on soaked opponents, then Ignite their equipment, even Dispel Magic before actually attacking with spells/claws. Of course, they can also be Howling brutes, charging on sight with all they have. (Like the one my party met, who was young. His FATHER was something they only heard...)

© MarK 1997.
email:
herrmess@zoot.tau.ac.il
mark@xiom.com

Main ] [ Search ] [ Campaigns ] [ House Rules ] [ Items ] [ Monsters ] [ Anecdotes ] [ Net books ] [ Disciplines ] [ Errata ] [ Mail Me ]