Igmu Gagarthi - d

Igmu Gagarthi, WildKhan [Disorder, Movement, Death]
STR
CON
SIZ
DEX
INT
POW
Actions
Move
SR
HP
18
15
14
16
10
19
3
8
12
18
Location
Melee
Ranged
Armour
Hit Points
R. Leg
L. Leg
Abdomen
Chest
R. Arm
L. Arm
Head
1-4
5-8
9-11
12
13-15
16-18
19-20
1-3
4-6
7-10
11-15
16-17
18-19
19-20
4
4
6
6
6
6
6
6
6
6
7
5
5
6
Slow 3
Countermagic
3
Pierce 3
Demoralize
2
Heal 3
Farsee
Bladesharp 3
Hand of Death
4
Speed dart 3
Mobility
POW 19
Rune Magic: Windwalk, Call Winds [may not calm]
Rituals: Igmu learned the ritual to summon the Tempest Steed, then bound it to him. Someone with a
Magical skill can see the Mastery Rune placed upon the creature.
Attacks
Javelin
Hewing Spear
Reach Attack
-94
3
95
Parry
60
Damage [Pierce 3 on Spear]
1d4+1d4
Impale
1d8+3+1d4
Impale, Sunder
Skills:
Exhort 90%
Ride 100%
Spot Hidden 78%
Igmu is accompanied by a 2d4 Whirlvishes at all times. The number changes as these
wild spirits appear and disappear. He does not actually control them, but they do not
attack anyone with the runes of the Wild Hunter. Each Whirlvish will roll POW x5 to ‘see’
a target. If it succeeds it will attack the nearest one. If not, it will whirl and dance away.
Whirlvishes – Move 12, CA 2,
Skills: Spectral Attack and Sense Intelligent life POW x5%
POW 16
13
18
14
DEX 26
21
26
23
HP
16
13
18
14
Def 26%
21%
26%
23%
Attacks:
Abrasion
Spectral Attack
SR
17
17
Attack %
POW x5 [85%]
POW vs POW
15
21
15
21%
17
27
17
27%
Damage
1d3 to engulfed locations; *
Spectral Attack
*Whirlvishes cannot gain a critical hit or special hit. Instead, each POW increment lower
than POW x5 [Adjusted by the target’s Defense] affects another location. So a success of
POW x3 would engulf two additional random locations of the target. Armour wears away
as it is affected, losing AP equal to the damage done by the Whirlvish. Armours lasts until
overcome, when it is destroyed. Armour that has not been destroyed can be repaired,
magically or otherwise. Armour that has been destroyed cannot, it has been worn to
nothing by the whirlvishes mad dance.
Spectral Attack – As a mad soul bound to the physical world, a Whirlvish cannot fully
enter the spirit plane, nor can it discorporate its target to drag it there. Instead, it simply
attacks it spectrally, much in the same way it does physically. If it overcomes the POW of
its victim, the victim loses 1d4 temporary POW. If it destroys all of a victim’s POW, the
unfortunate soul joins the whirlvish horde, eternally whirling over the plains of Prax in
search of victims.
The Tempest Steed
Tempest Steed
STR
CON
SIZ
DEX
INT
POW
Actions
Move
SR
HP
28
17
35
16
8
18
3
16
11
25
Location
Melee
Ranged
Armour
Hit Points
Tail
R. Hind Leg
L. Hind Leg
Hindquarters
Forequarters
R. Front Leg
L. Front Leg
Head
1-3
4-5
6-7
8-10
11-14
15-16
17-18
19-20
1-2
3-4
5-6
7-10
11-14
15-16
17-18
20
7
5
5
5
5
5
5
5
10
9
9
10
11
9
9
9
Defense 30%
Traits: See through Dust 80%
Skills: Athletics 75%, Evade 40%, Persistence 43%, Resilience 67%, Stealth 60%, Survival 60%
Magic 90%: Skybolt, Thunder’s Voice, Mobility
Rune Spell: Call Wind [Priest]
Weapons
Type
Bite
Claw
Tail slam
Attack
80
85
70
Reach
1
1
4
Damage
1D8+1D12
1D10+1D12
1d8+1d12
Special
Bleed, Sunder
Bleed
Only to rear; Bash Opponent
Combat Notes
The Tempest attacks by biting and clawing. The Bite will always target the head if the hit grants a combat
maneuver.
The Tempest, or the Tempest Steed, as it is sometimes called, is a powerful otherworldly
creature often associated with Gagartha, though in truth it has no true affiliation with the Wild
Hunter. The Tempest Steed has the head of a raptor, the body of a horse, the hide of a hunting
cat and the tail of a dragon. It is a creature of storms, tied closely to the runes for Storm,
Disorder and Movement. It is sometimes called Herder of Whirwinds, because it wears a
whirlvish bag on one horn, from which whirlvishes occasionally escape. Whirlwinds
constantly surround the Tempest when its anger is roused, buffeting away arrows and other
physical attacks [granting +30% defense against all non-large ranged physical attacks].
In addition to various storm magics, the Tempest can also use the Rune Spell: Call Wind as a
Priest, and can function as a sorcerer with the spell Conjure/ Dismiss Sylph 5 and a
Manipulation Limit of 5.
Gagarthi Wildmen – Eaters of Men [6 total]
Hard Leather
STR
CON
SIZ
DEX
INT
POW
CHA
Actions
Move
SR
HP
15
11
14
11
9
11
9
3
8
10
13/5
13/5
13/5
Attacks
1 H Spear
Javelin [3]
Small shield
Left Leg 3
Right Leg 3
Abdomen 3
Chest 4
Right Arm 3
Left Arm 3
Head 4
Melee
1-4
5-8
9-11
12
13-15
16-19
19-20
Wounded
Reach
3
-
Ranged
HP 13
1-3
4-6
7-10
11-15
16-17
18-19
20
5
5
5
6
4
4
5
MP 11
Attack Parry
60+10 45
50+15
45
13
13
5
5
5
6
4
4
5
Yilgoz
Gorger
Speedart 1
Heal 1
Bladesharp 2
Damage
1d8+1d2+2
1d6+4
Bleed, Stun
Impale, Pin Shield
Skills: Sartarite 40%, Athletics 40%, Perception 40%, Ride 60%, Tracking 40%, Stealth 40%
5
5
5
6
4
4
5
Worak