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
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