Vough - Swamp Nymph

(Generated 25 times)
Namelist None
Rank Novice
Race Human
Cult rank None
Notes Limnades are associated with still fresh water, such as lakes and swamps. The type of water that a limnade inhabits has a great effect on her personality. Where the water is clear and fresh, such as in mountain lakes, a limnade appears as an alluring, naked young woman; she is generally neutral to mortals. Limnades prefer seclusion, but only become hostile if threatened. A limnade will avoid harming people or animals that visit her lake, unless they are obviously hostile. She might rescue someone who is drowning, and may be worshipped as part of a local animist tradition. A limnade may change over time if her lake loses its inflow, is choked with weeds and silt, or becomes tainted with saltwater. As her home water changes into marsh, the limnade’s personality becomes progressively darker, until she becomes a vough. Vough take the form of blue-, green-, or black-faced old women, with metal claws and dripping wet robes (formed from their bodies). In exceptionally large swamps, each vough might inhabit a particular pool of fetid water. Otherwise, they inhabit the whole body of water, and wax and wane with its fortunes. A vough is malevolent towards most land-dwellers, and will usually lure to his doom a mortal who trespasses on her domain. Vough usually refrain from attacking those that hurl her a sacrifice (usually a goat or pig, but a human makes a nice treat). Followers of water gods (such as the Weeders of the Oslira River) may know other ways to appease or foil a nearby vough. Vough detest most life in general, even intelligent aquatic life such as Triolini. Some vough mate with captured mortals or less savory entities, and spawn shapeless, slimy swamp creatures called brollachan. Limnades can control any non-sentient creature born in their body of water, and can magically sense events occurring anywhere in their domain. Most have other magical talents as well. A limnade’s or vough’s talents can take several forms when embodied. Most often, they embody their talents in water, and so form watery tentacles, but talents can also be embodied in a patch of mist or a will-o-wisp (a floating ball of cold fire). Limnades favor will-o-wisps for their Draw Mortal ability. Vough often embody a talent into a whip braided from their hair. .?Tactics: If she senses an intruder, a limnade will attempt to entice them to their doom beneath the water. They might use will-o-wisps, create illusions of distant voices, or do whatever else is needed to lure the victim into a patch of quicksand or mud. Alternately, they can appear in human form, and use their beauty to drive the victim mad so that he leaps into the water to be with them. If more a more direct confrontation is required, the limnade will use talents such as Palsy or Asphyxiation harm the target. If all else fails, they will embody as many talents as possible and seek to flee into the water under their cover. Vough use the same tactics as more benevolent limnades, but are much more hostile. If a direct confrontation is required, the vough will embody an appropriate talent as a whip and attack her foes. If all else fails, she will embody as many talents as possible and attack, but will flee into the water and dissolve her body if she begins to lose the fight.
STR 4d6+6
CON 2d6+12
SIZ 1d6+12
DEX 2d6+6
INT 4d6
POW 3d6+6
CHA 2d6
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10-12 Chest 0
13-15 Right arm 0
16-18 Left arm 0
19-20 Head 0
Movement 8 / 12 swimming
Natural armor No

Non-random features

Ability ***Amphibious*** Can breathe both underwater and on dry land
Ability ***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (RQ6: pg 312-316)
Ability ***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter.
Ability ***Asphyxiation*** Target can hold their breath for a seconds x Endurance if prepared, if not then halved in passive or 20% if strenuous activity. After holding: Endurance crit no change. successful 1 Fatigue level. Fail 1d2 Fumble 1d3
Ability ***Life Sense*** Aware of any form of within a Willpower number of metres. Perception roll and touch - learns injuries, Fatigue level and if poisoned or diseased
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (RQ6: pg 312-316)

Standard skills

Athletics STR+DEX+20+4D10 Brawn STR+SIZ+20+4D10 Endurance CON+CON+20+4D10
Evade DEX+DEX+20+4D10 Perception INT+POW+20+4D10 Stealth DEX+INT+20+4D10
Swim STR+CON+100+20+4D10 Unarmed STR+DEX+20+4D10 Willpower POW+POW+20+4D10

Magic skills

Invocation INT+CHA+20+4D10 Shaping INT+POW+20+4D10

Combat styles

Wrath of The Fading SwampSTR+DEX+40+2D10+20+4D10

Weapon options

1-handed weapons

Amount: 2
Whip (1)
Claw (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Whip 1h-melee 1 M L - Entangle N N 0 0
Claw 1h-melee 1d4 M M - Grip, Bleed Y Y 0 0 Arm

Sorcery spells

Amount: 4+1d6
SpellProb.   SpellProb.   SpellProb.
Animate 1 Dominate 1 Draw 1
Hinder 1 Palsy 1 Phantom 1
Regenerate 1 Sculpt 1 Smother 1
Spell Resistance 1