Original Arcane Collegium

A ruined magic school deep in the Margrave Forest.

Name: Ghoul
Creature: Ghoul
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d8, Stealth d10, Tracking d8
Pace: 3, Parry: 5, Toughness: 6, Charisma: 0
Gear: Claws d6 (Str+d4)
Special Abilities:
•Claws (Str+d4): Natural attack form
•Infravision: Half penalty (round down) for bad lighting vs. live targets
•Keen Nose: +2 to Notice and Tracking against living
•Paralysis: Vigor at –2 or be paralyzed for 1d6 rounds


Name: Ghoul Adept
Creature: Ghoul
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Guts d8, Intimidation d8, Notice d8, Stealth d10, Tracking d8
Pace: 3, Parry: 6, Toughness: 8, Charisma: 0
Gear: Claws d8 (Str+d4)
Magic Items:
Blood Banner
• Command – Allies 1 on Spirit rolls to recover from Shaken
Special Abilities:
•Claws (Str
d4): Natural attack form
•Infravision: Half penalty (round down) for bad lighting vs. live targets
•Keen Nose: +2 to Notice and Tracking against living
•Paralysis: Vigor at –2 or be paralyzed for 1d6 rounds
•Undead: +2 Tough; +2 Shaken; No called shots, wound mods, poison, disease


Name: Ghoul Lord
Creature: Ghoul
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d10, Guts d8, Intimidation d10, Notice d8, Spellcasting (Arcane) d8, Stealth d10, Tracking d8
Pace: 3, Parry: 7, Toughness: 8, Charisma: 0
Gear: Claws d10 (Str+d4)
Special Abilities:
•Arcane Magic: Gain the Magic arcane background
•Claws (Str+d4): Natural attack form
•Infravision: Half penalty (round down) for bad lighting vs. live targets
•Keen Nose: +2 to Notice and Tracking against living
•Paralysis: Vigor at –2 or be paralyzed for 1d6 rounds
•Undead: +2 Tough; +2 Shaken; No called shots, wound mods, poison, disease
Arcane Powers:
•Blast: Targets in Medium Blast Template take 2d6 damage; Double points adds +d6 damage OR Large Burst
•Draining Touch: Caster rolls Fighting at +2 to cause victim to make Vigor roll (at -2 with Raise) or gain a level of Fatigue
•Teleport: Move 10" per 3 points (15" with raise); Rolls Smarts at -2 if target not seen (-4 if never seen) else Shaken

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Original Arcane Collegium

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