The Bard's Tales-Library



The Mudora
The Mudora is a vile river creature of local folklore. It may be encountered in deep rivers, lakes or anywhere there is freshwater and activity on or near the water. Reguardless of where the GM decides to place the creature it will prove to be a challenging adversary for most low to mid level groups.

The creature is said to have once been the daughter of a local fisherman. The young girl was secretly in love with a young man from another local village. When the girls father discovered this, he became furious and forbade the girl to ever see him again, sending servants to find and slay the boy. The boy escaped, but the fisherman's daughter, becoming bitter and violent killed her father in an angry rage. Her dark deed having been done, the girl walked to the river and dissapeared. Some say she threw herself into the night's dark waters, some say otherwise. Despite any stories, the Mudora is a dangerous supernatural threat to local fisherman and traders. She is a PPE vampire feeding on the life and emotions of her unfortunate victims.

The Mudora
Supernatural River Predator

The body of the Mudora is a huge fleshy mass the bulk of which is submerged under water. The main body is a large, circular maw filled with thousands of tiny teeth. The Mudora uses this to grasp onto the bottom of small to mid sized boats and occasionally eat it's victims. Extending from the mouth, set in a blob of flesh, extends nine slimy stalks. Pale, slime covered tendrils extend from eight of the stalks and on the ninth the gruesome torso of a hideous woman!

The woman has many protruding spines on her face, arms and back, entangled with wet scraggly hair. Her pale yellow eyes glow irridescantly with cold hatred. One of her favorite ploys is to float face down in the water and pretend to be a victim of drowning. When the foolhardy craft draws near, she siezes the boats hull with her maw and draggs the crew from the decks with her slimy tendrils, drowning them.

    SDC by location:
  • Main Body (1): 350 (and 60 Hp)
  • Tentacle/Tendrils (8): 45 each*
  • Woman's Torso: 80**
*When a tendril takes around 35-40 damage it usually withdraws into the water. Inflicting more than 45 damages will sever the tendril.
**Destroying the head will slay the creature (does not often leave it above water for long)

Natural Abilites: Can breathe underwater and in air, but requires the bulk of it's mass to be underwater. It can "sense" what is happening near any of it's tendrils or main body even if the head cannot see them. The tendrils can confront and capture prey independently of the rest of the creature. Nightvision 60ft above water and 120ft underwater. Does not like bright light (never out in full sunlight, hunts at dusk/dawn/night and on overcast/stormy days), but is attracted to lamps, lanterns on boats. Regenerates 4D6 SDC/Hp per hour and can regenrate a tendril in 24 hours.

Alignment:Anarchist preadator
Attributes of Note: IQ:8 PB: 7 Tendrils have PS:20, Horror Factor is 13
Attacks per melee:The head and each of the tendrils has four attacks each. It can use as many or as few as it deems neccissary.
Bonuses: Both the head and tendrils are +2 to strike, parry and dodge
Damage: Whipping with the tendrils does 2D6, clawing with the claws on the woman's torso section also does 2D6. Once someone in entangled in a tendril (requires successful strike roll) the tendrils can squeeze the character for 1D6+2 damage, or drown them (can try to escape, can only hold breath so long!)

If the creature's SDC is reduced significantly or five or more of it's tendrils are severed/heavily damaged, it will flee and try later for easier prey. The creature is fairly lazy and stupid, so it would not uneccissarily risk itself or ally with any other evil force (unless great rewards of PPE/victims are supplied). If the characters can slay the vile beast they will surely be local heroes!

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