Myddraal


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Climate/Terrain:

Any

Frequency:

Uncommon

Organisation:

Solitary or in Groups

Activity Cycle:

Any (Night preferred)

Diet:

Omnivore

Intelligence:

Average to Exceptional (8-18)

Treasure:

None

Alignment:

Any Evil


No. Appearing:

2d6

Armour Class:

Varies

Movement:

12

Hit Dice:

2-20

THAC0:

Varies on Hit Dice

No. of Attacks:

As class

Damage/Attack:

By Weapon/Spell

Special Attacks:

Normal and mundane items become magical
in the hands of a myddraal. Direct

Special Defences:

Assume smokeform at will.
Access to Travel well. Direct

Magic Resistance:

5% per Hit Die, maximum 50%

Size:

M - 5' to 6' tall.

Morale:

Steady (11)

XP Value:

500 per Hit Die

Myddraal are men who have either pledged their souls to the service of darkness, or have had it daken from them (See Darksteel). Myddraal have two forms, that of a what they once looked like before they surrendered their souls, and the other of a man in a black cape and steel armour. In this form, their faces are hidden by the cowl of their cloak.

Combat: A myddraal will favour the techniques it used before taking its road down the path of darkness. A wizard myddraal will retain its spell casting abilities, as a fighter retains weapon proficiencies, and THAC0. Myddraal are ruthless in combat and merciless in diplomacy. A myddraal only has powers in cloaked form, and a myddraal can summon his cloak, his shi'an at will. When the cloak is on, any normal weapons on the myddraal's person become magical.

Myddraal are connected to each other telepathically, and a band of myddraal is stronger than the sum of its parts. Perhaps the greatest power of a myddraal is its ability to direct the actions of any other creature that has been corrupted by Darkness. A myddraal's direction score is rolled against the target's direction, and whoever fails the opposed roll can be given one order by the winnder. An order can be something simple as come here, but it does not have to be maintained as the rounds pass.

Because of this, directed creatures are useful in combat, as they will continue to fight until stopped or the control is broken (a failed morale check). The following chart can be used to determine who will control who:

CreatureTo Direct
Slayath15
MyddraalWis+1
DaevanshiWis-2
Dark13

Habitat/Society: Myddraal tend to live secretly in other societies, increasing evil influence in the area. Myddraal are innately drawn to each other, and can sense each other on sight. Myddraal tend to band together, and now that all myddraal have gained the ability to teleport, the army has been growing more powerful are more myddraal gain access to Gothicallis.

Ecology: Myddraal are created when a human or elven male becomes exposed to a large amount of Darkness. The soul then leaves the body according to the Treaty of Atruir, and what remains is bent to darkness. The myddraal ability to make normal items magical dissapears with their passing, as does their magical cloak.

Variations: There are rumours of female myddraal, but these reports are unconfirmed.