Craftsmen and Chimeras Wiki

Mugdor

"Mugdor"

Combat stats

Strength: 8
Dext.: -2

Contn.: 4
Intel.: 12 (10)

Hybrid pseudostats

Might: 20(18)
Prws.: 6

Power: 18(16)
Cun.: 10(8)

Noncombat skills

Interpers.: 2
Trickery: 8

Survival: 0
Education: 0

Other stats

HP: 27

Speed: 6

Size: Large

Race: "Giant"

Armor (e/m): 7/2
Reflex (e/m): 3/4

Fort. (e/m): 8/4
Will. (e/m): 9/4

Items[]

Magnificent Robes

Level 1 armor

An exquisite silk robe, dyed a deep purple, with silver thread embroidery. It enhances the magical power of its wearer.

Armor ✦ Robes
Armor: 7 evasion, 2 mitigation
Enhancement: +1 Intelligence

Power (Encounter ✦ Magic, Water): Water Nova: Standard action. All foes in radius 2 are pushed back 2 tiles and take 2d4 true Water damage.


Mugdor Whackdor

Level 1 weapon

A small swamp tree, stripped of its branches, used as a club by the giant Mugdor.

WeaponTwo-handed, Strong
Hit die: 2d6Range: 1
Accuracy mod.: -1
Enhancement: +1 Strength
Critical: The target is stunned until the start of your next turn.

Power (Encounter ✦ Magic, Earth, Zone): Standard action. You conjure magical mud in radius 2, slowing all foes while they remain in the mud. This zone can be sustained as a minor action.

Note: This weapon is too large to be used by characters who do not possess Grip of the Titan.


Mugdor Protectdor

Level 1 armor

A huge set of mismatched, dented platemail.

Armor
Armor: +6 evasion, +5 mitigation
Enhancement: +1 Constitution

This armor requires 5 Strength to use.


Abilities[]

Mindrot

Passive

Your abilities wear away the minds of your opponents.

Passive ✦ Magic, Mind
Passive

Your abilities with the Mindrot keyword deal Mind damage in Intelligence reduction rather than HP damage.

Intelligence lost is ⌊(Damage + 1d2)/4⌋.


Enhancement Adaptability

passive

A club? Of course I know how to use a club!

Passive ✦ Magic, Mind
Passive

You can choose to redirect enhancement bonuses to offensive stats on weapons and armor to intelligence as long as you have more than 5 of the original stat.


Fading Away

passive

Something about him seems wrong for this world.

Passive ✦ Magic, Void
Passive

After 2 weeks of living in a body, you lose 1 constitution per day.


Exert

Utility

You channel massive power through your body, at the expense of its vitality.

At-will ✦ Magic
Free action
Target: Self

You permanently gain X Intelligence, up to your Constitution + 5. Next time your Intelligence is checked for an ability or difficulty check, or next time this ability is cast, permanently lose X Constitution. Use this ability only when you would be permitted to perform a standard action.


Soften

Attack

You soften the target's mind.

At-will ✦ Magic, Mind, Mindrot, Stun
Standard Action      Range 6 or Melee touch
Target: One foe
Attack: Might vs. Magical defense

Hit: 1d8 + Intelligence Mind damage. If the target has -2 or less Intelligence, it is stunned.

If in melee range (with the assumption that physical contact is made), instead deal 1d10 + Intelligence Mind damage. If the target has -5 or less Intelligence, it is stunned.


Control

Utility

They didn't need that turn, anyway.

At-will ✦ Magic, Mind, Mind Control
Free action
Trigger: A foe you can see with -5 Intelligence or less is stunned
Target: The stunned foe

You may control the foe for the duration of its stun, but may only perform basic actions.