Location: Aubière 63, France
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These strange, one-eyed creatures are rumored to be half-daemon, half-human spawn -- Legends about their "culture" and behavior are simply too foul to be uttered. Fortunately for mankind, they are a dying race, not being nearly so frequent as they were in ages past. However, any brutish Fimir warriors who are encountered are certainly a force to be reckoned with, as they can wield heavy weapons and bludgeon with their club-like tails. If found on the surface during the daytime, a magical mists warns of their approach, as they generate it in order to shield themselves from the sun's rays.
Battle-Level 2-3 -- 1D3 Fimir Warriors
ENEMY'S WS 1 2 3 4 5 6 7 8 9 10
TO HIT FOE 2 3 4 4 4 4 5 5 5 6
For the Fimir's first two attacks, an extra 1D6 of damage is inflicted (totalling at Strength + 2D6) if the Fimir rolls a natural 5 or 6 to hit. The third attack (with the tail) inflicts Strength + 1D6 Wounds, but bypasses armor.
Cannot use ranged weapons (due to lack of depth perception, with only one eye)
Fimir Warriors, should they ever appear above ground in daylight, generate a magical mist which serves to shield them from the sun's harmful rays. This counts as a spell, and can be negated via a Dispel Scroll or Destroy Spell Scroll for each Fimir Warrior. Without this protection, the Fimir will suffer an automatic 1D3 Wounds at the end of each Turn spent in the sunlight, with no modifiers for anything.
15/Jan/2016, 10:02 am
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