Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage  18 DEX 24 13- OCV: 6/DCV: 6 25 CON 30 14- 15 BODY 10 12- 10 INT 0 11- PER Roll 13- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 6 COM -2 10- 16 PD 4 Total: 16 PD (8 rPD) 16 ED 3 Total: 16 ED (8 rED) 4 SPD 12 Phases: 3, 6, 9, 12 9 REC 0 50 END 0 40 STUN 2 Total Characteristics Cost: 103 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers & Skills 10 "The Beasts Seemed Tireless": Reduced Endurance (0 END; +1/2) for up to 20 Active Points of STR 20 "Yard-Long Claw": HKA 1d6+1 (2 1/2d6 w/STR), END 2 10 "Long Muzzle": HKA 1/2d6 (1d6+1 w/STR), END 1 24 "Impenetrable Bony Armor": Armor (8 PD/8 ED) 6 Reptilian Senses: +2 PER with All Sense Groups Talents 9 "Forelimbs Each Terminating In A Single Yard-Long Claw": Ambidexterity (no Off Hand penalty) Skills 6 "For Warriors, A Warrior's Doom": +2 with Yard-Long Claws 6 "Thrust At His Throat": Penalty Skill Levels: +4 vs. Hit Location modifiers with Yard-Long Claws 10 Defense Maneuver I-IV 3 Feint 13- 5 "Creatures Racing Towards Them": Rapid Attack (HTH) 3 "Both Creatures Suddenly Wheeled": Teamwork 13- 10 "Four [claws] Against Two [swords]": Two-Weapon Fighting (HTH) Total Powers & Skill Cost: 122 Total Cost: 225 75+ Disadvantages 0 Physical Limitation: Human Size 15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing) 135 Experience 225 Total Disadvantage Points
Ecology: The Warrior’s Doom are strange creatures found far to the west of Lankhmar. They may be magical constructs, designed only to defeat specific targets in melee combat. It is possible that others who journey to the land of the Warrior’s Doom will find different creatures to deal with.
Personality/Motivation: It’s had to say if a Doom actually has a personality per se. They seem to do only what they are directed to do, which is kill their target as quickly as possible.
Powers/Tactics: Dooms are powerful hand-to-hand combatants, who will neither give nor ask quarter. They fight with both of their clawed forearms as if they were swords, and will often block with one claw while attacking with the other. They may also feint with one claw and then attack with the other, and usually aim their strikes for vulnerable points, such as the throat, the wrist, or the back of the knee. As they are virtually tireless, a Doom will almost never let up on the attack.
Appearance: A Warrior’s Doom is said to be a “shambling thing” taller than a man, with reptilian heads topped by a bony crest, clawed lizard-like feet, spiked shoulders, and arms that end in yard-long claws. Their eyes are yellow, their claws have been likened to steel, while their hides are nearly impenetrable to most weapons.
Designer's Notes: These creatures appeared in the short story The Bleak Shore. They fought (and nearly killed) Fafhrd and the Grey Mouser. I decided to make them slightly less lethal (although you can easily make then nearly invulnerable by adding in some Damage Reduction) and present them as some sort of magical construct wizards might create. Naturally, there’s a lot of room for various optional powers and improvements if you wish. For example, you could give them Life Support (versus Eating, Sleeping, Age, Poisons/Disease, and so on), Damage Reduction (as mentioned before), Mental Defense, and WF: Offhand.
The Warrior’s Doom used the HERO System Bestiary Reptile Man as a basis.
(Warrior’s Doom created by Fritz Leiber, character sheet created by Michael Surbrook)
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