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Mharu

      The Mharu, also known as Death, is a  mythological figure found through out nearly all species belief systems.  Mharu is mainly associated with war, fate and death. It is a  supernatural, spectral entity that hunts down those that have escaped  death, one way or another. Mharu appears in two distinct forms: a dark  cloaked entity that has no real body underneath the cloak that carries  with it a single giant scythe; the other is a large black kanus shape  draped in long flowing robes and wielding twin sickle swords.

      Mharu are bound to death to deliver and retrieve souls that have escaped  the consequences of their actions that have resulted in them either  dying or being revived from their death, including them some how eluding  their death through the benefit of luck (Heroic Luck).  Many ancient  texts mention the Mharu is often in the employ of the Phantom Queen  (also known as The Harbinger of Death; The Raven Mistress).  There are  three types of Mharu: Lesser, Mharu, and Greater. 


Mharu, Lesser (MP: 2,750) (Rare)                      10th Rank - Evil (Medium)

                                                                                  (8th-12th Rank Challenge) 

Health Points: 101 

Attack Skill: 135/125/115                            Initiative: 26 

Attacks: Claws (5; d10); Scythe (7; 2H,a15,e,o); +10 Str 

Armor: Heavy Skin Hide (25) ; +10  Armor Absorb vs. Bludgeoning Weapon type; Immune to Piercing; 

Physical Defense: 75                  Magical Defense: 74 

Divine Defense:76                       Jinhu Defense: 76 

Move: 25’            Luck: 7             Vision: Perfect Nightvision 

Attributes: Str: 103 (10) Sta: 91 (8) Agi: 98 (9) Per: 97 (9)

                       Int: 96 (9) Wits: 103 (10) Will: 104 (10) Cha: 98 (9) 

Skills 

Alertness 86, Convince 85, Climb 90, Evade 86, Feint 86, Information Gathering 84, Intimidation 100, Search 93, Skepticism 93, Stealth 75, Survival 90, Track 90

 

Creature Type: Supernatural 

Treasure: None 

Environment: Any 

Organization: solitary 

Special Abilities 

Augmented Critical Anytime  that a creature is critically successful with a skill check, they gain  an additional +2 successes to critical determination roll. 


Cause Fear Any  being, other than creatures of the same type, that is within 15’ of the  creature must make a Willpower check at a TS of 8. Those that fail are  Troubled. Defense needs to only be made once per encounter with the  creature. This is a charm effect. 


Death Cry Three  times per day as a Simple Action the creature can create an anguished  cry, wail or screech. Any creature within 30’ radius of the creature  when it uses this ability must make a Stamina at a TS of 5 check or  suffer a loss of half of their current Health and Fatigue Points in  damage. Creatures unable to hear the cry are immune to this power’s  effects. This is sonic energy type. 


Innate Spell  (Darkness,  Death Strike, Durzha) Each of the castings have 9 total successes. The  creature can call upon the use of each of these spells twice per day as a  Simple Action. 


Life Drain Any time the  creature successfully hits a target, the target must make a Willpower  check at a TS of 4. Those that fail lose 3d10+5 points from either  Strength, Stamina and Willpower as well as gain a Negative Rank. If a  creature should reach 0 in either attribute the target dies. Defense  needs to only be made once per encounter with the creature. 


Mist Form Three  times per day as a Basic Action the creature can shift its body into  one made up of very fine mist. This allows the creature to gain immunity  to non-magical physical attacks for the duration of time it remains in  this form. The creature can maintain this form for 2d10 turns. While in  this form the creature may slip through even the smallest, thinnest of  cracks or move away at double its normal movement. 


Sunlight Vulnerability The  creature is highly vulnerable to the rays of sunlight, or light. The  creature suffers 3-30 (3d10) points of damage per turn while in this  light. This is a curse effect type. 


Swift Move The creature is able to make an additional Move Action and Simple Action in their turn.


Mharu

(MP: 3,380) (Very Rare)                                         15th Rank - Evil (Large)                                                                              (13th-17th Rank Challenge) 

Health Points: 200 

Attack Skill: 185/175/165                            Initiative: 26 

Attacks: Claws (8; d10); Twin Sickles  (4; d10); +16 Str 

Armor: Heavy Skin Hide (45) ; +10  Armor Absorb vs. Bludgeoning Weapon type; Immune to Piercing; 

Physical Defense: 136                 Magical Defense: 154 

Divine Defense: 147                    Jinhu Defense: 146 

Move: 25’       Luck: 7                   Vision: Perfect Nightvision

Attributes: Str: 133 (16) Sta: 144 (18) Agi: 76 (5) Per: 72 (4)

                     Int: 97 (9) Wits: 102 (10) Will: 100 (10) Cha: 104 (10) 

Skills 

Alertness 114, Climb 124, Convince 129, Evade 124, Information Gathering 129, Intimidation 129, Languages 129 Search 124, Stealth 124, Track 128 


Creature Type: Supernatural 

Treasure: None 

Environment: Any 

Organization: solitary

 

Special Abilities 

Augmented Critical Anytime  that a creature is critically successful with a skill check, they gain  an additional +2 successes to critical determination roll. 


Cause Greater Fear  Any being, other than creatures of the same type, that is within 30’ of  the creature must make a Fear (or Willpower) check at a TS of 10. Those  that fail are Frightened. Defense needs to only be made once per  encounter with the creature. This is a charm effect. 


Death Cry Three  times per day as a Simple Action the creature can create an anguished  cry, wail or screech. Any creature within 30’ radius of the creature  when it uses this ability must make a Stamina at a TS of 10 check or  suffer a loss of half of their current Health and Fatigue Points in  damage. Creatures unable to hear the cry are immune to this power’s  effects. This is sonic energy type. 


Immunity to (Magic) The creature is immune to arcane magic. The creature is immune have no effect on the creature. 


Innate Spell  (AntiMagic  Sight, Cause Fear, Darkness, Durzha, Slay) Each of the castings have 12  total successes. The creature can call upon the use of each of these  spells twice per day as a Simple Action. 


Life Drain Any  time the creature successfully hits a target, the target must make a  Willpower check at a TS of 8. Those that fail lose 3d10+5 points from  either Strength, Stamina and Willpower as well as gain a Negative Rank.  If a creature should reach 0 in either attribute the target dies.  Defense needs to only be made once per encounter with the creature. 


Mist Form Three  times per day as a Basic Action the creature can shift its body into  one made up of very fine mist. This allows the creature to gain immunity  to non-magical physical attacks for the duration of time it remains in  this form. The creature can maintain this form for 2d10 turns. While in  this form the creature may slip through even the smallest, thinnest of  cracks or move away at double its normal movement. 


Sunlight Vulnerability The  creature is highly vulnerable to the rays of sunlight, or light. The  creature suffers 3-30 (3d10) points of damage per turn while in this  light. This is a curse effect type. 


Swift Move The creature is able to make an additional Move Action and Simple Action in their turn. 


Mharu, Greater

(MP: 3,380) (Legendary)                                         20th Rank - Evil (Huge)

                                                                                  (18th-22nd Rank Challenge) 

Health Points: 290 Attack Skill: 220/210/200                            Initiative: 26 

Attacks: Claws (9; d10); Giant Scythe (9; 2H,a20,e,o); +12 Str 

Armor: Heavy Skin Hide (35) ; +10  Armor Absorb vs. Bludgeoning Weapon type; Immune to Piercing; 

Physical Defense: 106                 Magical Defense: 113 

Divine Defense: 111                    Jinhu Defense: 111 

Move: 25’              Luck: 7              Vision: Perfect Nightvision 

Attributes: Str: 114 (12) Sta: 109 (11) Agi: 85 (7) Per: 87 (7)

                    Int: 100 (10) Wits: 100 (10) Will: 95 (9) Cha: 99 (9) 

Skills 

Alertness 92, Climb 100, Convince 102, Evade 100, Information Gathering 103, Intimidation 102, Languages 102 Search 100, Stealth 100, Track 103


 Creature Type: Supernatural 

Treasure: None 

Environment: Any 

Organization: solitary 

Special Abilities 

Augmented Critical Anytime  that a creature is critically successful with a skill check, they gain  an additional +2 successes to critical determination roll. 


Cause Greater Fear  Any being, other than creatures of the same type, that is within 30’ of  the creature must make a Fear (or Willpower) check at a TS of 8. Those  that fail are Frightened. Defense needs to only be made once per  encounter with the creature. This is a charm effect. 


Death Cry Three  times per day as a Simple Action the creature can create an anguished  cry, wail or screech. Any creature within 30’ radius of the creature  when it uses this ability must make a Stamina at a TS of 8check or  suffer a loss of half of their current Health and Fatigue Points in  damage. Creatures unable to hear the cry are immune to this power’s  effects. This is sonic energy type. 


Immunity to (Magic) The creature is immune to arcane magic. The reature is immune have no effect on the creature. 


Innate Spell  (AntiMagic  Sight, Cause Fear, Darkness, Durzha, Slay) Each of the castings have 12  total successes. The creature can call upon the use of each of these  spells twice per day as a Simple Action. 


Life Drain Any  time the creature successfully hits a target, the target must make a  Willpower check at a TS of 6. Those that fail lose 3d10+5 points from  either Strength, Stamina and Willpower as well as gain a Negative Rank.  If a creature should reach 0 in either attribute the target dies.  Defense needs to only be made once per encounter with the creature. 


Mist Form Three  times per day as a Basic Action the creature can shift its body into  one made up of very fine mist. This allows the creature to gain immunity  to non-magical physical attacks for the duration of time it remains in  this form. The creature can maintain this form for 2d10 turns. While in  this form the creature may slip through even the smallest, thinnest of  cracks or move away at double its normal movement. 


Sunlight Vulnerability The  creature is highly vulnerable to the rays of sunlight, or light. The  creature suffers 3-30 (3d10) points of damage per turn while in this  light. This is a curse effect type. 


Swift Move The creature is able to make an additional Move Action and Simple Action in their turn.

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