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Post by Traskus on Aug 10, 2018 13:19:34 GMT -6
The rules of the simple expanded bestiary are useful, but limiting. This thread lets you do whatever the frig it is you want with your monster. You want a monster that incorporates six different exalt powers and four different racial abliities? This is the place. You want a soldier that has a veritable armory of homebrew weapons and armor at his disposal? Look no further. Template | STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL |
Skills:
Speed: Size/Resilience: /
Static/Mental Defense: / HP/Resolve: / Level: Armor:
Feats:
Attacks:
Abilities:
Traits:
Gear:
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Post by masmanus on Aug 17, 2018 11:24:53 GMT -6
Let's kick this monster mash off: AkataAkatas are parasitic pack hunters that hail from a long-forgotten crystal sphere. Their capacity to rapidly procreate (given the presence of a suitable host species) combined with their ability to survive long periods hibernation within the Astral Sea have allowed this species to spread far and wide. Customs inspection for Akata hibernation pods or infected carriers have become common at many of the Wheel’s trading ports, to curb the spread of this deadly parasite. STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 2 | 4 | 3 | 3 | 2 | 2 | 1 | 4 | 2 |
Skills: Brawling 3, Athletics 3, Acrobatics 2, Perception 2, Stealth 2. Speed: 12 Size|Resilience: 3|3 Stat|Ment Defense: 28|15 HP: 8 Feats: Catfall, Defensive Mobility, Fast Reflexes Armor: none, 20 (All) when hibernating. Attacks: Verminous Bite (4k2 R, Melee, Brawling, Infest, Tearing) Abilities:- Spawn Zombie Host: A humanoid killed by an Akata’s Bite attack is implanted with an Akata larva, which raises the host body as a Void Zombie within 1 day of death. Within a week, the Void Zombie will burst, and release the adult Akata
- Hibernation: An Akata can wrap itself in a protective cocoon for indefinite periods of time. This process takes approximately 10 minutes to complete, and renders the Akata unconscious and immune to all environmental hazards. Akatas wake from hibernation (tearing themselves free as a Major action) if their cocoon is damaged or disturbed by a warm body in any way. Akatas have effective Armor 20 to all locations within their cocoon.
Traits: Quadrupedal Level: 1 Void Zombie
A humanoid corpse animated by and pregnant with a carried Akata larva. The barbed “tongue” of a Void Zombie is in fact an extension of this larva, and is used to defend the host until the larva can mature. Unlike traditional necromantic zombies, Void Zombies are rather agile and can prove quite ferocious if the larva within is threatened. STR | Dex | CON | CHA | FEL | CMP | INT | WIS | WIL | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 2 | 2 |
Skills: Brawling 3, Athletics 2, Perception 2. Speed: 6 Size|Resilience: 4|4 Stat|Ment Defense: 17|15 HP: 10 Feats: Frenzy, Outsider Armor: Flak Jacket (5 Body, Legs) Attacks: Barbed Tongue (6k2 R, Melee, Brawling, Flexible), Slam (3k1 I, Melee, Brawling) Traits: Undead, Fear 1 Gear: whatever their host possessed upon dying (this example includes some medium armor) Level: 1 PS: These fellas use entirely vanilla assets aside from the Infest property on the Akata's Verminous Bite attack - will move to Expanded Core Bestiary if that's the more appropriate thread.
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Post by Traskus on Aug 19, 2018 12:25:07 GMT -6
TarrasqueAt least one tarrasque exists in every crystal sphere. Tarrasques were sent via portal to every crystal sphere during the Great Crusade to soften up defenses on inhabited worlds before the dragons attacked in force. Most worlds immediately folded to their incredible might, but others fought back. After the Tiamat Heresy started, the tarrasques went into hibernation until the day they are awakened again. Every crystal sphere has a legend of a tarrasque. Some claim they are the manifestation of divine wrath and therefore unstoppable. Some believe they form mountain ranges in their world. Theah even has a legend of a maiden taming a tarrasque with compassion and a sermon, though she probably just beat it up. | STR 10 | DEX 4 | CON 10 | CHA 3 | FEL 1 | CMP 3 | INT 1 | WIS 3 | WIL 3 | Skills: Athletics 2, Brawl 4, Perception 2 Speed: 14 Size/Resilience: 20/14 Static/Mental Defense: 11/15 HP/Resolve: 55/6 Level: 5 Armor: Thick scales and hide (12 All) Feats: Bear Hug, Blind Fighting, Combat Master, Crushing Bear, Devastating Critical, powerful charge, sound constitution x3, Swift Attack, Weapon Proficiency (melee 2) Attacks: Bite/claws (10k3 R, brawl, reach, tearing) Horns (10k2 R, brawl, halting, reach) Tail (10k1 I, brawl, concussive, reach) Traits: Armor plating (12), Dark Sight, Fear 3, Regeneration 3, Resource Points (talents: 17), Stuff of Nightmares, Unnatural Toughness Bestial, colossal, from beyond, legendary actions (3), legendary resistanceAbilities: Frightful Presence - Whenever this creature charges or makes an all out attack, all creatures within melee range of it must test against its fear rating. Earthbinding Aura - This creature projects a 1km aura of "fuck you, flying." Anything within 1km has a flight speed of 1 and a maximum altitude of 6m, well within this creature's melee range. Immunity - This creature is immune to the fire condition, the toxic and shocking effects, mind-affecting spells, and damage that is not magical in nature. If this creature were to die, it returns to life with all severed limbs regrown and critical damage healed in 1d10 minutes. Reflective Carapace - This creature is immune to damage directly dealt by spells. When hit by such a spell, roll a d10. On a 9+, the spell is reflected back at its source with its full effectiveness. Otherwise, the spell bounces harmlessly off the creature's hide. Sharpness Bite - If this creature's bite attack deals at least 1 hp of damage, the target takes 1 critical damage even if they had hp remaining. Siege Monster - This creature treats the resilience of buildings and vehicles as half when damaging them. Lair Actions and Regional EffectsThe tarrasque doesn't make a lair so much as it's put in one by a higher power. They sleep in remote and secret caves: underground, in mountains, or under the seabed. Legends say its awakening heralds the end of the world. Each lair action must be used in order, and when all four have been used the lair is destroyed. The story master should telegraph that the lair is unstable and about to implode at the beginning of combat. Antimagic field: the tarrasque's carapace coalesces energy into itself. Like some spiky black hole, but for magic. Spells cannot be cast within 150m of the tarrasque until the next lair action. Earthquake: the ground shakes for 2km around the lair, and everyone inside (except the tarrasque) needs to pass a tn 15 acrobatics test or be knocked prone.
Cave-in: the ceiling caves in, debris wreaking havoc. Everyone in the lair must pass a tn 15 dexterity test or take 3d10 damage and be knocked prone. Collapse: the tarrasque tears its way out of the lair, destroying what's left of it. Everyone in the lair (except the tarrasque) must make a tn 20 athletics test. Those that fail take 5d10 pen 5 damage and are immobilized and restrained until they pass to get out as a full action. The tarrasque is immune and burrows to the surface at the beginning of the next turn.
Regional Effects The tarrasque's regional effects end either when the lair is destroyed or the tarrasque dies. Whichever comes first. Antimagic field: Spellcasters feel more taxed when casting spells, requiring an extra two raises to successfully cast. Gravitational field: The tarrasque's earthbinding aura extends to a 10km radius. Tremors: small earthquakes can be felt within a 10km radius.
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Post by Traskus on Aug 19, 2018 12:25:20 GMT -6
Mala Mala JongMala Mala Jong is an entity made of artifacts. It seeks nothing more than to incorporate all artifacts into itself for reasons unknown. | STR 4 | DEX 3 | CON 4 | CHA - | FEL - | CMP 3 | INT 3 | WIS 3 | WIL 4 | Skills: acrobatics 3, athletics 3, ballistics 3, brawl 3, perception 3, weaponry 3 Speed: 7 Size/Resilience: 5/6 Static/Mental Defense: 18/- HP/Resolve: 20/ Level: 5 Armor/aura: artifact and daemonic toughness (head, arms, legs 8+4, body 14+4)/5 Feats: armor proficiency (all), danger sense, weapon proficiency (all) Attacks: fist of tebigong (6k2+3 i pen 4; melee, brawling, orichalcum) Third arm slash (4k2 r pen 3; melee, brawling, adamantine melee) Golden tiger claws (5k2+3 r; melee, brawling, the owner may create a gate as the spell, automatically passing the focus power test) Abilities: Heart of Jong - this creature qualifies as the rightful owner of any artifact it wields (so long as it is not granted by powers such as exaltation), taking on the narrative protections of artifacts for itself away from its previous owner until the owner defeats Mala Mala Jong in a challenge or if Jong dies/is disassembled. Mala Mala Jong gains the effects of any hearthstone he possesses without needing hearthstone slots. Dragon's greed - this creature seeks to gather all magical items into itself, and doing so only makes him stronger. Each time Mala Mala Jong gains a new artifact, he gains 1 skill dot. For every 3 artifacts, he gains a characteristic dot. Living construct, transhuman potential - as the promethean powers Living treasure, residual charging, soul eater - as the relic powers Gear: various artifacts Jetbootsu (jump pack), fire pearl, serpent's tail Traits: auto-stabilized, daemonic, from beyond, legendary resistance, regeneration 2, resource points ( charge 10), stuff of nightmares
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Post by Traskus on Aug 19, 2018 12:25:35 GMT -6
Blank, will be replaced later.
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Post by Traskus on Aug 19, 2018 12:28:55 GMT -6
Zombie DragonThis creature is the husk left over after an even more powerful, ancient being was forcibly split apart. It's violent, merciless, unreasonable, and has eaten so many people that a village near its resting place built a wall to keep it out. That doesn't make it evil. It just wants to be whole again. Level 4 Undead Animal POW ##### FIN #### RES #### Breath: 10 Skills: Acrobatics, Arcana, Athletics, Brawl, Ballistics, Perception (all 5) Feats: Fearless, Tested, Weapon Proficiency (Melee 2) Traits: Aegis (5 damage reduction), Armor Plating 4, Aura 4, Dark Sight, Fear (2), Flyer (18), Mana Burst (POW), Undead Spells: (Cryokinesis 4)Size/Resilience: 6/6 Static Defense: 22 Hit Points: 16 Mental Defense: 25 Resolve: 8 Speed: 9 (18) Initiative: +8 Hindrances: Combat Paralysis: Roll this creature's initiative twice and take the lower result. Hair Trigger: When confronted or otherwise stressed and agitated, they must pass a TN 15 Willpower test or fly into a rage (but not necessarily a Frenzy), either yelling at the source of their anger or trashing the surrounding environment. Punching someone in the face might also be appropriate, if ill advised. Attacks: Bite/Claw: 7k3 Pen 5 R; Melee Red Eyes Black DragonA powerful dragon of scales and lightning, this creature only seeks to make the world a better place. It once fought a war with its brother over how the world should live. It was imprisoned in a small black stone long ago, waiting to be released again. People venture out to awaken this dragon, and someday someone will succeed. Level 5 animal Int: 5, Wis: 4, Wil: 4 Str: 6, Dex: 4, Con: 5 Cha: 5, Fel: 4, Cmp: 4 Skills: Arcana, Acrobatics, Athletics, Ballistics, Brawl, Perception (All 5) Speed: 10 (20) Size/Resilience: 6/7 Static Defense: 22 Mental Defense: 25 HP: 18 Initiative: +8 Feats: Fearless, Ki strike, Tested, Weapon Proficiency (Melee 2) Hindrances: greedy, fanatic Attacks: Bite/Claw (8k3 Pen 6 R) Dragon Breath (80m; S/-; 5k3 E; shocking) Traits: Armor Plating (5), Aura (4), Flyer (20), Caster (Fulmination 4), Resource (Breath: 10) Fusion Bolt: If this creature casts a fulmination spell immediately after someone else casts a pyromancy spell, the fulmination spell's focus power roll result is doubled. Teravolt: If a target of this monster's attacks has an ability that allows it to elude damage (phasing, for example), it is affected anyway. Blue Eyes White DragonA powerful dragon of fire and feather, this dragon seeks out knowledge in the world and will help any who seek the truth. It once fought a war against its brother over how people should live. It was imprisoned in a small white stone long ago, and is content. People venture out to awaken this dragon, and someday someone will succeed. Level 5 animal Int: 5, Wis: 4, Wil: 5 Str: 5, Dex: 4, Con: 4 Cha: 6, Fel: 4, Cmp: 4 Skills: Arcana, Acrobatics, Athletics, Ballistics, Brawl, Perception (All 5) Speed: 9 Size/Resilience: 6/7 Static Defense: 28 Mental Defense: 25 HP: 18 Initiative: +9 Feats: Fearless, Tested, Weapon Proficiency (Melee 2) Hindrances: skinny as a rail, arrogant Attacks: Bite/Claw (7k2 Pen 5 R) Dragon Fire (80m; S/-; 8k3 E; Flame) Traits: Armor plating (4), Aura (5), Flyer (18), Caster (Pyromancy 5), Resource (Breath: 10) Fusion Flare: If this creature casts a pyromancy spell immediately after someone else casts a fulmination spell, the pyromancy spell's focus power roll result is doubled. Turboblaze: If a target of this monster's attacks has an ability that allows it to elude damage (phasing, for example), it is affected anyway. Darkness DragonThe zombie dragon has started to become whole again, through the power of gene-splicing technology and forcibly uniting with the red eyes black dragon. This monster is alive again, with the powers of both its parts. It has the powers of ice and lightning, forces of nature that can lead to ruin. How to make: The red eyes black dragon and the zombie dragon must both be exposed to fusion effects. Polymerization, the fusion dance to Gestalt, or some sort of technological marvel like a dna splicer or potara earrings. The zombie dragon will always comply with this, and the red eyes black dragon will be unable to physically resist. The hard part is putting them in the same place without them fighting. Int: 5, Wis: 4, Wil: 4 Str: 7, Dex: 4, Con: 4 Cha: 5, Fel: 4, Cmp: 4 Skills: Arcana, Acrobatics, Athletics, Ballistics, Brawl, Perception (All 5) Level: 5 Speed: 11 (22) Size/Resilience: 7/7 Static Defense: 20 Mental Defense: 25 HP: 16 Initiative: +8 Feats: Fearless, Ki Strike, Tested, Weapon Proficiency (Melee 2) Hindrances: Fanatic Attacks: Bite/Claw (9k3 Pen 7 R, melee) Dragon Breath (80m; S/-; 5k3 E; snare OR shocking, chosen when attacking) Traits: Armor Plating (4), Flyer (22), Aegis (5), Caster (Cryokinesis 5), (Fulmination 5), Mana Burst (charisma), Resource (Ichor: 15) Ichor: One ichor is restored by resting for one hour. Freeze Shock: This creature may spend an Ichor to give its attacks the Snare and Shocking properties for its next attack. This creature is immune to snare and shocking properties. Teravolt: If a target of this monster's attacks has an ability that allows it to elude damage (phasing or levitation, for example), it is affected anyway. Shining DragonThe zombie dragon has reunited with one of its other parts through the miracles of modern genetic technology. The blue eyes white dragon is still conscious and suffering inside, and the zombie dragon laments this. It has the powers of fire and ice, the end of the world itself. How to make: The blue eyes white dragon and the zombie dragon must both be exposed to fusion effects. Polymerization, the fusion dance to Gestalt, or some sort of technological marvel like a dna splicer or potara earrings. The zombie dragon will always comply with this, and the blue eyes white dragon will be unable to physically resist. The hard part is putting them in the same place without them fighting. Int: 5, Wis: 4, Wil: 4 Str: 5, Dex: 4, Con: 4 Cha: 7, Fel: 4, Cmp: 4 Skills: Arcana, Acrobatics, Athletics, Ballistics, Brawl, Perception (All 5) Level: 5 Speed: 9 Size/Resilience: 7/7 Static Defense: 20 Mental Defense: 25 HP: 16 Initiative: +8 Feats: Fearless, Ki Strike, Tested, Weapon Proficiency (melee 2) Hindrances: arrogant Attacks: Bite/Claw (6k2 R, balanced, melee, brawling) Dragon Fire (80m; S/-; 7k3 E; Flame OR snare) Traits: Aura (4), Flyer (18), Aegis (5), Caster (Cryokinesis 5), (Pyromancy 5), Mana Burst (charisma), Resource (Ichor: 15) Ichor: One ichor is restored with one hour of rest. Freeze Burn: This creature may spend an Ichor to give its attacks the Fire and Snare properties for the rest of the scene. This creature is immune to snare and fire properties. Turboblaze: If a target of this monster's attacks has an ability that allows it to elude damage (phasing, for example), it is affected anyway. KyuremThe zombie dragon was once this divine beast. It is happy in this form, master of truth, ideals, and emptiness. He is currently at war with the modrontyr figure known as Sovereign, and his absence has led Sovereign to declaring himself victor. How to make: The Stardust Dragon is created by splicing the zombie dragon, red eyes black dragon, and blue eyes white dragon together on the genetic level. This can include previous fusions. The hard part is getting them to not fight. Made using monster creation rules, but not at all applicable to the thread. Level 5 Animal POW ##### # FIN #### RES #### Size/Res: 8/8 Static Defense: 26 Hit Points: 16 Mental Defense: 25 Resolve: 8 Speed: 10 (20) Initiative: +8 Resource: Breath: 10 Skills: Academic Lore, Acrobatics, Arcana, Athletics, Brawl, Ballistics, Perception (all 5) Attacks: Bite/Claw (6k3 R, Balanced, Toxic, Festering) Breath Weapon (6k3 E; 60m; S/-; Festering) Tri-Attack (4k3 E; 150m; -/3; Fire, Shocking, Snare) - ranged touch Feats: Armor of Contempt, Blade Master, Combat Insight, Combat Master, Danger Sense, Eidetic Memory, Evasion, Fearless, Iron Jaw, Ki Strike, Lightning Attack, Powerful Charge, Tested, Touch Spell Specialization, True Grit, Weapon Proficiency (Melee 2) Traits: Dark Sight, Flyer (24), Stuff of Nightmares, Legendary Resistance, Mana Burst (POW), UnkillableAegis: All damage dealt to this creature is reduced by 9 before other calculation. Caster: Evocation , Cryokinesis 5, Fulmination 5, Pyromancy 5Elemental Balance: This creature is immune to Fire, Shocking, and Snare effects. This creature is immune to the ravages of space, not needing to breathe or worry about radiation. He's comfortable, too. Perfect Balance: This creature may spend a breath to add +1k1 to its next successful attack's damage. Mega KyuremKyurem's enhanced form, only taken in the direst of circumstances. He lost this form long ago in a battle against a goddess. He can attain this form with help from an innocent soul's fervent wish. Made using monster creation rules, but not at all applicable to the thread. Level/Aspect 6 Animal POW ##### ## FIN #### RES ##### Size/Res: 9/9 Static Defense: 25 Hit Points: 40 Mental Defense: 30 Resolve: 10 Speed: 11 (22) Initiative: +9 Resource: Breath: 12 Skills: Academic Lore, Acrobatics, Arcana, Athletics, Brawl, Ballistics, Perception (all 6) Attacks: Bite/Claw 7k4 R; Balanced, Tearing, Toxic, Festering) Breath Weapon (9k3 E; 60m; S/-; Flame, Festering) Tri-Attack (5k3 E; 150m; -/3; Fire OR Shocking OR Snare) - ranged touch Feats: Armor of Contempt, Blade Master, Combat Insight, Combat Master, Danger Sense, Eidetic Memory, Evasion, Fearless, Iron Jaw, Ki Strike, Lightning Attack, Powerful Charge, Tested, Touch Spell Specialization, Swift Attack True Grit, Weapon Proficiency (Melee 2) Traits: Dark Sight, Flyer (28), Stuff of Nightmares, Unnatural Toughness, Legendary Resistance, Mana Burst (POW), UnkillableAegis: All damage dealt to this creature is reduced by 12 before other calculation. Void Quickening: as the dragonblooded power Caster: Evocation 5, Cryokinesis 5, Fulmination 5, Pyromancy 5Abrogate: This creature gains the highest power stat ability of all exalts present. Use aspect and breath in place of other stats and ignore all references to unique mechanics he does not have. Elemental Balance: This creature is immune to Fire, Shocking, and Snare effects. Perfect Balance: This creature may spend a breath to add +0k3 to its next successful attack's damage. Lair actions: See the dragon entry of the lair actions thread. Regional effects: extreme weather (blizzards or thunderstorms, or even thunderblizzards!) exist within 5km of the lair.
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Post by Traskus on Aug 19, 2018 12:31:18 GMT -6
Removed. Will replace later.
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Post by Traskus on Aug 19, 2018 12:32:43 GMT -6
New Trait: From Beyond: This creature cannot be affected socially, is explicitly supernatural, and all attacks on its psyche fail. New Trait: Surface Bombardment: This creature cannot fire its ranged weapons below water. Disintegrates: This creature completely materially dissolves when it dies. Nothing remains. Shipgirl bane: If this creature is wounded by an Exalt, its regeneration cannot recover that wound. The Abyssal destroyer is the first variety of Abyssal found on Alto Mare, and is the weakest yet encountered. It favors close-ranged fighting, only using its ranged weapons a few times before closing distance. | STR 8 | DEX 5 | CON 7 | CHA | FEL | CMP 5 | INT | WIS 4 | WIL 5 Skills: Ballistics 3, Brawl 3, Perception 3 Speed: 13 (26) Size/Resilience: 20/12 Static Defense: 17 HP: 24 Level: 1 Feats: Double Tap, Iron Jaw, Lightning Attack, Swift Attack, True Grit, Weapon Proficiency (vehicle, brawl) Attacks: Ram (10k3+10 I, melee, Brawling), Claw (9k2+10 R, melee, Brawling, Tearing) 2x AC/10 (5k3 + 10 I, Pen 5, S/-, clip 5, 100m) 4x SRM (4k2 + 10 X, Pen 5, -/5, clip 10, 100m, Homing) Items: Advanced sensor system Traits: Amphibious, Auto-Stabilized, Colossal, Disintegrating, Fear (1), From Beyond, Machine (7), Mindless, Surface Bombardment, Regeneration (1), Stuff of Nightmares, Shipgirl bane Unload: Once per scene, this creature may fire all of its weapons at once at the same target. Light strike cruisers are thus far the "mainline" Abyssal unit, forming the backbone of formations. Panzers stationed at Alto Mare have independently and consistently come to the conclusion that these cruisers should be classified as "light" and be considered expendable to the enemy. Unlike the scout destroyers, these are clearly combat units. | STR 10 | DEX 4 | CON 7 | CHA | FEL | CMP 2 | INT | WIS 4 | WIL 5 Skills: Ballistics 3, Brawl 3, Perception 3 Speed: 14 (28) Size/Resilience: 29/17 Static Defense: 1 HP: 24 Level: 2 Feats: Double Tap, Iron Jaw, Lightning Attack, Swift Attack, True Grit, Weapon Proficiency (vehicle, brawl) Attacks: Ram (10k5+10 I, melee, Brawling), 4x Tentacles (10k3+10 I, melee, Brawling, Snare) 4x AC/10 (5k3 + 10 I, Pen 5, S/-, clip 5, 100m, Twin-linked) 6x SRM (4k2 + 10 X, Pen 5, -/5, clip 10, 100m, Homing) Traits: Amphibious, Auto-Stabilized, Colossal, Disintegrating, Fear (2), From Beyond, Machine (10), Mindless, Surface Bombardment, Regeneration (2), Stuff of Nightmares, Shipgirl bane Unload: Once per scene, this creature may fire all of its weapons at once at the same target.
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Post by GuardianTempest on Aug 19, 2018 19:46:23 GMT -6
A sneak peek of what's to come. Karna Hero of Charity STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 4 | 5 | 3 | 3 | 3 | 5 | 3 | 4 | 5 |
Skills: Acrobatics 3, Animal Ken 3, Arcana 2, Athletics 3, Ballistics 5, Common Lore 4, Driving 5, Persuasion 3, Perception 4, Scrutiny 5, Weaponry 5 Level: 5 Hit Points: 20 Static Def: 29 Mental Def: 30 Speed: 9 Size: 4 Resilience: 6 Initiative: +10 Feats:CoreLaw o' the Stars (as the Hindrance) Sand (as the Asset) Arcane Blade Armor of Contempt Blademaster Channel Energy Combat Master Danger Sense Deadeye Shot Evasion Fleet of Foot Nerves of Steel Step Aside Strong Minded Swift Attack Sword Beam Wall of Steel Peer (the Poor) Good Reputation (the Poor) Sound Constitution (4) Armor Proficiency (Light, Medium, Heavy) Weapon Proficiency (Melee 1, Melee 2, Melee 3, Ranged 1, Ranged 2) HomebrewHurl Weapon (Psycho) Armor: Kavacha and Kundala (10 AP, All) Attacks:Orichalcum Shortspear: 2k2+3 R; Pen 3; +1k0 to all attacks and parries, can reroll damage once per scene Brahmastra (Ocular): 300; S/-; 5k5 E; Pen 10; Clip -; Reload -; Recharge Vasavi Shakti: See text Abilities:Celestial Body: As the Luminary power. Sunlight Dependency: As the Luminary power. Grossly Incandescent: As the Luminary power. Shooting Star: As the Luminary power. Discernment of the Poor: Karna's upbringing made him capable of seeing someone's true nature. He can see through all Disguise attempts and all Deceive rolls automatically fail against him. Mana Burst (Flame): Karna can use Willpower instead of Charisma when casting spells, and he can spend 1 Heat to ignore the Focus and Material keywords. His physical attacks have the Incendiary property while he has Heat remaining. Whenever he would cause Psychic Phenomena from casting spells, he instead deals Xk5 E damage to everything within a 10m radius, where X is one-tenth of the roll on the Psychic Phenomena table (round up). Brahmastra (Ocular): Equipment is inadequate, a true hero kills with a stare! Karna can spend 1 Heat as a Half Action to fire a beam from his eye using the weapon profile of an MP Lascannon. Kavacha and Kundala: Karna's golden armor and earrings divide the result of all damage rolls against him by 10, round down, before armor/aura applies. It also halves the TN to resist any of the attack's effects like a spell's saving throw or a weapon's special quality. Vasavi Shakti: As a Full Action Karna can disassemble Kavacha and Kundala, permanently losing its protection in exchange for manifesting the divine spear. It is treated as an Orichalcum Lance that replaces the Two Hands property with Incendiary. Its real power lies in being able to kill gods and destroy anything in one hit, or so the legend says. He can invoke the divine spear's true name and sacrifice it as a Full Action to unleash a devastating beam of world-melting heat. This beam is treated as a surface bombardment with a lance weapon except it doesn't affect Karna and the damage of the blast wave is 10k10 with Incendiary. Karna then gains three levels of Fatigue, loses all of his remaining Heat and he can't recover more than 1 Heat per day. Kavacha and Kundala reforms once all of Karna's Heat is regained this way. Traits: Aura (20), Caster ( Photokinesis 5, Pyromancy 5), Flyer (18), Resource Stat (Heat: 12) Gear: Orichalcum Shortspear, Kavacha and Kundala, black bodyglove
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Post by Amanojyaku on Sept 9, 2018 20:04:35 GMT -6
AnaximAnaxim are ancient, detestable monstrosities, the twisted results of daemons attempting to possess the Modrontyr and their creations. When the infinite attempts to claim the insatiable, it is the latter that wins out, and a malefic will is born, which forms the animus of a new anti-existence. It is said, thankfully, that there are not terribly many of these creatures in existence... rather, when one's shell is destroyed, the anti-existence fueling it simply creates a new one, piece by piece. | STR 6 | DEX 4 | CON 6 | CHA 3 | FEL 1 | CMP 5 | INT 1 | WIS 3 | WIL 5 | Skills: Acrobatics 5, Arcana 5, Athletics 5, Ballistics 5, Brawl 5, Weaponry 5 Speed: 10 Size/Resilience: 4/6 Static Defense: 23 Mental Defense: 30 HP/Resolve: 56/10 Feats: Blind Fighting, Cleave, Devastating Critical, Improved Weapon Focus (Daiklaive), Power Attack, Supreme Cleave, Weapon Focus (Daiklaive) Armor: Armor Plating (12; all) Attacks: Daiklaive (10k2+2 R, Pen 4), Sonic Blaster (4k2 I, Pen 6, Shocking; S/3; 90m; Clip 24, Reload Full) Abilities:- The Metal Lives - The anaxim's outer plating is Necrodermis, which spreads contagiously to anything it holds in hand. Treat it as wearing Necrodermis armor, and its unarmed attacks and any weapon it wields are treated as if they were Necrodermis weapons.
- Spell-Like Abilities - Anaxim are capable of casting Disjunction, Energy Grasp, and Greater Invisibility, using Level + Composure instead of the normal magic test.
- Pariah Gene - As the Nephilim power.
- Ineffable Might - As the Nephilim power.
- Living Construct - As the Promethean power.
- Superlative Constitution - As the Promethean power.
- Transhuman Potential - As the Promethean power.
- Strange Aeon - As the Nephilim power.
Traits: Aura (6), Daemonic, Flyer, From Beyond, Machine (6), Regeneration (2), Resource Stat (Pyros; 15), Unkillable, Unnatural Toughness Gear: Best-quality Daiklaive, Best-quality Sonic Blaster Level: 5 BaernolothThe confluence of daemonic possession, daemonic bloodline, and Tieflings begets an abominable brand of reincarnated daemon known as a baernoloth. These fiends are more bloody-minded than most Tieflings and have far less self-restraint; they are daemonic power straining at too-weak flesh. Baernoloths often become the objects of cult worship, and it's said that at least one whispers foul edicts into Lord Dispater's ears. | STR 6 | DEX 5 | CON 5 | CHA 5 | FEL 4 | CMP 4 | INT 4 | WIS 5 | WIL 6 | Skills: Acrobatics 4, Arcana 4, Athletics 4, Brawl 5, Charm 1, Forbidden Lore 5, Perception 5, Persuasion 1, Scrutiny 5, Stealth 5 Speed: 11 Size/Resilience: 5/6 Static Defense: 30 Mental Defense: 25 HP/Resolve: 35/13 Feats: Balance Breaker (King), Cleave, Danger Sense, Power Attack, Sound Constitution x8, Weapon Focus (Claw) Armor: Daemonic hide (10; all) Attacks: Bite (7k2 R; Melee, Brawling), Claws (7k2 R, Volatile; Melee, Brawling) Abilities:- Learned Magic Resistance - If the baernoloth is affected by a spell cast by a particular spellcaster, it thereafter adds +5 to the TN of that spell's Focus Power test when cast by that spellcaster.
- Bloody-Minded - As the Tiefling power.
- Unholy Might - As the Daemonhost power.
- Rejected by Creation - As the Daemonhost power.
- Feeding - As the Daemonhost power.
- Piece of the Warp (King) - As the Daemon-Spawn power, spending Essence instead.
- Daemon Heart - As the Daemon-Spawn power, spending Essence instead.
- Daemon Hide - As the Daemon-Spawn power.
- Juggernaut Drive - As the Daemon-Spawn power.
Traits: Armor Plating (5), Aura (5), Caster (Evocation 4, Necromancy 4), Dark Sight, Daemonic, Flyer, From Beyond, Regeneration (3), Resource Stat (Essence; 21), Stuff of Nightmares, UnkillableGear: - Level: 5 ChichimecChichimecs are grotesque avians, thought to be the offspring of Tzeentchian daemons and dragon-blooded Kenku. No larger than an Eldarin, the creature is an enormous press of hundreds of wings that conceal the eyes and mouths in its central body, with a single tail trailing beneath. Chichimecs prefer to flee rather than fight, though their cruelty is notable. | STR 5 | DEX 5 | CON 4 | CHA 5 | FEL 1 | CMP 3 | INT 1 | WIS 3 | WIL 3 | Skills: Acrobatics 6, Arcana 3, Ballistics 4, Brawl 4, Forbidden Lore 4, Intimidation 5, Perception 4, Persuasion 1, Stealth 5 Speed: 15 Size/Resilience: 3/5 Static Defense: 28 Mental Defense: 20 HP/Resolve: 36/6 Feats: Danger Sense, Fast Reflexes, Fleet of Foot, Improved Bull Rush, Lightning Attack Armor: Brazen feathers (5; all) Attacks: Wing Buffet (7k2 I; Melee; Balanced), Tail Slap (6k2 I; Melee; Flexible) Abilities:- Warp Miasma - As the Dark Eldarin power.
- Blood Quickening (Air) - As the Dragon-Blooded power.
- Moving Target - As the Speedster power.
- Reactionary - As the Speedster power, spending Breath instead.
- Celerity - As the Speedster power.
- Dragon Skin - As the Dragon-Blooded power.
Traits: Aura (5), Caster (Evocation 4), Daemonic, Flyer, From Beyond, Resource Stat (Breath; 10), Stuff of Nightmares, Unkillable, Unnatural Toughness Gear: - Level: 5 Dream LarvaDream larvae are the misbegotten spawn of darkling Fae and their own nightmares, living night terrors that stalk the deepest wilds of the Umbra and force terrified form upon the formless Nobility. They are said to have no form but that which most terrifies the viewer, though those who feel no fear describe the predator behind the illusion as a disgusting, arthropodal humanoid with multiple clawed arms, horns, and fangs. | STR 6 | DEX 3 | CON 5 | CHA 6 | FEL 4 | CMP 5 | INT 4 | WIS 3 | WIL 4 | Skills: Acrobatics 4, Arcana 4, Brawl 5, Crafts 5, Perception 4, Persuasion 5, Scrutiny 4, Stealth 5 Speed: 9 Size/Resilience: 6/7 (8 against non-silver/magic, 4 against iron non-magic) Static Defense: 6 Mental Defense: 30 HP/Resolve: 46/9 Feats: Cleave, Improved Grapple, Improved Weapon Focus (Claws), Power Attack, Weapon Focus (Claws) Armor: Irrational fear (5; all) Attacks: Claws (10k2 R, Pen 4; Melee, Brawling; target takes -2k0 to Dodge or Parry) Abilities:- Worst Nightmare - Dream larvae are always aware of when they are seen, whether by hidden eyes, scrying, or otherwise. The first time each scene that a creature sees the dream larva from a distance of 10m or less (or via a Divination spell), the dream larva can cast Phantasmal Killer targeting that creature as a Reaction.
- Gossamer Phantasm - As the Tuatha power.
- Iron Bane - As the Tuatha power.
- It Will Not Die - As the Youkai power.
- Revel in Terror - As the Youkai power.
- Fear Incarnate - As the Youkai power.
- Irrational Terror - As the Youkai power.
- Walking Nightmare - As the Youkai power.
- Stalk the Prey - As the Youkai power.
Traits: Caster (Enchantment 4, Illusion 5), Daemonic, Dark Sight, Fear (5), Flyer, From Beyond, Regeneration (4), Resource Stat ( Dread; 16), Stuff of Nightmares, Unkillable, Unnatural Toughness Gear: - Level: 5 HecatoncheiresHecatoncheires are among the oldest of abominations, hailing from a time before the Materium fully crystallized in contrast to the inchoate Warp. They are titanic mutants with a powerful blood thirst, resembling nothing so much as mobile trees with gleaming steel leaves. A hecatoncheires who finds himself in an inhabited area does not sleep or hibernate so much as wait malovently, hating all and hated by all, until the time is right to reap glorious slaughter for his own pleasure. | STR 8 | DEX 3 | CON 5 | CHA 4 | FEL 1 | CMP 4 | INT 1 | WIS 4 | WIL 5 | Skills: Arcana 4, Athletics 6, Intimidation 5, Perception 6, Scrutiny 5 Speed: 5 Size/Resilience: 20/13 Static Defense: 11 Mental Defense: 25 HP/Resolve: 50/9 Feats: Ambidexterity, Combat Brute, Combat Master, Hurl Weapon, Improved Weapon Focus (Grand Daiklaive), Lightning Attack, Roll With It, Two Weapon Fighting, Weapon Focus (Grand Daiklaive) Armor: Plate (13; all) Attacks: Grand Daiklaive (10k4 R, Pen 2; Melee) Abilities:- Perfect Multidexterity - The hecatoncheires is equally proficient with each of its hundred hands. It has three Reactions each round instead of one, and an additional half action each round. In addition, its fifty heads allow it to take the same action more than once in a round; however, the press of arms means it can't take more than one attack action against the same creature on its turn.
- Titanic Grip - As the Titan power.
- World Breaker - As the Titan power.
- Aegis - As the Scion power. The Hecatoncheires has Divinity 5.
- Megalithic Power - As the Titan power.
- Divine Presence - As the Scion power.
Traits: Amorphous, Colossal, Crawler, Daemonic, From Beyond, Resource Stat ( Might; 15), Stuff of Nightmares, UnkillableGear: One hundred Grand Daiklaives, fifty Plate Helms, mutant Plate armor Level: 5 PhaethonPhaethons are rage and fire incarnate, not so much an incarnate daemon as what happens when said daemon is melted down and bound to molten rock. Most are content to slumber among normal, non-daemonically possessed magma, only to maliciously and even sadistically cause as much damage as they possibly can when roused instead of flowing downhill with the rest. Most inhabited worlds can count at least one phaethon slumbering away in their hearts. | STR 6 | DEX 5 | CON 6 | CHA 6 | FEL 1 | CMP 3 | INT 1 | WIS 3 | WIL 4 | Skills: Arcana 3, Athletics 6, Brawl 5, Crafts 3, Perception 6, Stealth 5 Speed: 6 Size/Resilience: 12/10 Static Defense: 10 Mental Defense: 20 HP/Resolve: 52/7 Feats: Bear Hug, Burn Baby Burn, Crushing Bear, Fast Reflexes, Feed the Meat, Hellfire Halitosis, Penumbra Aspect, Roll With ItArmor: Molten body (6; all) Attacks: Pseudopod (9k2+5 E; Melee, Brawling) Abilities:- Flamewrought - A phaethon is living lava, a molten foe that knows no pain of fire. It is immune to damage and Fatigue caused by being on fire, and while on fire it is surrounded by an Energy Aura effect. All damage caused by the phaethon or its spells is E damage.
- Overdrive - As the Luminary power.
- Burning Heart - As the Luminary power.
- Shining Excellence - As the Luminary power.
- Burning Scarlet - As the Phoenix power.
Traits: Amorphous, Caster ( Pyrokinesis 5), Crawler, Daemonic, Dark Sight, From Beyond, Resource Stat ( Heat; 15), Stuff of Nightmares, UnkillableGear: - Level: 5 PhanePhanes are temporally displaced beings, shorn so viciously from their native time that time itself no longer has meaning. No two share exactly the same appearance, but all are shadowy and insubstantial, dark wraiths with vivid green eyes, waiting to tear other mortals from the timestream to share in their fate. Some greybeards insist that phanes are the result of dalliances with the Raven Queen or the Lady of Pain... or rather, they "insisted," as all of them tend to disappear rather mysteriously after mentioning the theory. | STR 8 | DEX 6 | CON 8 | CHA - | FEL - | CMP - | INT - | WIS 5 | WIL 5 | Skills: Acrobatics 6, Arcana 6, Perception 6, Stealth 6 Speed: 12 (24) Size/Resilience: 5/6 Static Defense: 33 Mental Defense: 5 HP/Resolve: 34/5 Feats: Battle Meditation, Bounding Beast, Combat Brute, Danger Sense, Fast Reflexes, Frenzy, Greater Frenzy, Zen Shooting Armor: Chronal displacement (5; all) Attacks: Stasis touch (10k2 E, Pen 6, Snare; Melee), chronal blast (10k10 E; Range 30m) Abilities:- Time-Tortured - Phanes are prisoners outside of time, existing only as wraiths to those within temporal bounds. While the phane is incorporeal, it can act normally when subjected to a temporal effect that would otherwise stop it from doing so (such as the Toki wo Tomare! power when used by someone else), or it can spend Ticks to use Reactions if corporeal. However, the pain of this existence means the phane is always in a Frenzy.
- Second Death - As the Wraith power, losing Ticks instead.
- Time Flow - As the Aeonic power.
- Be Kind, Rewind - As the Aeonic power.
- Quantum Leap - As the Aeonic power.
- Time Skip - As the Aeonic power.
- Paradox - As the Aeonic power.
- Shroud - As the Wraith power.
- Toki wo Tomare! - As the Aeonic power.
Traits: Daemonic, Flyer, From Beyond, Mindless, Phasing, Resource Stat ( Ticks; 10), Stuff of Nightmares, UnkillableGear: - Level: 5 XixecalXixecals are titanic, malevolent glaciers, the ill-conceived offspring of daemons and spirits of snow and ice. Theirs is a deep hibernation... most worlds don't recognize a xixecal as anything but a mountain clad in ice and raging blizzards year-round, until the monster rouses and decides to go walkabout. While maliciously drawn toward centers of population, the xixecal's destruction is uncaring; its leveling of the fragile constructions of stone and steel a lesson in the impermanence of all but the frigid chill that will be left in its wake. | STR 7 | DEX 1 | CON 6 | CHA 5 | FEL 1 | CMP 5 | INT 1 | WIS 3 | WIL 5 | Skills: Arcana 5, Athletics 6, Forbidden Lore 5, Perception 6 Speed: 8 Size/Resilience: 20/14 Static Defense: 2 Mental Defense: 30 HP/Resolve: 44/10 Feats: Big Hitter, Combat Brute, Crushing Blow, Danger Sense, Devastating Critical, Grand Slammer, Iron Jaw, Power Attack, Roll With It, True Grit Armor: Living glacier (20; all) Attacks: Claws (9k2 R; Melee, Snare, Brawling) Abilities:- Fimbulvetr - The xixecal is a titan of ice shrouded in an eternal blizzard. Its heart is a carved rod of crystal glass, the focus for the Fimbulvetr spell that surrounds it.
- Titanic Grip - As the Titan power.
- World Breaker - As the Titan power.
- Superlative Constitution - As the Promethean power.
- Megalithic Power - As the Titan power.
Traits: Armor Plating (14), Colossal, Daemonic, Fear (5), From Beyond, Resource Stat ( Might; 16), Stuff of Nightmares, Unkillable, Unnatural Toughness Gear: - Level: 5
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Post by ScrapyardDragon on Oct 25, 2018 15:37:04 GMT -6
There is an ancient human legend. One that claims man may seal away gods. Splitting their body into 16 segments in a land of intersecting points, each piece kept imprisoned by a great colossus born of stone and earth. The means to do so have been long forgotten, but there are still those fools who seek out these sealed gods, seeking to release them in exchange for a miracle. Releasing the such a dead god would require the herculean task of slaying all 16 monsters, wherever they may be hiding. Note: The damage of the listed attacks is the damage of the just the weapon. That is to say, before Feats/STR bonuses are applied. I A great beast wielding a massive stone club. While it may be the weakest of the bipedal colossi, it is still a threat to any fool who confronts it unprepared. It normally wanders about aimlessly until confronted, at which point it will mercilessly attempt to crush whatever arrogant ant has approached it. Without a means to find and harm it's vitals, to fight it is an exercise in futility. While capable of going where it pleases, The Minotaur will usually stay within rocky highlands. ValusInt: 1 Str: 5 Cha: 2 Wis: 1 Dex: 2 Fel: 1 Wil: 4 Con: 5 Com: 2 Skills: Weaponry 4, Brawl 3, Athletics 2, Intimidation 1, Arcana 1 Speed: 7 Size/Resilience: 20/13 Static Defense: 0 HP: 48 Feats: Sound Constitution, Crushing Blow, Power Attack, Fearless, Unarmed Warrior, Weapon Focus(Great Club), Weapon Proficiency (Basic), Pardon my reach [Goliath], Strong Back [Goliath] Armor: Stone Plating (10, All), Daemonic Toughness (5, All) Attacks: Great Club (8k3 I, Melee) Stomp (6k2 I, Melee, Brawling) Abilities:-Glowing Sigil: Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. -Powerful Build [Goliath]-Titanic Might[Titan] -Smashing Hulk (Magnitude 0)[Titan]Traits: Daemonic, Stuff of Nightmares, AP(10), Fear(1), Unnatural Toughness TirelessGear: Great Club Level: 4 II A massive beast easily capable of breaking through whatever barrier is put before it. While it is massive, it is also slow. Act quickly when the chance presents itself if you would wish to slay it. The Mammoth will attack those near it, normally walking along desolate seasides. QuadratusInt: 1 Str: 5 Cha: 2 Wis: 1 Dex: 1 Fel: 1 Wil: 4 Con: 5 Com: 2 Skills: Brawl 3, Athletics 2, Intimidation 1, Arcana 1 Speed: 6 (12) Size/Resilience: 23/15 Static Defense: 0 HP: 50 Feats: Crushing Blow, Power Attack, Unarmed Warrior, Sound Constitution x2, Fearless, Weapon Proficiency (Basic), Strong Back [Goliath]Armor: Stone Plating (10, All), Daemonic Toughness (5, All) Attacks: Stomp (8k5 I; Melee, Brawling) Abilities:-Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. [Titan] -Smashing Hulk (Magnitude 0)[Titan]Traits: Daemonic, Stuff of Nightmares, AP(10), Quadruped, Fear(1), Unnatural Toughness, TirelessGear: None Level: 4 III A towering giant, The Knight normally slumbers in a place it has deemed a suitable arena as it waits for a fellow warrior to appear. Such warriors usually being those who have managed to slay some of it's brethren. Not to say it won't wake up if cheeky berk were to try attacking it while it slumbers of course. While it is powerful enough to shatter the earth, its armor is far more brittle than its fellows. Gaius Int: 2 Str: 6 Cha: 2 Wis: 3 Dex: 3 Fel: 1 Wil: 5 Con: 4 Com: 2 Skills: Weaponry 5, Athletics 4, Intimidation 2, Arcana 1 Speed: 9 Size/Resilience: 22/15 Static Defense: 0 HP: 48 Feats: Sound Constitution x3, Crushing Blow, Power Attack, Cleave, Weapon Focus(Great Stone Sword), Weapon Specialization(Great Stone Sword), Weapon Proficiency (Basic), Pardon my reach [Goliath], Strong Back [Goliath] Armor: Stone Plating (8, All), Daemonic Toughness (4, All) Attacks: Great stone sword (8k4+10 I, Melee) Abilities: -Glowing Sigil- Somewhere on the creature's body is are magic sigils that keeps them animate. Strikes to these sigils halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to the mark. -Fused Sword- The monster's hand has been replaced with a giant sword. As it is a part of it's body, it cannot be disarmed. -Powerful Build [Goliath][Titan] -Titanic Might[Titan]
-Smashing Hulk (Magnitude 0)[Titan]Traits: Daemonic, Stuff of Nightmares, AP(8), Fear(2), Unnatural Toughness, TirelessGear: None Level: 5 IV Named after the mythical beast, The Kirin is a massive steed that roams open plains. Curiously, it seems to gravitate to places of death such as graveyards or battlefields. Phaedra Int: 2 Str: 5 Cha: 2 Wis: 3 Dex: 4 Fel: 1 Wil: 4 Con: 4 Com: 2 Skills: Brawl 3, Athletics 2, Intimidation 1, Perception 2, Arcana 1 Speed: 9 (18) Size/Resilience: 23/15 Static Defense: 0 HP: 48 Feats: Impeded by Nothing[Juggernaut], Sound Constitution x4, Fearless, Fleet of Foot, Weapon Proficiency (Basic) Armor: Stone Plating (7, All), Daemonic Toughness (4, All) Attacks: Stomp (7k3 I; Melee, Brawling) Abilities: -Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. [Titan] -Smashing Hulk (Magnitude 0)[Titan]Traits: Daemonic, Stuff of Nightmares, AP(7), Quadruped, Fear(1), Unnatural Toughness, TirelessGear: None Level: 4 V A massive bird that soars through the sky at high speeds. Unlike most other colossi, The Eagle will not attack intruders on sight, instead simply observing those who enter its domain. Unless of course, they attack first... Avion Int: 2 Str: 4 Cha: 2 Wis: 5 Dex: 6 Fel: 1 Wil: 3 Con: 3 Com: 3 Skills: Brawl 3, Athletics 1, Acrobatics 5, Perception 2, Arcana 1 Speed: 10 Size/Resilience: 20/13 Static Defense: 3 HP: 52 Feats: Sound Con x5, Fearless, Fleet of Foot, Weapon Proficiency (Melee 2), Defensive Mobility, Powerful Charge, Unarmed Warrior Armor: Stone Plating (4, All), Daemonic Toughness (3, All) Attacks: Beak (6k3 R; Brawling, Tearing), Claws (4k2 R; Brawling) Abilities: -Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. Traits: Daemonic, Stuff of Nightmares, AP(4), Flyer (30), Unnatural Toughness, TirelessGear: None Level: 4 VI The only bipedal colossus to forgo a weapon, The Temple Guardian does not need one. True to it's name, it will normally seclude itself within ancient ruins, only emerging to violently destroy any intruders. Barba Int: 3 Str: 7 Cha: 3 Wis: 2 Dex: 2 Fel: 1 Wil: 5 Con: 5 Com: 2 Skills: Brawl 5, Athletics 3, Intimidation 2, Perception 2, Arcana 1 Speed: 9 Size/Resilience: 21/14 Static Defense: 0 HP: 62 Feats: Sound Con x6, Crushing Blow, Power Attack, Fearless, Weapon Proficiency (Basic), Unarmed Warrior, Unarmed Master, Pardon my reach [Goliath], Strong Back [Goliath], Impeded by Nothing[Juggernaut], A backhand to remember[Cenobite] Armor: Stone Plating (10, All), Daemonic Toughness (5, All) Attacks: Punch (7k5+5 I, Melee; Brawling), Stomp (7k3+5 I, Melee; Brawling) Abilities: -Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. -Powerful Build [Goliath] -World Breaker -Titanic Might -Smashing Hulk (Magnitude 0) Traits: Daemonic, Stuff of Nightmares, AP(10), Fear(2), Unnatural Toughness, TirelessGear: None Level: 5 VII A massive sea serpent; no ships may safely pass through whatever waters The Eel calls home, for it electrocutes anything that dares pass through its domain. One must not come close to its electric spines if one would wish to defeat it. Or even survive it. Hydrus Int: 1 Str: 5 Cha: 1 Wis: 3 Dex: 4 Fel: 1 Wil: 3 Con: 5 Com: 3 Skills: Brawl 4, Athletics 5, Perception 1, Arcana 1 Speed: 9 (18) Size/Resilience: 24/15 Static Defense: 10 HP: 62 Feats: Sound Con x7, Fearless, Lightning Attack, Swift Attack, Weapon Proficiency (Melee 2), Unarmed Warrior, Unarmed Master, Roll with It Armor: Stone Plating (4, All), Daemonic Toughness (4, All) Attacks: Electric Spines (7k3 E, Melee; Brawling, Shocking) Abilities: -Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. -Smashing Hulk (Magnitude 0) -Ripple of Thunder- Hydrus has one extra reaction, which it may only use for the multiple attacks action. Traits: Daemonic, Stuff of Nightmares, AP(4), Amphibious, Dark Sight, Unnatural Toughness, Tireless, ColossalGear: None Level: 4 VIII Often called the wall shadow, The Gecko makes its home in areas with plenty of terrain for it to climb along. While its grip is strong, its weight will betray it should it be shaken off of its perch. Doing so however would require the assailant to survive the powerful blasts of energy it spews from its mouth, each of which leaving a toxic cloud behind. Kuromori Int: 2 Str: 4 Cha: 2 Wis: 3 Dex: 4 Fel: 1 Wil: 4 Con: 4 Com: 2 Skills: Brawl 3, Ballistics 5, Intimidation 1, Perception 2, Athletics 2, Arcana 1 Speed: 8 Size/Resilience: 16/12 Static Defense: 15 HP: 56 Feats: Sound Con x8, Fearless, Weapon Proficiency (Basic), Crack Shot, Deadeye Shot, Double Tap, Rock & Roll, Storm of Iron, Roll with It Armor: Stone Plating (12, All), Daemonic Toughness (4, All) Attacks: Tail Swipe (2k2 I, Melee; Brawling), Gas Bolts (2k2 E, Basic; Pen 2, S/4, 100m, Reliable, Black smoke) Abilities: -Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. -Wall Shadow- The creature can climb along walls and ceilings as easily as walking on flat ground - Smashing Hulk (Magnitude 0)Traits: Daemonic, Stuff of Nightmares, AP(12), Quadruped, Crawler, Fear(2), Unnatural Toughness, Tireless, ColossalGear: None Level: 5
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Post by ScrapyardDragon on Oct 25, 2018 15:53:34 GMT -6
IX A massive behemoth, The great ancient makes its home in desolate wastelands, bombarding what little life does come into its domain with a flurry of explosive blasts. It is believed that none can pierce the monster's armor Basaran Int: 2 Str: 6 Cha: 2 Wis: 1 Dex: 2 Fel: 1 Wil: 4 Con: 7 Com: 2 Skills: Brawl 3, Ballistics 5, Intimidation 1, Athletics 3, Arcana 1 Speed: 8 (16) Size/Resilience: 26/17 Static Defense: 0 HP: 76 Feats: Sound Con x9, Fearless, Weapon Proficiency (Basic), Crack shot, Double Tap, Rock & Roll, Unbothered by flies [Juggernaut], Strong Back [Goliath] Armor: Stone Plating (15, All), Daemonic Toughness (7, All) Attacks: Stomp (5k3+5 I, Melee; Brawling), Explosive Bolts (4k2 E, Basic; Pen 5, S/4, 100m 40/Full, Blast 1) Abilities: -Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. -Smashing Hulk (Magnitude 0) Traits: Daemonic, Stuff of Nightmares, AP(15), Quadruped, Fear(3), Unnatural Toughness, TirelessGear: None Level: 5 X The Serpent tunnels deep within the earth, lunging out and striking its prey. It will chase those it sets its sight on relentlessly, one must be able to travel at great speeds to escape it, and to pull it out from the earth to slay it. Dirge Int: 1 Str: 8 Cha: 3 Wis: 3 Dex: 4 Fel: 1 Wil: 3 Con: 4 Com: 3 Skills: Brawl 5, Athletics 4, Intimidation 3, Perception 1, Arcana 1 Speed: 6 Size/Resilience: 25/16 Static Defense: 6 HP: 56 Feats: Sound Con x10, Fearless, Crushing Blow, Powerful Charge, Weapon Proficiency (Melee 2), Impeded by nothing[Juggernaut], Foe hurling charge[Juggernaut], Strong Back [Goliath], Roll with It Armor: Stone Plating (10, All), Daemonic Toughness (4, All) Attacks: Earth Eating Bite (10k4+2 R Melee; Pen 6, Brawling, Tearing) Abilities: -Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. -Sand Serpent- The monster is able to dig through loose ground at triple speed -Smashing Hulk (Magnitude 0) Traits: Daemonic, Stuff of Nightmares, AP(10), Crawler, Fear (3), Unnatural Toughness, Tireless, ColossalGear: None Level: 5 XI The Smallest of the colossi, The Lion is also one of the most aggressive. Despite its violent disposition towards everything, the beast is flawed, and fears the fires that forged it. It compensates for it's small frame with its heavy armor, which must be broken off to reach its vitals. Celosia Int: 3 Str: 4 Cha: 3 Wis: 4 Dex: 5 Fel: 1 Wil: 3 Con: 3 Com: 3 Skills: Brawl 5, Athletics 5, Intimidation 4, Perception 2, Arcana 1 Speed: 9 (18) Size/Resilience: 10/9 Static Defense: 17 HP: 52 Feats: Sound Con x11, Crushing Blow, Frenzy, Powerful Charge, Defensive Mobility, Fleet of Foot, Unarmed Warrior, Weapon Proficiency (Melee 2), Improved bull rush[Juggernaut], Impeded by nothing[Juggernaut], Foe hurling charge[juggernaut], Roll with it[Boxer], Short fuse[Sohei], Battle meditation[Sohei] Armor: Stone Plating (12, All), Daemonic Toughness (3, All) Attacks: Stone Tusks (4k4 R Melee; Brawling), Claws (2k2 R Melee; Brawling) Abilities: -Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. -Pyrophobia- The monster must test against fear(3) when within 5m of fire Traits: Daemonic, Stuff of Nightmares, AP(12), Quadruped, Fear (1), Unnatural Toughness, TirelessGear: None Level: 5 XII A gigantic beast that lives deep underwater, The beast fires great blasts of lightning from its horns. It is believed that many legends about sea monsters have derived from this beast. Pelagia Int: 2 Str: 6 Cha: 2 Wis: 3 Dex: 3 Fel: 1 Wil: 3 Con: 6 Com: 2 Skills: Brawl 3, Ballistics 5, Intimidation 3, Athletics 3, Perception 2, Arcana 1 Speed: 9 (18) Size/Resilience: 23/16 Static Defense: 0 HP: 76 Feats: Sound Con x12, Fearless, Weapon Proficiency (Basic), Crack shot, Double Tap, Rock & Roll, Unbothered by flies [Juggernaut], Strong Back [Goliath] Armor: Stone Plating (10, All), Daemonic Toughness (6, All) Attacks: Stomp (4k3+5 I, Melee; Brawling), Horn Bolts (7k4 E, Basic; Pen 5, S/4, 50m 40/Full) Abilities: -Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. -Smashing Hulk (Magnitude 0) Traits: Daemonic, Stuff of Nightmares, AP(10), Quadruped, Fear(3), Unnatural Toughness, TirelessGear: None Level: 6 XIII A gigantic creature that swims through earth and air alike. The beast is large enough to put some spelljammers to shame. Fortunately it is completely passive, ignoring the ants beneath it and only responding to violence with attempts to escape. Phalanx Int: 3 Str: 12 Cha: 3 Wis: 3 Dex: 4 Fel: 1 Wil: 4 Con: 5 Com: 3 Skills: Brawl 3, Acrobatics 5, Athletics 4, Perception 1, Arcana 1 Speed: 16 (32/48) Size/Resilience: 50/29 Static Defense: 0 HP: 72 Feats: Sound Con x13, Fearless, Powerful Charge, Weapon Proficiency (Melee 2), Impeded by nothing[Juggernaut], Unbothered by flies[Juggernaut], Strong Back[Goliath] Armor: Stone Plating (10, All), Daemonic Toughness (5, All) Attacks: Sand Piercing Spear (10k5 R, Melee, Pen 5; Brawling, Tearing) Abilities: -Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. -Sand Serpent- The monster is able to dig through loose ground at triple speed -Smashing Hulk (Magnitude 0) Traits: Daemonic, Stuff of Nightmares, AP(10), Flyer(28), Unnatural Toughness, TirelessGear: None Level: 6 XIV The stronger twin to the Lion, the Cerebus is just as fierce, and is willing to destroy anything in its way to get to those who would confront it. Cenobia Int: 3 Str: 5 Cha: 4 Wis: 4 Dex: 6 Fel: 1 Wil: 4 Con: 4 Com: 3 Skills: Brawl 5, Athletics 5, Intimidation 5, Perception 3, Arcana 1 Speed: 11 (22) Size/Resilience: 10/9 Static Defense: 20 HP: 68 Feats: Sound Con x14, Crushing Blow, Frenzy, Powerful Charge, Defensive Mobility, Fleet of Foot, Unarmed Warrior, Unarmed Master, Weapon Proficiency (Melee 2), Improved bull rush[Juggernaut], Impeded by nothing[Juggernaut], Foe hurling charge[juggernaut], Roll with it[Boxer], Short fuse[Sohei], Battle meditation[Sohei] Attacks: Stone Jaw (6k5 I Melee; Brawling), Claws (3k2 R Melee; Brawling) Abilities: -Glowing Sigil- Somewhere on the creature's body is a magic sigil that keeps them animate. Strikes to this location halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to this location. -World Breaker -Smashing Hulk (Magnitude 0) Traits: Daemonic, Stuff of Nightmares, AP(12), Quadruped, Fear (2), Unnatural Toughness, TirelessGear: None Level: 6 XV The greatest warrior of the colossi, the beast is capable with and without its blade, and only emerges when a true threat to its territory appears Argus Int: 3 Str: 7 Cha: 3 Wis: 3 Dex: 3 Fel: 1 Wil: 5 Con: 5 Com: 3 Skills: Weaponry 5, Brawl 4, Athletics 4, Intimidation 4, Arcana 1 Speed: 9 Size/Resilience: 22/15 Static Defense: 0 HP: 48 Feats: Sound Con x15, Blademaster, Devastating Critical, Crushing Blow, Power Attack, Cleave, Weapon Focus(Cleaver), Weapon Specialization(Cleaver), Unarmed Warrior, Unarmed Master, Weapon Proficiency (Basic), Pardon my reach [Goliath], Strong Back [Goliath] Armor: Stone Plating (13, All), Daemonic Toughness (5, All) Attacks: Great Stone Cleaver (8k4+10 R, Melee), Stomp (7k3+5 I, Melee; Brawling), Slam (8k3+5 I, Melee; Brawling) Abilities: -Glowing Sigil- Somewhere on the creature's body is are magic sigils that keeps them animate. Strikes to these sigils halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to the mark. -Powerful Build [Goliath] -Titanic Might -Smashing Hulk (Magnitude 0) Traits: Daemonic, Stuff of Nightmares, AP(13), Fear(4), Unnatural Toughness, TirelessGear: Great Stone Cleaver Level: 6 XVI The final bulwark against any who would take up the foolish errand of resurrecting a sealed god. A towering mountain that rains down thunder upon anything foolish enough to approach it. They are invariable bolted down and made immobile, for it contains the largest segment, and even alone could decimate all it encountered if it could walk free. Malus Int: 4 Str: 4 Cha: 7 Wis: 4 Dex: 3 Fel: 1 Wil: 5 Con: 6 Com: 4 Skills: Ballistics 5, Scrutiny 4, Perception 4, Intimidation 3, Arcana 2 Speed: 0 Size/Resilience: 35/22 Static Defense: 0 HP: 88 Feats: Sound Con x16, Crack Shot, Deadeye Shot, Devastating Critical, Divine Grace, Fearless, Spell Focus (Evocation), Greater Spell Focus (Evocation), Spell Penetration, Greater Spell Penetration, Spell Mastery (Energy Ray, Energyball), Spell Might, Spell Specialization (evocation), Touch Spell Specialization, Tested, Wizard Traditions (Stormwalker, Emerald Frost), Adamant will[Warlock], Eldritch Trick(all)[Warlock], Fettered Push[Warlock], Elemental Mastery II(Meteor, Lightning)[Elementalist], Elemental Mastery III(Gravity)[Elementalist], Pardon my reach [Goliath], Strong Back [Goliath] Armor: Stone Robe (15, All), Daemonic Toughness (6, All) Attacks: Great Stone Hands (6k2 I, Melee; Brawling) Abilities: -Glowing Sigil- Somewhere on the creature's body is are magic sigils that keeps them animate. Strikes to these sigils halve the monster's resilience and ignore it's armor, but it may only be killed by magical damage to the mark. -Powerful Build [Goliath] -Titanic Might -Smashing Hulk (Magnitude 0) -Might of the sealed god- The monster is unaffected by warp phenomena or perils of the warp -Tower of god- The monster cannot take movement actions, and has a speed of 0. Moving it would require moving the ground beneath it. Traits: Daemonic, Stuff of Nightmares, AP(15), Fear(5), Caster (Evocation 5), Unnatural Toughness, TirelessGear: None Level: 7 You Fool.... Have you any idea what you've done?! You've resurrected an ancient god! One that was probably sealed away for a reason! You have your miracle, but at what cost? The sealed god has been reborn anew, usually possessing whatever foolish warrior revived it as it waits for its full power to return. It is only in the brief window that it takes this form that it can be re-sealed or slain for good. Act quickly... The Sealed God Int: 7 Str: 6 Cha: 8 Wis: 7 Dex: 3 Fel: 5 Wil: 5 Con: 6 Com: 5 Skills: All 6 Speed: 8 Size/Resilience: 16/14 Static Defense: 2 HP: 90 Feats: Sturdy, Sound Con x17, Divine Grace, Devastating Critical, Crushing Blow, Power Attack, Fearless, Weapon Proficiency (Basic), Unarmed Warrior, Unarmed Master, Ki Strike, Iron Fist, Pardon my reach [Goliath], Strong Back [Goliath], Impeded by Nothing[Juggernaut], A backhand to remember[Cenobite] Armor: Daemonic Toughness (All 6), Divine Toughness (All 5) Attacks: Dark Fist (6k6 I, Melee; Brawling) Abilities: -Powerful Build[Goliath] -Titanic Might[Titan] -Smashing Hulk (Magnitude 0)[Titan] -Might of the sealed god- The monster is unaffected by warp phenomena or perils of the warp -Implied Power[Scion] -Hubris (Divinity 5)[Scion] -Aegis (Divinity 5)[Scion] -Divine Presence[Scion] -Return of the Sealed God- If the monster runs out of Ichor, it dies. It does not regain Ichor. After 24 hours its full power returns. At that point you'd need divine aid to stop it. Traits: Daemonic, Stuff of Nightmares, Fear(5), Unnatural Toughness, Resource Stat: Ichor 16, TirelessLevel: 8 What happens to whoever got possessed?: It depends, and is ultimately up to SM interpretation. If they were a mortal you could make them one of the Exalted; Potentially a Chosen of the reborn god if it returned properly, or a Daemonhost if things went wrong at the end. If they were already Exalted, they might come out fine afterwards, end up with a hindrance afterwards, or just get saddled with some corruption & insanity. Do what you think fits.
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Post by shazbest on May 21, 2019 23:09:45 GMT -6
BeholderOf all the vile creatures to pour out of Pandemonium, the most fearsome were arguably the Beholders. Beholders are large floating orbs of flesh with a singular large eye, a mouth, and ten eye-stalks protruding from its body. They have innate magical powers stored within each of their eyes, each rivaling the powers of mighty wizards. Their power is complimented by their vast intelligence and 18 maligned senses, often able to think multiple steps ahead of the competition. During the opening battles of the Aboleth invasion of The Wheel Beholders were a common sight, wreaking death and destruction wherever they went. Luckily for The Wheel their numbers started to dwindle early on, and by the time the Aasimar and Teiflings came to repel the invasion they were nowhere to be seen. As it turns out, their brilliant minds are only hindered by their intense xenophobia. Though initially they were willing to work with the forces of Pandemonium, they grew paranoid that their abyssal peers would betray them, and went off on their own. Their xenophobia quickly turned inwards and they turned on each other starting a massive war in the crystal sphere now only known as the Tomb of the Beholderkin, a war that continues to this day. Beholders were an enigma to The Wheel, so dangerous that no one wanted to try to drive them out and so benign that no one really needed to. As a result they were simply let be, and over time some abandoned their pointless war for genetic purity and joined galactic society. Though few in numbers they can be found in many corners of the wheel, especially in places of deceit and treachery. Many have flocked to Commorragh, where the typically foreboding depths of the Underdark are considered downright cozy and their knack for slavery is celebrated rather than reviled. | STR 2 | DEX 3 | CON 5 | CHA 3 | FEL 2 | CMP 3 | INT 5 | WIS 4 | WILL 4 | Skills: Arcana 4, Ballistics 4, Brawl 3, Common Lore 2, Forbidden Lore 4, Perception 5, Scrutiny 2 Speed: 1 Size/Resilience: 6/6 Static/Mental Defense: 16/25 HP/Resolve: 18/5 Level: 4 Armor: Tough Hide (6 AP head) Feats: Combat Master, Danger Sense, Weapon Proficiency (Eyestalks), Jaded, Fast Reflexes, Heightened Senses (Sight) Traits: Armor Plating (6 head), Flyer (5)
Attacks: Bite (4k2 R, Melee, Brawling)
Eye Stalks (Special) Abilities: Ball With Eyes- When you're aiming at a giant floating head, you probably don't have to worry about hitting him in the leg. Any time a Beholder is hit on any location other than the Gizzards, they are instead hit in the Head. If critical damage is dealt to the gizzards, roll on the eye ray chart. The Beholder loses use of that ray. Individual rays can be targeted as a called shot at an additional -2k0. Antimagic Eye- The central eye of the Beholder emits a 30 meter antimagic cone. Any spells cast within this cone automatically fail, and any spell effects taking place within the cone are nullified. The Beholder's own rays are affected by this field, and they may turn the effect off by shutting their eye.
Eye Rays- The Beholder has 10 eye stalks protruding from its body, each charged with magical power. As a half action the Beholder may make 3 attacks, distributed among all available targets as they see fit. Then, roll a d10 for each successful attack and consult the following chart, re-rolling doubles:
Eye Stalks1. Charm Ray- If he targeted creature fails a TN 20 Willpower + Arcana test, they become unwilling to take actions that would harm the Beholder for 1 hour, or until the Beholder harms the creature.
2. Paralyzing Ray- The targeted creature must succeed a TN 20 Constitution + Arcana test or be Stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray- The targeted creature must make a roll against Fear 1.
4. Slowing Ray- The targeted creature must succeed on a TN 20 Dexterity + Arcana saving throw. On a failed save, the target’s speed is halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray- The targeted creature takes 4k4 R damage.
6. Telekinetic Ray- If the target is a creature, it must succeed on a TN 20 Strength + Arcana test or the Beholder moves it up to 5m. in any direction. It is restrained by the ray’s telekinetic grip until the start of the Beholder’s next turn or until the Beholder is incapacitated.
7. Sleep Ray- The targeted creature must succeed on a TN 20 Willpower + Arcana test or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on targets that don’t normally need to sleep.
8. Petrification Ray- The targeted creature must make a TN 20 Dexterity + Arcana test. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the test at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified unless they burn a hero point or are restored through other magical means.
9. Disintegration Ray- If the target is a creature, it takes 6K4 I damage. If this damage would kill the creature, its body becomes a pile of fine gray dust.
10. Death Ray- The targeted creature takes 6k6 E damage. The target dies if the ray reduces it to 0 hit points.
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Post by Amanojyaku on Jun 28, 2019 19:04:01 GMT -6
GoliathsGallows GiantGoliaths are hired across the Wheel for muscle alone, and neither bar nor church is an exception. Gallows Giants are specifically trained to end the lives of sinners, usually by holding them down on hands and knees with one hand and driving a giant axe through their neck with the other. | STR 5 | DEX 2 | CON 4 | CHA 1 | FEL 1 | CMP 3 | INT 1 | WIS 3 | WIL 3 | Skills: Athletics 3, Brawl 4, Intimidation 3, Stealth 3, Weaponry 4 Speed: 6 Size/Resilience: 6/6 Static Defense: 13 Mental Defense: 20 HP/Resolve: 14/6 Feats: Back Stab, Crushing Blow, Furious Assault, Power Attack, Swift Attack, Weapon Specialization ( Grimcleaver) Armor: Chain coat (5; Arms, Body, Legs), Chain Hood (4; Head) Attacks: Grimcleaver (Melee; 11k3+2 R, Pen 2; Two Hands, Unwieldy, Brütal) Abilities:- Powerful Build - As the Goliath racial power.
- Headsman's Chop - Any creature that is reduced to 5 critical damage by the Gallows Giant's attacks is killed unless they burn a Hero Point, even if they would normally not be in danger of death.
Traits: - Gear: Grimcleaver, chain coat, chain hood, edgy tattered black cloak, nice hat Level: 3 Nightmare ExecutionerNot everyone is lucky enough to live far away from the maddening taint of the Warp or the deep Umbra, and that holds especially true for Goliaths, who find themselves abducted far more often than other sods on the Wheel for their tremendous strength. Nightmare Executioners are Goliaths who have been twisted by corruption and insanity, until horror becomes their mead and bread. | STR 7 | DEX 3 | CON 5 | CHA 5 | FEL 4 | CMP 3 | INT 1 | WIS 5 | WIL 5 | Skills: Athletics 4, Ballistics 5, Brawl 5, Intimidation 6, Perception 4, Weaponry 5 Speed: 10 Size/Resilience: 7/7 (8) Static Defense: 10 Mental Defense: 20 HP/Resolve: 30/8 Feats: Deadeye Shot, Fearless, Feed the Meat, Murderous Presence, Pardon My Reach, Power Attack, Roll With It, Supreme Shooter, Thick SkinnedArmor: Gribbly flesh (5; all), Cage Mask (2; head) Attacks: Grimcleaver (Melee; 11k3 R, Pen 2; Two Hands, Unwieldy, Brütal), MP Lascannon (Range 300m; 8k5 E, Pen 10; S/-; Clip 5; 2Full; Recharge) Abilities:- Powerful Build - As the Goliath racial power.
- It Will Not Die - As the Youkai power.
- Revel in Terror - As the Youkai power.
- Fear Incarnate - As the Youkai power.
- Irrational Terror - As the Youkai power.
- Walking Nightmare - As the Youkai power.
Traits: Daemonic, Fear (5), Resource Stat ( Dread; 14), Stuff of Nightmares Gear: Grimcleaver, MP Lascannon, tattered cloak Level: 5 SahuaginLemurian PikemanThe Sahuagin were thought to be lost along with their crystal sphere of Lemuria when it sank into the Warp, but reality is not so kind. Terrible insurgents from another world, their pikemen travel Empyrean waterways, emerging from rivers and sewers in other worlds in their attempt to reclaim their place on the Wheel. | STR 4 | DEX 3 | CON 3 | CHA 1 | FEL 1 | CMP 3 | INT 2 | WIS 3 | WIL 3 | Skills: Forbidden Lore 1, Intimidation 3, Weaponry 3 Speed: 7 Size/Resilience: 4/4 Static Defense: 20 Mental Defense: 20 HP/Resolve: 12/6 Feats: Feed the Meat, Hatred (Dark Eldarin, Eldarin, Elves, Satori), Lunging Reach, Sneak Attack Armor: Tough scales (3; all) Attacks: Fishing Spear (Melee; 2k2 R, Pen 3; Reach, Tearing) Abilities:- Devil Reef Deeps - As the Sahuagin racial power.
Traits: Amphibious Gear: Gillsuit, barbed spear Level: 2 Lemurian DiabolistDiabolists are Lemurian combat mages, Sahuagin who have made terrible pacts with daemons and worse now sharing their waters. They tend to follow after the pikemen in their incursions, rattling around the skulls of their most hated enemies as a focus for their black magic. | STR 1 | DEX 3 | CON 2 | CHA 2 | FEL 2 | CMP 3 | INT 3 | WIS 2 | WIL 4 | Skills: Arcana 3, Brawl 3, Forbidden Lore 4, Intimidation 3 Speed: 4 Size/Resilience: 4/5 Static Defense: 17 Mental Defense: 20 HP/Resolve: 12/7 Feats: Delay the Storm, Eldritch Trick (Ether Mastery), Hatred (Dark Eldarin, Eldarin, Elves, Satori), Implement Focus, Spell Might Armor: - Attacks: Bite (Melee; 1k1 R, Pen 3; Brawling, Razor Sharp) Abilities:- Devil Reef Deeps - As the Sahuagin racial power.
Traits: Amphibious, Aura (4), Caster ( Daemonology 3) Gear: Gillsuit, staff decorated with eldarin skulls Level: 3 Lemurian BehemothThese hulking beasts are often used as shock troops during Sahuagin incursions, when they aren't treated as massive slaves for their cyclopean cities. Behemoths are rightly feared for both their immense strength and ferocious speed; nothing so big should move so fast, but Lemuria's remnants are far crueler than the Wheel can ever be. | STR 6 | DEX 3 | CON 5 | CHA 1 | FEL 1 | CMP 3 | INT 1 | WIS 3 | WIL 3 | Skills: Athletics 4, Brawl 4, Forbidden Lore 1, Intimidation 5 Speed: 9 Size/Resilience: 7/7 Static Defense: 14 Mental Defense: 20 HP/Resolve: 21/6 Feats: Big Hitter, Combat Brute, Feed the Meat, God-Humbling Backhand, Grand Slammer, Hatred (Dark Eldarin, Eldarin, Elves, Satori), Power Attack, Roll With It, Unbothered by Flies, World-Breaker GripArmor: Tough scales (5; all) Attacks: Bite (Melee; 9k2 R, Pen 3; Brawling, Razor Sharp), Giant Rusty Anchor (Melee; 9k3 R, Pen 4; Two Hands, Unbalanced) Abilities:- Devil Reef Deeps - As the Sahuagin racial power.
- Big, Strong Hands - As the Titan power.
- World Breaker - As the Titan power.
- Smashing Hulk - As the Titan power.
Traits: Amphibious, Daemonic, Resource Stat ( Talents; 13) Gear: Giant rusty anchor Level: 4
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Post by Traskus on Jan 17, 2020 21:58:28 GMT -6
Demilich A lich that un-lives for hundreds of years eventually becomes a demilich, probably with a cult and everything to do its bidding. It doesn't need its physical form beyond the head that carries its consciousness. It instead has gems to sustain itself.
| STR 1 | DEX 5 | CON 2 | CHA 5 | FEL 0 | CMP 4 | INT 5 | WIS 4 | WIL 5 | Skills: Academic Lore 3, Acrobatics 1, Arcana 5, Athletics 2, Brawl 4, Charm 3, Command 5, Common Lore 2, Forbidden Lore 5, Intimidation 2, Perception 3, Politics 2, Scrutiny 4 Speed: 6 (10) Size/Resilience: 1/4 Static/Mental Defense: 35/20 HP/Resolve: 15/9 Level: 5 Aura: 10 Feats: Wizard Tradition (All), Spell Specialization (All), Tested, sound constitution Attacks: Drain (10m; creatures within range must pass a tn 15 arcana + constitution test or take 3k3 spell damage. The demilich regains hp equal to wounds dealt.) Howl (Full, 10m, verbal; any creature that hears in the range must pass a tn 15 arcana+constitution test or drop to 0 hit points) Vile curse (half action, 10m; target creature must past a tn 15 willpower test. If failed, they must halve rolled dice to resist enemy effects until the demilich is killed (even if temporarily). The target may retry each turn as a full action until they succeed)
Abilities: Dust Cloud - The demilich may take a half action to spew corpse dust at a target within 3m, who must pass a tn 15 arcana + constitution test or be blinded until the demilich's next turn. Phylactery - Every Lich has hidden their death somewhere safe. They cannot be killed as long as their Phylactery exists. A lich's phylactery is invariably a constructed and typically valuable item.
Turn immunity - this creature is immune to effects that lower its speed and its ability to move Traits: Caster (Abjuration 4, Conjuration 3, Evocation 4, Illusion 4), Dark Sight, Flyer (10), from beyond, legendary actions (3), legendary resistance, phasing, resource points (plasm: 14), stuff of nightmares, undead Lair actions:Antimagic Field: everyone in a 30m radius of the demilich, including the demilich, can't cast level 1, 2, or 3 spells until the beginning of the next round. Cursed Life: creatures within 10m of the demilich cannot heal hp until the beginning of the next round. Aura of Unlife: Enemies of the demilich cannot recover hp until the next lair action unless it allows it. Violent Quake: any creature subject to terrain (usually by standing on it, but possibly climbing walls too) must pass a tn 20 acrobatics test or be knocked prone. Regional EffectsSteely Resolve: The servants of the demilich have a +0k1 bonus to resist mind-affecting spells and fear effects. Tithe of Life: Anything that enters the demilich's territory takes 2d10 spell damage. Traffic Control: Teleporting or dimensional travel into or out of the region is impossible, though within it is fine.
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