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Post by Traskus on Jan 18, 2020 22:40:44 GMT -6
Yvraine, Herald of YnneadYnnead created Yvraine as a response to the Void Dragon's indoctrination of vulnerable but influential individuals. She keeps hitting on Guilliman but he rejects her at every turn. He knows what happens to her boyfriends when she gets bored of them. | STR 3 | DEX 4 | CON 3 | CHA 8 | FEL 7 | CMP 3 | INT 4 | WIS 8 | WIL 6 | Skills: athletics 3, acrobatics 3, animal ken 4, arcana 3, ballistics 5, charm 5, command 5, persuasion 4, perception 4, scrutiny 2, weaponry 4 Speed: 7 (28) Size/Resilience: 4/6 Static/Mental Defense: 38/20 HP/Resolve: 18/9 Level/Power stat (divinity/excellence): 5/5 Resource stat (ichor/action points): 15 Armor/aura: none (3 all)/8 Feats: appearance, dangerous beauty, daggerspell stance, divine grace, evasion, fearless, feed the meat, hatred (dragons), improved wild shape, lightning attack, step aside, swift attack, wall of steel, weapon proficiency (all), wild shape Attacks: Kha-vir, sword of sorrows (7k2+3 r; melee, orichalcum) Abilities: Elven accuracy, elven precision, light step, precise technique - as the elf power and feats Warp step, extra step, guess destination - as the eldarin power and feats Dhar master, elven celerity, warp sight - as the paragon assetsDivine stature, hubris, aegis, animal shape, facet of passion - as the anunnaki powers. Death transposition: if a creature within 30m dies, she may transfer half of her current hp to that creature. She regains hp lost this way at the beginning of her next turn. Favored of Ynnead: Yvraine may perform charge actions as a half action. Gleaming brilliant crown: When a creature within the scene dies, all allies increase their initiative by the slain's initiative for the duration of the next round. Herald of Ynnead: Yvraine may perform two focus power tests per turn. Immunity from mortals: This creature is immune to all forms of damage not magical in nature. Manifestation of beauty: During any round that Yvraine herself benefits from gleaming brilliant crown, she gains +1 strength and an extra reaction that may only be used on the multiple attacks action. Quicksilver swiftness: this creature’s dexterity counts as double for initiative purposes. Summon ghosts: Each turn, Yvraine may summon two ghosts under her control as a free action. They act off base initiative and exist for one hour, until they are destroyed, or until Yvraine dismisses them (whichever comes first). Venus driver: When an allied dark eldarin, eldarin, elf, or sahuagin dies, roll a d10. On a 6+, Yvraine recovers 1 hp, regains 1 resource point, or loses 1 level of critical damage. Traits: caster ( pyromancy 5, illusion 2, reinforcement 2, theosophy 3) darksight, flyer x4, regeneration 2, from beyond, gunslinger (elemental gearbolt 5), legendary resistance, martial artist (iron heart 5), unkillable, worthy foegear: jewelry, flask of wine Shard of the Void DragonSaren Kur used to work as a spectre agent but one day disappeared. A hundred years later, two children discovered him frozen in an asteroid. He wasn't the same. He accepted the void dragon into himself and seeks to indoctrinate others to usher the C'tan back into the Wheel. He is a master of metal, the only element that matters. His current goal is to kill Kyurem: the other void dragon. There can be only one. | STR 6 | DEX 4 | CON 7 | CHA 1 | FEL 1 | CMP 3 | INT 5 | WIS 5 | WIL 4 | Skills: acrobatics 3, arcana 4, athletics 3, ballistics 5, brawl 5, crafts 6, drive 4, perception 3, pilot 3, stealth 4, tech use 6, weaponry 5 Speed: 10 (20) Size/Resilience: 10/9 Static/Mental Defense: 17/20 HP/Resolve: 29/10 Level/Arcanoi: 5/5 Armor/Aura: none (all 10)/8 Feats: air of authority, binary chatter, double tap, evasion, fan the hammer, ferric lure, ferric summons, iron tower, lightning attack, mechanicus implants, mechadendrite use, sound constitution x7, swift attack, weapon proficiency (all) Attacks: Spear of Void Dragon (9k3 E pen 10; melee, brawling, power field) Time's Arrow (9k3 E pen 10; s/- 25m, line) Claws (7k2 +4 R, melee) Abilities: Rejected by creation, not of this world - as the daemonhost powers pariah gene, ineffable might, soul drain, tesseract heart, strange aeon as the nephilim powers Indoctrination - Saren may make command rolls against creatures with the machine trait. If his roll exceeds their mental defense, the machine falls under his control until either he or it is destroyed. Releasing control - If Saren dies, he explodes in a short-lived void tear. Everything within 20m loses 1d5 hp, ignoring all forms of damage reduction. Entropic Mastery - Anything killed by Saren cannot revive (like through black miracle), though it can be resurrected (like the spell). Traits: aura (8), machine (10), regeneration (1), from beyond, legendary resistance, worthy foe, engineer ( automata 2, katastrofi 3, warpsmithing 4), resource points (Pyros, 15) Gear: bag of fiddly bits, power tools, power dildo, combitool, multitool Garlothanos PescheourKnown as the Mad Goliath, Garlothanos is a prince of a sphere where his every whim was catered to. He always had something dark inside him, and he grew to covet his father's precious hearthstone. He was denied his birthright and banished from his father's kingdom to wander the Wheel for decades. One day he saw a vision of the Raven Queen and grew an attraction to her. He has exterminatused planets, razed armies, and committed countless more atrocities in her name to earn but the faintest smile or the shortest word from her (to no avail). He tricked an adventuring party to steal his father's hearthstone. To make his victory the sweeter the hearthstone's misplacement destroyed the crystal sphere and sent it screaming into the warp. His latest venture involves going across the Wheel to gather five other legendary hearthstones to attain godhood. He will meet the Raven Queen as an equal, killing half the population of the Wheel if he has to. | STR 7 | DEX 3 | CON 6 | CHA 6 | FEL 4 | CMP 4 | INT 6 | WIS 4 | WIL 6 | Skills: academic lore 3, acrobatics 4, arcana 5, athletics 4, ballistics 4, brawl 4, charm 3, crafts 3, drive 3, forbidden lore 5, intimidate 5, pilot 2, scrutiny 3, tech use 4, weaponry 4 Speed: 10 Size/Resilience: 6/8 Static/Mental Defense: 19/25 HP/Resolve: 50/10 Level/Excellence: 5/5 Action Points/Pressure Points: 12/20 Hero Points: 4 Armor/aura: none (8 all) OR armor of lies (10 all)/4 Feats: armor of contempt, armor proficiency (all), combat master, danger sense, divine bond, divine grace, double tap, eidetic memory, evasion, fearless, feed the meat, big-hitter, god-humbling backhand, scarred skin, iron jaw, just as planned, lightning attack, mental fortress, perfect self, power attack, sound constitution x2, step aside, strong minded, swift attack, tested, touch spell specialization, true grit, two weapon fighting, wall of steel, weapon proficiency (all), wizard traditions (all) bare-knuckle defense, bullet parry, dreadnoughtAttacks: fist of suns (8k4+3 i pen 2; melee, brawling, orichalcum, reach; doubles numerical values of benefits granted by infinity hearthstones) dagger of venom (7k2 r; melee, toxic; if the target fails the save against the toxic property, they take 1d10 wounds) Abilities: Powerful Build, Pardon My Reach, Strong Back, Thick Skinned - as the Goliath power and feats Mark of the Raven - as the Chosen power Be a Man, All the Force of a Great Typhoon, Strength of a Raging Fire, Mysterious as the Dark Side of the Moon, Action Hero - as the Paragon powers Traits: caster (abjuration 5, conjuration 3, divination 5, enchantment 5, evocation 5, pyromancy 3), regeneration 2, stuff of nightmares, unnatural toughness, gunslinger (crisis zone 1, tin star 4), martial artist (iron heart 5, setting sun 4, stone dragon 4), from beyond, relentless, unkillableGear: Fist of Suns, Stone of Corbinet (yellow gem)Armor of Lies: The wearer cannot be remotely detected via magic, tracking systems, etc. This is battlemaster armor. If desired, Garlothanos may also have up to five other infinity hearthstones depending on how close you want him to succeeding. Wish: If Garlothanos (or anyone, really) places six different infinity hearthstones into the fist of suns, wielder may use it to cast any spell with 6 raises to cast above the minimum. They may also cast any spell combo they know with 6 raises the same way. The casting requires no focus power roll, materials, focus, cannot be dispelled, and cannot trigger psychic phenomenons or perils of the warp. They may also burn a hero point to do something more esoteric that spells cannot do with the exceptions of somehow getting more hero points and being able to Wish without them. The SM is final arbitrator on what wish can and can't do otherwise, but I'd recommend having said wish come with great cost and unintended consequence, and not using these abilities outside of having Garlothanos or some similar end-of-campaign threat in the campaign.
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Post by Amanojyaku on Feb 5, 2020 20:26:11 GMT -6
BandersnatchBandersnatches are enormous, six-limbed felinids that stalk the wilds of the Umbra, boasting thick, coarse coats lined with wickedly barbed quills as well as razor sharp claws and a literally fiery temper. They rely on speed, shock, and terror to bring down their prey, and withdraw at their full and considerable speed if outmatched. | STR 4 (5)| DEX 6 | CON 5 (6) | CHA 2 | FEL 1 | CMP 4 | INT 1 | WIS 5 | WIL 4 | Skills: Acrobatics 4, Brawl 5, Perception 4, Stealth 6 Speed: 20 (22) Size/Resilience: 10/7 Static Defense: 23 Mental Defense: 25 HP/Resolve: 23/8 Feats: Burn Baby Burn, Expert Tracker, Fuel the Fire, Salt the Wound, Strip the Flesh, Frenzy, Lightning Attack, Numbed Nerves, Powerful Charge, Short Fuse, Trigger Warning, Whirlwind of SteelArmor: Thick coat (5; all) Attacks: Bite (7k2 R; Melee; Brawling), Claws (6k2 R; Melee; Brawling), Tail Slap (7k2 R; Melee; Brawling, Brütal, Torturous), Quills (2k2 R; S/4; 100m; Clip 4; Reload Free; Reliable, Torturous) Abilities:- Frumious - Whenever the Bandersnatch enters a Frenzy, it catches fire. While on fire, the Bandersnatch's melee attacks and Quill Defense deal E damage and gain the Incendiary quality.
- Quill Defense - Whenever anyone strikes the Bandersnatch with a melee attack while engaged in melee with it, that person takes damage as if hit by the Bandersnatch's Quills.
Traits: Aura (10), Daemonic, Dark Sight, Fear (2), Quadruped, Resource Stat ( Dread; 7) Gear: - Level: 4
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Post by masmanus on May 21, 2020 23:01:11 GMT -6
Time Splitters - Daemons of Tzeentch Tzeentch draws power from change, and what better way of generating copious amounts of change than altering the timeline? Enter the Time Splitters, a clade time-traveling daemons empowered by Tzeentch for the purpose of messing with things. Time Splitters are seldom encountered in the "present", and sightings of them are vanishingly rare in the recorded history of the Wheel. However, those with a penchant for time time travel, such as the Time Patrol of Pinnacle, report that history is knee deep with these things generally causing mischief. Whatever form of time travel the Time Splitters employ doesn't appear to pose an ontological threat to the understood timeline - they don't appear operate on "change the past, change the present" rules - but instead their alterations cause alternate timelines to spin off from the main branch, creating myriad parallel realities which all serve to feed Tzeentch's power.
Drone SplitterRelatively benign as far as Splitters go, the modus operandi of Drone Splitters is to hole up somewhere and perform a general facsimile of biological life – eating, breeding, denning, etc. Why the Daemons of Tzeench would pursue this behavior is a mystery. Some theorize that Tzeench utilizes these creatures to adjust the course of biological life via competition for resources, while a competing theory stats that drone Splitter dens somehow form a “highway” of moments through time that other Splitters can pass through.
STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 2 | 2 | 3 | 1 | 1 | 2 | 1 | 2 | 2 |
Skills: Acrobatics 2, Athletics 3, Brawling 3, Perception 2, Stealth 2, Survival 3 Speed: 4 Size/Resilience: 4/3 Static/Metal Defense: 14/15 HP/Resolve: 13/4
Feats: Blind Fighting Armor: Daemonic Toughness (3) Attacks: Claws & Teeth (4k2 R) Traits: Daemonic, Dark Sight, Fear 1, Resource Stat (Essence, 3) Level: 1
Scourge SplitterScourge splitters are the technical specialists of the TimeSplitters. Tzeench sees them deployed when technological intervention in the past stands to produce tremendous change.
STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 2 | 3 | 2 | 2 | 2 | 4 | 4 | 3 | 2 |
Skills: Academic Lore 3, Acrobatics 2, Arcana 2, Command 3, Forbidden Lore 4, Tech Use 4, Weaponry 3 Speed: 5 Size/Resilience: 4/4 Static/Mental: Defense 20/25 HP/Resolve: 10/6
Feats: Weapon Proficiency (Ranged 2), Binary Chatter, Tinker Armor: Daemonic Toughness (2, all) Attacks: Plasma Gun (3k3E) Traits: Daemonic, Dark Sight, Fear 1, Resource Stat (Essence, 6) Gear: Plasma Gun, though Scourge Splitters are known to use a wide variety of esoteric ranged weapons from all over time and space. Level: 2
Berserk SplitterBerserk Splitters aren’t subtle – they are slobbering, terrifying beasts which are nonetheless capable of surprisingly complex tactics. Tzeench deploys these Splitters – in seemingly endless waves – when he really wants to wreck something.
STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 3 | 3 |
Skills: Acrobatics 3, Athletics 3, Brawling 4, Perception 4, Survival 3 Speed: 6(12) Size/Resilience: 5/5 Static/Mental Defense: 18/20 HP/Resolve: 15/6
Feats: Blind Fighting, Frenzy Armor: Daemonic Toughness (all, 3) Attacks: Claws & Teath (5k2R, Tearing), Temporal Energy Blast (3k2 E, Seeking) Abilities:
- Invisibility: A Berserk Splitter may use the Invisibility spell as if it were a caster, using Level + Willpower for the Focus Power test.
Traits: Daemonic, Darksight, Fear 2, Quadrupedal, Resource Stat (Essence, 9) Gear: n/a Level: 3
Reaper SplitterReaper Splitters are Berserk Splitter’s big brothers. Not literally bigger – they’re actually a bit slimmer – but more potent. Reapers, as their name suggests, target specific individuals whose death would result in widely-divergent timelines.
STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 3 | 2 | 3 | 4 | 1 | 3 | 2 | 3 | 3 |
Skills: Acrobatics 3, Athletics 3, Brawling 4, Perception 4, Survival 3 Speed: 5 Size/Resilience: 5/6 Static/Mental Defense: 18/20 HP/Resolve: 15/6
Feats: Blind Fighting, Backstab, Sneak Attack, Armor: Daemonic Toughness (all, 3) Attacks: Reaper Claws (6k3R, Tearing), Temporal Energy Blast (3k2 E, ROF -/3, Seeking) Abilities: Warp Step (as Eldarin power) 3/scene. Traits: Daemonic, Darksight, Fear 2, Resource Stat (Essence, 10) Gear: n/a Level: 4
Splitter FreakSometimes, for some reason, a population will be subjected to a storm of temporal energy originating from the warp. Those exposed to this phenomena are suddenly, painfully, transformed into hideos hybrids of mortal creatures and Time Splitters referred to as “Freaks”, and eventually maturing into full TimeSplitters over the course of weeks. Freaks during this period of change are wracked with pain and rage, lashing out at all living things they encounter.
STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 3 | 1 | 4 | 3 | 1 | 1 | 2 | 2 | 2 |
Skills: Brawling 3, Perception 2, Speed: 4 Size/Resilience: 4/4 Static/Mental Defense: 11/10 HP/Resolve: 14/3
Feats: Sound Constitution x2 Armor: Mesh Vest (4, Torso) Attacks: Twisted Claws (5k2 R) Abilities:
- Temporal Energy Pulse: The Splitter Freak can emit a pulse of damaging energy from itself once per scene. Treat this as an attack dealing 3k2 E damage with Blast 2 and Shocking, targeting the Freak. The Freak and all other Time Splitters are immune to this attack.
Traits: Fear 1 Gear: Whatever was on them when they were mutated (this example has only a Mesh Vest) Level: 1
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Post by DatsVatSheSaid on Jun 2, 2020 5:34:53 GMT -6
Noice, Splitters. But tell me. Can they stop... Two Cortez's,?!?!
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Post by masmanus on Jul 4, 2020 22:58:06 GMT -6
Kytons, Daemons of SlaaneshKyton are culled from mortal legions that have been transformed by transgressive acts in veneration of Slaanesh. They are not true entities of the warp, having originated as living things, but they are so distant from their mortal origins that they have become Daemons in all but the most technical sense. Kyton Augur
Augurs are the weakest of the Kytons, and perhaps their purest form. Augurs are little more than lumps of brain and flesh encased in a haphazard cage of jagged metal bands – all that remains of a Kyton that has cut themselves away over centuries. STR | DEX | COS | CHA | FEL | CMP | INT | WIS | WIL | 1 | 4 | 1 | 2 | 2 | 3 | 2 | 2 | 2 |
Skills: Brawl 2, Intimidate 2, Perception 2, Stealth 2. Speed: 5(10) Size/Resilience: 1/2 Static/Mental Defense: 26/20 HP/Resolve: 13/5 Feats: Feel no Pain, Strip the Flesh Armor: Armor Plating (6, all). Daemonic Tougness (2, All) Attacks: Jagged blades @ 3k2 for 2k2 R Abilities:- Unnerving Gaze: As a half action, force a single target that can see the Augur to roll against Fear 1. This can be used against targets that have already resisted that Augur’s natural Fear rating, but can only be used once on a given combatant in any given scene.
Traits: Amorphous, Armor Plated (6), Fear (1), Flyer (10), Daemon, Resource Stat (Essence 4) Gear: None. Level: 1 Kyton VelstracKyton Velstracs appear much as they did in their mortal life, but are clad solely in chains and leather, constructed and blue from bruises. Velstracs are really rather tame as far as their kind are concerned – they’re really into BDSM, but that just makes them good at parties. STR | DEX | COS | CHA | FEL | CMP | INT | WIS | WIL | 2 | 4 | 3 | 3 | 4 | 3 | 2 | 2 | 4 |
Skills: Acrobatics 3, Weaponry 3, Charm 2, Intimidate 2, Perception 2, Speed: 6 Size/Resilience: 4/4 Static/Mental: Defense 20/20 HP/Resolve: 14/7 Feats: Feel No Pain, Salt the Wound, Weapons Proficiency (Melee 2), Armor: Chain Wrappings (5 Torso, Arms, Legs), Daemonic Toughness (4 All). Attacks: 2 Spiked Chains @ 4k2 for 5k2 R (Flexible) Abilities:- Dancing Chains: Special Attack used with Flails, Blast 3, +1k0 to hit. Targets struck are immobilized for two rounds.
Traits: Ambidextrous, Fear 2, Daemon, Resource Stat (Essence 8) Gear: Spiked chains (as Flail), chain armor. Level: 2 Sacristan Flesh-dollSacristans are not true Kytons – though any mortal would be forgiven for making that mistake. Sacristans are living works of art, flesh-sculptures built from the leavings of those mortals who did not prove strong enough to survive the pleasures that the Kytons offered them. STR | DEX | COS | CHA | FEL | CMP | INT | WIS | WIL | 4 | 2 | 5 | 3 | 2 | 3 | 2 | 2 | 3 |
Skills: Intimidation 3, Weaponry 3, Perception 2, Speed: 6 Size/Resilience: 4/5 Static/Mental Defense: 14/20 HP/Resolve: 18/6 Feats: Feel No Pain, Strip the FleshArmor: Daemonic Tougness (5, all), Soulsteel Frame (Aura 2) Attacks: Heavy hooked chain @ 6k3 for 7k2 R (Reach, Flexible) Abilities:- Warp Scream: The scream of a Sacristan pains reality itself. This ability forces all non-daemonic entities within 5 meters (Blast 5) to make a Psychic phenomena roll. Usable once per scene.
- Soulsteel Frame: The flesh of a Sacristan is hung over a Soulsteel frame, which grants the material benefits as if the Sacristian had Soulsteel Arms, Soulsteel Locomotion, and Soulsteel Armor at all times.
Traits: Daemonic, Fear 2, Stuff of Nightmares Gear: Heavy hooked chain (3k2 R melee flail weapon, Flexible, Reach, Two-Handed), Soulsteel frame (see above). Level: 3 Kyton Interlocutor
Interlocutors are the sculptor-surgeons of Kyton society, slavish in their pursuit of the “perfect” flesh-form. Interlocutors are responsible for the creation of the Sacristians, and frequently serve as arch-torturers in the transformation of a mortal into a new Kyton. Sacristians have practiced their flesh-craft on themselves in the form of numerous Soulsteel, cybernetic augmentations, making them reminiscent of mortal Hereteks. STR | DEX | COS | CHA | FEL | CMP | INT | WIS | WIL | 5 | 2 | 5 | 4 | 2 | 4 | 4 | 3 | 3 |
Skills: Medicae 4, Forbidden Lore 3, Tech-Use 3, Brawl 3, Intimidate 3, Scrutiny 3, Speed: 7(14) Size/Resilience: 6/6 Static/Mental Defense: 13/25 HP/Resolve: 21/7 Feats: Devastating Critical, Feel No Pain, Intermediate Limbs, Salt the Wound, Two-Weapon Fighting Armor: Armor-Plated (10, arms, legs), Daemonic Tougness (5, all), Soulsteel Frame (Aura 2) Attacks: Power Claw @ 7k3 for 7k2 R (power field), Medicae Mechadendrites *2 @ 7k3 for 6k1 R (reach). Abilities:- Soulsteel Frame: The cybernetic augmentations of an Interlocutor are composed of Soulsteel, which grants the material benefits as if the Interlocutor had Soulsteel Arms, Soulsteel Locomotion, and Soulsteel Armor at all times.
- Tetramane: As the Kasatha racial ability
Traits: Ambidextrous, Armor-Plated (10). Caster (Healing 4, Necromancy 2), Daemonic, Fear 3, Resource Stat (Essence, 12), Speciality (Medicae – Reconstructive Surgery), Gear: Soulsteel frame (see above), Soulsteel Manipulator Mechadendrites x2, Soulsteel Medicae, Mechadentrides x2, Implanted Power Claw. Level: 4
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Post by Traskus on Mar 5, 2021 21:26:07 GMT -6
Changed the halloween creatures post to mala mala jong. Of the garbage I've made recently, I think he's the most interesting garbage.
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Post by justinsane on Mar 25, 2021 21:46:04 GMT -6
Calzone Golem
STR 3 | DEX 3 | CON 3 | CHA 1 | FEL 2 | CMP 3 | INT 1 | WIS 2 | WIL 3 Skills: Brawl 3, Perception 3 Speed: 6 Size / Resilience: 4 / 5 Static / Mental Defense: 17 / 20 HP / Resolve: 24 / 6 Feats: None Armor: Special (see Half-Baked) Attacks: 6k3 Slam (6k3 I, Melee, Brawling, Magical, Silver, Toxic) Abilities: Half-Baked - E or X damage overcooks the doughy outer shell, reducing damage taken by half, adding 4 Armor on all locations (stacks with itself, no limit), and removing Blood Loss caused by Soggy Mess. Bloody Marinara - Whenever the Calzone Golem is hit with an attack, opponents engaged in melee must make a Dexterity Test (TN 20) or be Dazzled until they take a Half-Action to wipe the sauce off their faces. Soggy Mess - If soaked with enough water (ST discretion), the Calzone Golem loses all armor gained through Half-Baked and is inflicted with Blood Loss (despite its immunity). Garlic Infused - The Calzone Golem's Slam attack is considered magical and silver. It also has the Toxic property. Traits: Amorphous, Stuff of Nightmares Gear: None Level: 3
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Post by Traskus on Jul 11, 2021 12:03:48 GMT -6
Tiamat's followers have vainly tried since her death to resurrect her. As a result some of her followers attempt to summon her ghost and materialize it in the way Khaine's followers do. Avatar of TiamatI don't plan on doing more avatars of full-blown dtd deities (other deities sure I've already done those). Unless more official ones are out there in which case I probably still won't but the chances go from zero to nonzero. This Tiamat is almost a 1:1 rip of her official stats, with some mods to bring her in line with dtd's dragon statline. | STR 10 | DEX 2 | CON 10 | CHA 9 | FEL 2 | CMP 5 | INT 8 | WIS 8 | WIL 8 | Skills: academic lore 4, acrobatics 4, arcana 4, athletics 4, ballistics 5, brawl 5, charm 5, command 6, deceive 3, forbidden lore 5, intimidation 6, perception 6, politics 2, scrutiny 4, weaponry 4 Speed: 14 (28) Size/Resilience: 20/15 Static/Mental Defense: 20/30 HP/Resolve: 90/13 Level/Arcanoi: 5/5 Essence: 22 Armor: daemonic (10 all) Attacks: Claw (10k4 r; reach, tearing) Tail (10k5 i; reach) Feats: fast (asset), ki strike, lightning attack, sound constitution x8, swift attack, tested, weapon proficiency (basic, ranged 2) Abilities: Feeding, rejected by creation: as the daemonhost abilities Atlantean of the feathered serpent: as the teotl asset. Condition immunity: This creature cannot be blinded, deafened, poisoned, or stunned. Damage immunity: This creature is immune to nonmagical damage. Discorporation: If killed, this creature's body is destroyed as Tiamat's essence goes back from whence it came. She will be unable to manifest for a time. 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. Limited magic immunity: This creature cannot be affected by spells level 3 or lower unless she wishes it. She also has a specialty (saving throw) to resist enemy magical effects. Multiple heads: This creature can take one reaction per combatant's turn, on said combatant's turn. This is in addition to her standard reaction. Once per turn, she may use one of her heads to attack by spending a reaction. Both the bite and breath weapon are made with the same reaction, but they need not be at the same target. Bite (11k6 r; reach, tearing, toxic OR shocking OR snare OR fire OR sapping) Breath (5k5 pen 6 e; s/-, 100m, spray) Truesight: This creature may see into the umbra at will. Traits: caster (enchantment 5, evocation 5, divination 5), daemonic, darksight, fear (5), flyer (28), regeneration (5), unnatural toughness Colossal, from beyond, legendary resistance, mana burst (charisma), unkillable, worthy foeSlaanesh may have killed (almost) all the Eldarin's gods; but rule of thumb, crazy Hassan: you can't kill the bloody-handed. Khaine lives in death! Avatar of KhaineMuch less of a page of stats. | STR 6 | DEX 5 | CON 6 | CHA 5 | FEL 5 | CMP 5 | INT 4 | WIS 4 | WIL 4 | Skills: acrobatics 3, arcana 5, athletics 5, ballistics 5, weaponry 5 Speed: 11 Size/Resilience: 10/8 Static/Mental Defense: 17/30 HP/Resolve: 26/9 Level/Arcanoi: 5 Armor/aura: molten body (6 all), daemonic (6 all)/ 5 Essence: 19 Feats: die hard, feel no pain, hatred (slaaneshi), jaded, lightning attack, swift attack, sword beam, weapon proficiency (all), whirlwind of steelAttacks: Orphanmaker (melee) - (10k4 pen 2 r; two hands, unwieldy) Abilities: Rejected by creation: as the daemonhost ability Wailing doom: this creature's attacks have +10 pen Avatar of murder: this creature may wield and use two-handed weapons without penalty and ignores the unbalanced and unwieldy weapon properties. Gear: OrphanmakerTraits: daemonic, from beyond, worthy foe
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Post by Traskus on Jul 21, 2021 20:56:38 GMT -6
Giant CreatureA more intense take on the one in the other bestiary. Their base stats are the same, but this has more going for it otherwise. | STR 7 | DEX 3 | CON 6 | CHA 1 | FEL 1 | CMP 1 | INT 1 | WIS 3 | WIL 3 | Skills: acrobatics 2, athletics 3, brawl 3, perception 3, stealth 2 Speed: 13 [6] (26) Size/Resilience: 20/13 (6) Static/Mental Defense: 8/10 HP/Resolve: 20/4 Level: 3 Armor: thick hide (5 all) Attacks: Slam (10k4 +10 i; melee, brawling, reach) Bite/claw (9k3 +10 r; melee, brawling, reach, tearing) Feats: jaded, power attack, powerful charge, sound constitution x2, swift attack Strong back - this creature's lift/carry capacity is increased by its size. Grand slammer - This creature may target up to three creatures with the same attack, provided they are all adjacent to one another. Abilities: big, strong hands, huge guts! (shown at resilience in parenthesis), world breaker, smashing hulk (shown), - as the titan powers Traits: colossal Crawler [in brackets] OR amphibious OR flyer OR quadruped (in parenthesis), fear 2 KaijuThe biggest of the big. How much bigger can they get? The answer is in the spelljammer section. | STR 8 | DEX 3 | CON 7 | CHA 1 | FEL 1 | CMP 1 | INT 1 | WIS 4 | WIL 3 | Skills: acrobatics 2, athletics 3, brawl 5, perception 3, stealth 2 Speed: 15 [7] (30) Size/Resilience: 30/18 (9) Static/Mental Defense: 1/10 HP/Resolve: 25/4 Level: 4 Armor: thick hide (10 all) Attacks: Slam (10k4 +15 i; melee, brawling, reach) Bite/claw (10k3 +15 r; melee, brawling, reach, tearing) Feats: jaded, power attack, powerful charge, sound constitution x5, swift attack Strong back - this creature's lift/carry capacity is increased by its size. Grand slammer - This creature may target up to three creatures with the same attack, provided they are all adjacent to one another. Abilities: big, strong hands, huge guts! (shown at resilience in parenthesis), world breaker, smashing hulk (shown), - as the titan powers 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. Traits: colossal Crawler [in brackets] OR amphibious OR flyer OR quadruped (in parenthesis), fear 3 Lair Actions and Regional EffectsCall Allies: The master calls for allies, or allies just show up. A minion squad of size 4, threat rating 2, damage rating 1 appears of a similar species but mundane size of the giant creature. Frighten: The nearest creature to the master must test against its fear. If they fail, they lose concentration on their spells, lose benefits of aim actions taken, and if holding their breath, they start to suffocate. Regional Effects Giant creature regions are full of patches of bones, either as disposal sites of a predator's meals or a graveyard for a species like pachyderms. Eden: see: generic. Animali Mini: smaller variants of the giant creature are more common in the region. Every 1d5 hours, 1d5 beasts of burden, ferocious creatures, flying creatures, slithering creatures, or walking creatures appear. They aren't usually hostile, but they are curious and often try to steal unguarded food or things of interest.
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Post by Traskus on Oct 31, 2021 14:44:39 GMT -6
Blank. Will fill later.
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Post by GuardianTempest on Nov 18, 2021 8:21:29 GMT -6
Elizabeth Bathory The Blood Countess STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 3 | 1 | 2 | 4 | 3 | 2 | 2 | 3 | 3 |
Skills | Mental | Physical | Social | Academic Lore | -- | Acrobatics | 1 | Animal Ken | -- | Arcana | -- | Athletics | 1 | Charm | 4 | | | Idol Appeal <3 | Common Lore | 2 | Ballistics | -- | Command | -- | Crafts | -- | Brawl | 3 | Deceive | -- | Forbidden Lore | 1 | Drive | -- | Disguise | -- | Medicae | 2 | Larceny | -- | Intimidation | 2 | One-Way "Surgery" | | | Perception | 2 | Pilot | -- | Perfomer | 4 | | | Singer, Pop Idol | Politics | -- | Stealth | -- | Persuasion | 3 | Tech-Use | -- | Weaponry | 3 | Scrutiny | -- |
Stats | Basic Stats | Level | 3 | Hit Points | 10 | Static Defense | 14 | Mental Defense | 20 | Speed | 6 (+2 from Fast) | Size | 4 | Resilience | 5 | Initiative | +4 | Extra Stats | Use only what's needed | Insanity | 20/100 | Corruption | 35/100 |
Traits | Gear | Aura (20) Dark Sight Flyer (12) Resource Stat: Breath (6/6) | Sarkany Csont Landzsa (Best Quality Spear) Idol Outfit (Good-Quality Clothing) Microphone Stand Charm (Bathory Emblem) |
Feats:CoreHigh-Falutin' Loco Fast Nerves o' Steel Tough as Nails Combat Sense Decadence Hardy Jaded Paranoia Swift Attack True Grit Peer (Idol Fans) Weapon Proficiency (Melee 1, Melee 2) HomebrewPhobia (Autophobia, Claustrophobia, Being Publicly Hated) Bloodreaver: Kill! Maim! Burn!, Lifeleech Exemplar: Powerful Voice Mutant (Username): Unnatural Weapon (Lizard Tail) Mutant (W2): Mutated (Winged) Psycho: Strip the Flesh Songweaver: Strengthening Song (Murderous Melody, Reinforcing Refrain) Attacks:Sarkany Csont Landzsa: 5k2+2 R; Pen 3; Melee (Cavalry); Two Hands, Reach, Best Quality Lizard Tail: 4k3 I; Melee (Unarmed); Brawling, Unwieldy, No Hands (doesn't require hands to use) Claws: 4k2 R; Melee (Unarmed); Brawling Kilenc Sárkány: 100m; S/-; 5k3 I; Clip: -; Reload: -; Line (6), Annoying, Deafeaning, Disorienting, Halting, RadicalAbilities:Blood BatherWhenever Elizabeth inflicts Blood Loss to a character or starts her turn adjacent to one already suffering from it, she recovers Hit Points equal to the their Level. This ability has no effect on creatures with atypical blood. ClawsAs the Dragon-Blooded power. Draconic TransfusionElizabeth is treated as a draconic being for the purposes of abilities, weapons and other interactions that involve them (e.g. dragonslaying weaponry). Kilenc SárkányElizabeth can spend 1 Breath to make a supersonic shout as a Full Action ranged attack, with the TN to avoid this attack being 20. She needs to let her throat rest for 5 rounds afterwards before she can use this again, and she cannot use this if she's unable to speak. This attack can be boosted with sound amplifying equipment and increases to her Charisma. Sadistic CharismaElizabeth gains +2k0 to social rolls against females and those she has wounded in the current scene, these bonuses stack. Torture TechniqueElizabeth's attacks gain the Torturous property against females. Whenever she would deal wounds to a Helpless target, she may reduce the amount dealt (to a minimum of 1 wound). If she does then she gains Resolve and loses Fatigue equal to the amount of wounds prevented.
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Post by Amanojyaku on Nov 22, 2021 23:44:34 GMT -6
AtropalAtropals are thought to be the result of a miscarriage triggered by a sired exaltation, particularly when the child was the one destined to exalt. They are the inverse of the monadic Demiurge, horrific undead necromancers trapped in deathless infant bodies, whose sole purpose is to inflict the will of Death upon the Wheel. | STR 1 | DEX 1 | CON 5 | CHA 6 | FEL 3 | CMP 2 | INT 5 | WIS 5 | WIL 5 | Skills: Arcana 5, Brawl 4, Charm 3, Command 5, Common Lore 4, Forbidden Lore 5, Intimidation 4, Perception 3, Politics 3, Scrutiny 4 Speed: 1 Size/Resilience: 2/7 Static Defense: 24 Mental Defense: 15 HP/Resolve: 25/7 Feats: Art of Death, Daggerspell Stance, Devastating Critical, Implement Focus, Strong Minded, Touch Spell Specialization, Wizard Tradition (All) Armor: None (5; all) Attacks: Unarmed Abilities:- The Fruit of Death - The atropal is a locus of deathly energy, the shadow that defines life in the Materium. Living creatures within its territory suffer -2k1 on all rolls.
- Absolute Territory - As the Demiurge power, referring to Necrosis and Antilife instead. The atropal has Necrosis 5.
- Vigor Mortis - As the Deathlord power.
- Wake the Dead - As the Deathlord power.
- Dread Necromancer - As the Deathlord power.
- Neverborn - As the Deathlord power.
- Weep and Bear Witness - As the Demiurge power, spending Antilife instead.
Traits: Caster (Abjuration 4, Conjuration 3, Evocation 4, Illusion 3, Necromancy 5), Crawler, Daemonic, Dark Sight, Fear (4), Flyer (10), From Beyond, Resource Stat ( Antilife; 17), Undead, UnkillableGear: Rotten placenta Level: 5
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Post by Amanojyaku on Nov 23, 2021 0:22:49 GMT -6
Type-0 Evangelion PrototypeAutochthonian science has always delved into means of improving baseline Warforged specifications, and even the occult is no taboo subject for research. Eva-series Warforged are built around core systems carefully crafted using materials harvested from daemons, Demiurges, and equipment derived from research into S2 reactors. However, even these had to start somewhere... the Type-Zero is the prototype template for these Warforged, clumsy and riddled with design flaws, but still viable for at least area defense. | STR 3 | DEX 3 | CON 4 | CHA 2 | FEL 1 | CMP 4 | INT 1 | WIS 4 | WIL 4 | Skills: Athletics 3, Ballistics 4, Brawl 3, Intimidation 2, Perception 3 Speed: 6 Size/Resilience: 4/4 Static Defense: 23 Mental Defense: 25 HP/Resolve: 16/8 Feats: Combatives, Hardy, Roll With ItArmor: Composite plating (2; all) Attacks: Ochstan Rifle (3k2 I; S/6; 40m; Clip 12; Reload Full; Reliable; OR 3k2 E; S/6; 40m; Clip 12; Reload Full; Beam, Reliable), Progressive Knife (4k2 R; Pen 4; Melee; Tearing) Abilities:Traits: Caster (Abjuration 2), Resource Stat ( Quintessence; 4) Gear: Ochstan Rifle, Progressive KnifeLevel: 2 Type-01 Evangelion Test ModelThe Type-1 is considered to be the first true Evangelion model Warforged viable for combat sortie. While known for a temperamental emotional circuit, the test model establishes a reliable baseline for the development of weapons and equipment to be used by similarly empowered models of Warforged. | STR 4 (5) | DEX 3 | CON 3 (4) | CHA 2 | FEL 1 | CMP 4 | INT 1 | WIS 4 (2) | WIL 3 | Skills: Athletics 4, Ballistics 4, Brawl 4, Intimidation 3, Perception 4 Speed: 7 (8) Size/Resilience: 4 Static Defense: 23 (17) Mental Defense: 25 HP/Resolve: 12 (14)/7 Feats: Combatives, Frenzy, Furious Assault, Hardy, Roll With It, Short FuseArmor: Composite plating (2; all) Attacks: Ochstan Rifle (3k2 I; S/6; 40m; Clip 12; Reload Full; Reliable; OR 3k2 E; S/6; 40m; Clip 12; Reload Full; Beam, Reliable), Progressive Knife (5k2 R; Pen 4; Melee; Tearing) Abilities:Traits: Caster (Abjuration 3), Resource Stat ( Quintessence; 6) Gear: Ochstan Rifle, Progressive KnifeLevel: 3 Mass-Produced EvangelionThe mass-production model of the Eva-series Warforged features a true S2-generating core, properly connected to the neural network of the body. The clumsy, zombie-like movements of the prototype model are gone, replaced by the smooth movements of an unaltered Warforged, albeit with a peculiar sort of twitchiness and a certain reliance on group tactics. While certainly dangerous on their own, the mass-production type is never on its own, typically acting in patrols of at least three. | STR 3 (4) | DEX 5 | CON 2 (3) | CHA 1 | FEL 1 | CMP 4 | INT 1 | WIS 4 (2) | WIL 4 | Skills: Acrobatics 4, Ballistics 5, Intimidation 3, Perception 4, Weaponry 5 Speed: 7 Size/Resilience: 4/5 Static Defense: 29 (23) Mental Defense: 25 HP/Resolve: 12/8 Feats: Blind Fighting, Feel No Pain, Frenzy, Furious Assault, Salt the WoundArmor: Composite plating (2; all) Attacks: False Lance (6k2 R; Pen 4; Melee; Two Hands, Reach, Daemonic (Unaligned)) Abilities:- Living Construct Lite - As the Warforged racial power.
- Absolute Territory - As the Demiurge power. The Light of the Mass-Produced Soul is 4.
- Type Blue - As the Demiurge power. The Light of the Mass-Produced Soul is 4.
- Angelic - As the Demiurge power.
- Halo - As the Demiurge power. The Light of the Mass-Produced Soul is 4.
- Heavenly - As the Demiurge power.
- The Number of God - As long as there are three Mass-Produced Evangelions with active AT Fields within each other's territory, they gain the Beriah Emanation asset. This asset is lost immediately if one of the Mass-Produced AT Fields is no longer active, or if a Mass-Produced with an active AT Field joins or leaves the group.
- The Number of Man - As long as there are six Mass-Produced Evangelions with active AT Fields within each other's territory, they gain the Yetzirah Emanation asset. This asset is lost immediately if one of the Mass-Produced AT Fields is no longer active, or if a Mass-Produced with an active AT Field joins or leaves the group.
- The Number of Apostles - As long as there are thirteen Mass-Produced Evangelions with active AT Fields within each other's territory, they gain the Qliphoth Emanation asset. This asset is lost immediately if one of the Mass-Produced AT Fields is no longer active, or if a Mass-Produced with an active AT Field joins or leaves the group.
Traits: Caster (Abjuration 4), Fear (1), Flyer (9), From Beyond, Regeneration (1), Resource Stat ( Quintessence; 8) Gear: False LanceLevel: 4 MonadA Monad is a universe unto itself, the end result of an entity who has laid hold of both the Fruit of Life and the Fruit of Knowledge. Fully describing one would require a dozen greybeards and wizards and at least as many hours in front of a whiteboard, but the executive summary is as follows: Humanoid, shiny, and really damned close to being a god. | STR 6 | DEX 6 | CON 6 | CHA 6 | FEL 6 | CMP 6 | INT 6 | WIS 6 | WIL 6 | Skills: All skills rank 6 Speed: 13 Size/Resilience: 10/8 Static Defense: 26 Mental Defense: 35 HP/Resolve: 30/13 Feats: Adamant Will, Calm the Winds, Da'at Emanation, Danger Sense, Eldritch Trick (all), Fearless, Redirect the Hurricane, Touch Spell Specialization Armor: Unnatural composition (15; all) Attacks: Hand of God (6k3 E; Pen 9; Melee; Momentum, Tearing) Abilities:- A Symbolic Faux - The Monad can cast the spell Hellzone Grenade using Light of the Soul + Charisma instead of the normal Focus Power test. When cast this way, instead of the normal Blast quality, Hellzone Grenade's Blasts cannot overlap, and they affect a 6m tall column above the center of the blast. The Light of the Monad's Soul is 6.
- Absolute Territory - As the Demiurge power. The Light of the Monad's Soul is 6.
- Type Blue - As the Demiurge power. The Light of the Monad's Soul is 6.
- Angelic - As the Demiurge power.
- Be Not Afraid - As the Demiurge power.
- Halo - As the Demiurge power. The Light of the Monad's Soul is 6.
- Heavenly - As the Demiurge power.
- Weep and Bear Witness - As the Demiurge power, except the Monad may use it as a Free Action.
- Quantum Existence - A Monad's flesh is proof against petty arms. No amount of Penetration can reduce its AP below 3, and its Resilience cannot be lowered in any way. In addition, its Gizzards cannot be the target of attacks.
- Supreme Being - While its AT Field is active, the Monad can spend Quintessence to use any ability powered by spending resource points possessed by a creature in its territory. The Monad is not subject to Perils of the Warp, and any critical damage caused by its attacks use the Weep and Bear Witness table.
- The End is Nigh - If a Monad burns a Hero Point to survive, it immediately recovers all critical damage and its maximum Hit Points become 13. When this happens, the Monad also loses its Quantum Existence ability as well as the Armor Plating and Daemonic traits, and all attacks against it are treated as if they hit the Gizzards. This lasts until the end of a scene in which it somehow regains a Hero Point.
Traits: Armor Plating (9), Aura (9), Caster (Abjuration 5, Conjuration 5, Nihilikinesis 5), Daemonic, Flyer (13), From Beyond, Heroic (1), Hover, Regeneration (3), Resource Stat ( Quintessence; 13), Stuff of Nightmares, UnkillableGear: - Level: 6
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Post by Traskus on Dec 12, 2021 19:24:43 GMT -6
For those reading this in the far off future of 200x, this is my 666th post on this forum. AchaieraiAchaierais are massive 4m-tall fligtless birds in service to the highest bidder. Slaanesh tends to get their attention the most but Nurgle is fond of them. | STR 4 | DEX 2 | CON 3 | CHA 3 | FEL 3 | CMP 3 | INT 2 | WIS 3 | WIL 3 | Skills: acrobatics 3, athletics 3, brawl 2, perception 2, persuasion 1, politics 1, scrutiny 2, stealth 1 Speed: 6 (12) Size/Resilience: 8/6 Static/Mental Defense: 4/20 HP/Resolve: 12/6 Level: 2 Armor: none (3 all) Attacks: Bite/claw (7k3 r; melee, brawling, reach) Black cloud - as a free action, the achaierai can release a toxic black cloud with a 3m radius on itself. Anything in the radius (except achaierais) take 1k1 damage. They must also pass a tn 15 constitution roll or be confused as per the confusion spell. Feats: swift attack, weapon proficiency (basic) Abilities: bloody minded - as the tiefling power Traits: daemonic, dark sight, quadruped Gear: coins, jewels, aluminum foil, and other various shiny things ArchonFEAR NOT, FOR BEHOLD: I BRING YOU GOOD TIDINGS OF GREAT JOY, WHICH SHALL BE TO ALL PEOPLE.| STR 3 | DEX 3 | CON 3 | CHA 5 | FEL 5 | CMP 5 | INT 2 | WIS 2 | WIL 5 | Skills: acrobatics 2, athletics 2, command 4, weaponry 5 Speed: 6 (12) Size/Resilience: 5/5 Static/Mental Defense: 15/30 HP/Resolve: 18/10 Level: 3 Armor: holy resilience (all 7) Attacks: great weapon (6k3 i/r; melee, sanctified, two hands, unwieldy) Feats: arcane blade, armor proficiency (all), weapon proficiency (all) Abilities: and they shall know no fear - as the aasimar power Divine arsenal, holy resilience (7) - as the seraph powers Type blue, angelic, touched, outsider, halo, heavenly - as the demiurge powers Calm the waters - psychic phenomena cannot trigger within 25m of this creature. All focus power tests not made by this creature have a check to cast in this radius. FEAR NOT - this creature may make command rolls to snap other people out of fear, with a tn equal to the tn the target/s failed. If this happens, the archon may make social attacks on the creatures affected. Sword of fire - Melee attacks by this creature have the incendiary property. Quicksilver swiftness - treat this creature's dexterity as double for purpose of initiative. Traits: fear 4, flyer, from beyond, relentless, unkillableGear: great weapon, shield, robes, plate armor, plate helm Lair ActionsBanish to the Dreamlands: The archon attempts to banish a creature to the dreamlands. One creature in the lair it can see must make a tn 20 arcana+charisma test or be banished to the dreamlands. They may retry on their turn as a half action, and come back at the next lair action otherwise. Beguiling Glow: The archon's majesty brings a creature to awe. One creature who can see the archon must pass a tn 15 willpower test or be unable to attack the archon (even indirectly) until the next lair action. Future Sight: The archon has a slight knowledge of the future, granting it the luck feat until the next lair action. Regional EffectsLiar's Revalation: Any attempt to tell anything but the truth, the whole truth, and nothing but the truth cannot apply skill dots. It's straight characteristic, and if it fails they blurt out the truth, the whole truth, and nothing but the truth to their understanding. Lovely Mist: A beautiful mist hangs in parts of the archon's region, taking the form of those the party cares for or has killed. Crokek'toeckThis hyena-like creature is a pet to demon lords in the abyss who can manage to wrangle one. They are presumably gnollish in origin, possibly resultant of gnollish folklore coalescing in the warp. | STR 8 | DEX 2 | CON 7 | CHA 3 | FEL 1 | CMP 2 | INT 1 | WIS 2 | WIL 2 | Skills: athletics 1, brawl 3, stealth 2 Speed: 10 (20) Size/Resilience: 22/14 Static/Mental Defense: 0/15 HP/Resolve: 18/4 Level: 4 Armor: none (7 all) Attacks: bite (10k2 r; melee, brawling, reach) Feats: ki strike, weapon proficiency (melee 2) Abilities: magic resistance - this creature has a +0k1 bonus to resist spells and other magical effects. Disgorge allies - every other turn, this creature vomits up minions. The minion squad has 1d5+1 minions, threat rating 1, damage rating 1 (spears, melee 1r). Traits: amphibious, daemonic, regeneration 1 Gear: bones, stones, various trash Lair ActionsFilthy Wave A wave of filth splashes over a 3m square centered on a point within 20m the master can see. Creatures in the area must pass a tn 10 constitution test or take a wound like the toxic property outlines. The area then becomes difficult terrain for the duration of the scene. Foul Swarm: A minion squad of flies (size 4, threat rating 2, damage rating 1) comes about. It isn't controlled by the master, but not hostile to it either. Muck Channel: Pools of muck connect in the lair. If the master is in an appropriately large pool, it can make a stealth test and move under the water/mud/trash up to its speed. Regional EffectsVermin of Unusual Size: Staying in the same place for more than an hour calls for a tn 15 stealth test. Those that fail alert 1d5 nearby ferocious creatures to their presence and location. Vile Lands: Anyone eating or drinking from a source in the region must pass a tn 10 constitution test or be diseased for the next day. Daemon LordThose who walk the path to glory have a long road ahead. Some become heroes to affect change and do the most good they can, while others make pacts and carve out a piece of the Wheel for themselves. Those who do this are called daemon lords, and in time they can in fact become daemons themselves (if they weren't before). They have an obsession to conquer and their greatest fears are Kamigawan teenagers. | STR 3 | DEX 2| CON 3| CHA 5 | FEL 4| CMP 3| INT 4 | WIS 3| WIL 4 | Skills: arcana 4, ballistics 4, brawl 3, charm 4, crafts 4, forbidden lore 4, intimidation 3, larceny 1, politics 5, weaponry 3 Speed: 6 Size/Resilience: 4/5 Static/Mental Defense: 17/20 HP/Resolve: 17/7 Level: 4 Armor: wholeness of body (all 2), daemonic resilience (all 3) Attacks: Knives (4k2 r, melee) Laspistol (2k2 e; s/-, 30m, clip 30, fld full, reliable) Feats: hatred (mortals), jaded, mental fortress, nerves of steel, swift attack, tested, weapon proficiency (basic), wholeness of body Blasphemous oath, devil tiger ascendancy, demon lord, what army?at your service, hidden objects, elegance, nick of timeAbilities: hail to the king, relentless tide, pompous indignation, get out there and fight!, prostrate thyself!, promotions!, avenge the fallen! - as the overlord powers Traits: daemonic, dark sight, caster (abjuration 3, chronomancy 3, evocation 3, necromancy 2), resource points (cohorts: 8), from beyond, martial artist ( dread crown 4, killer doll 4), worthy foe Gear: business suit (good quality clothes), knives, laspistol, dataslate, bottle of wine, business cards Lair ActionsAssert Dominance: The daemon lord shouts with all her might, making a focus power test of the command spell (despite not actually knowing it) using level+charisma to cast. This targets every creature of her choice in the lair she is aware of, and the command must be the same for all targets. Corner Shot: The daemon lord may make a standard attack. This standard attack can hit targets around corners she is aware of. Righteous Indignation: The daemon lord makes a social attack. Surge of Energy: The first time the daemon lord were to take levels of fatigue before the next lair action, she takes 0 instead. Regional EffectsDaily Sermon: Every day, a at least 50 people go to a gathering place to hear the daemon lord give a speech. Daemon Realm: The daemon lord treats her level, caster level, and spell school level as 5 for purposes of spellcasting in the region, and always has the maximum number of raises on spells that have effects based on raises but finite effects (armoring aura, magic missile, etc.). Hero of Her own Story: The daemon lord has two hero points while in her region. Power Word Kill: Every 24 hours, all creatures with 0 hit points die. Even the daemon lord, if relevant. Daemon PrinceA daemon prince is what happens when a champion reaches the end of his path to glory. His work is not yet done, but the gods put active thought into his existence and that's more than most ever get. | STR 6 | DEX 4 | CON 5 | CHA 6 | FEL 2 | CMP 2 | INT 3 | WIS 4 | WIL 4 | Skills: acrobatics 1, arcana 6, athletics 4, ballistics 3, brawl 5, command 3, forbidden lore 4, intimidate 4, weaponry 5 Speed/initiative: 10 (20)/+10 Size/Resilience: 8/7 Static/Mental Defense: 20/15 HP/Resolve: 25/6 Level: 3 Armor: none (all 5) Attacks: grand daiklave (10k3 pen 2 r; melee, two hands, unwieldy) Claws/teeth (7k2 pen 2 r; melee, brawling) Feats: arcane blade, ki strike, weapon proficiency (all), armor proficiency (all), swift attack Abilities: chosen mark - choose a chosen mark asset. This creature has that asset, substituting level for faith and essence for favor. If mark of khorne is chosen, this creature gains the lightning attack feat and does not have to pay resource to use multiple attack actions. Rejected by creation, feeding, not of this world - as the daemonhost powers Daemonic instability - the first time each round this creature suffers a wound, roll 2d10. On a 20, it dies. On a 2, it recovers all hp and critical damage (and effects thereof). Path to glory - this creature has a raise to all rolls using charisma, strength, and wisdom. Truesight - this creature can see through disguising magic and invisibility effects. Traits: dark sight, daemonic, caster (healing 3, evocation 3), fear 2, flyer, resource points (essence: 18), stuff of nightmares Legendary actions (2), martial artist (iron heart 4, white raven 3), quicksilver swiftnessGear: grand daiklave, charms, locket with picture of loved one, loincloth Lair ActionsAim: The daemon prince makes an aim action. Lightning Speed: The daemon prince increases their static defense by 10 until the next lair action. Regional EffectsLand of Adulation: While in the region, the daemon prince's path to glory ability doubles in effectiveness. Oppressive Atmosphere: Willpower-based rolls for those who aren't the daemon prince have a -1k0 penalty in the region. Word of Mouth: In the region, whispers of the daemon prince's deeds and misdeeds are heard from no apparent source. DretchThe humble dretch is to a tiefling what a squig is to an ork: the lowest most pathetic thing they can claim relation to. They're routinely rounded up by mundane exterminators for a nominal fee. | STR 2 | DEX 2 | CON 2 | CHA 1 | FEL 1 | CMP 2 | INT 1 | WIS 1 | WIL 1 | Skills: ballistics 3, brawl 3 Speed: 4 Size/Resilience: 3/3 Static/Mental Defense: 13/15 HP/Resolve: 8/3 Level: 1 Armor: none (2 all) Attacks: bite/claw (2k2 r; melee, brawling, reach) Fetid cloud (full action) - a 3m radius of disgusting green gas extends from the dretch. This creates concealment in the radius. Anyone that starts its turn in the cloud must pass a tn 10 constitution roll or be poisoned until the start of its next turn. While poisoned, the target can't take reaction actions and may only take half actions. Feats: fearless Abilities: telepathy - this creature can telepathically communicate with creatures within 20m. Immunity - this creature is immune to poison, toxic, venom, and disease. Traits: daemonic, dark sight PlanetarThe vengeful spirit of a fallen space marine becomes a planetar. | STR 4 | DEX 4 | CON 4 | CHA - | FEL - | CMP 4 | INT 3 | WIS 3 | WIL 3 | Skills: acrobatics 2, athletics 3, ballistics 3, forbidden Lore 2, perception 2, scrutiny 3, weaponry 3 Speed: 8 Size/Resilience: 5/6 Static/Mental Defense: 13/25 HP/Resolve: 14/7 Level: 3 Armor: power armor (12 all), daemonic resilience (all 4) Attacks: Chainsword (8k2 R; Pen 4; Tearing), Boltgun (90m; S/3; 4k2 X Pen 6; Clip 24; Reload Full; Tearing) Feats: absolution, combat master, divine ministration, armor proficiency (all), weapon proficiency (all) Abilities: and they shall know no fear - as the aasimar ability Divine awareness - Deception rolls against this creature fail. Hero Points: 1 Traits: aura (5), daemonic, dark sight, phasing, resource stat (favor: 11, devotion 8), stuff of nightmares Gear: power armor, chainsword, boltgun, 2 bolt clips, plain clothing, charms Flesh HoundsFlesh hounds are Khorne's very own dogs of war; he sends them after targets he wants particularly hurt. Powerful magic users keep them as guard dogs for the usefulness and as a joke. | STR 4 | DEX 3 | CON 4 | CHA 1 | FEL 1 | CMP 1 | INT 1 | WIS 3 | WIL 4 | Skills: acrobatics 1, athletics 1, brawl 4, perception 1 Speed: 7 Size/Resilience: 5/4 Static/Mental Defense: 18/10 HP/Resolve: 8/5 Level: 1 Armor: none (all 4) Attacks: Claws/teeth (5k2 pen 2 r; melee, brawling, razor sharp, tearing) Feats: blind fighting, heightened senses (all), weapon proficiency (melee 2) Abilities: collar of khorne - the creature wearing this is protected from magic. The wearer cannot cast spells. If targeted by a spell, the caster's school level is treated as 3 lower for the focus power test. AP on the wearer cannot be ignored by magic weapons (daemonic, diamond body, etc.) Dragon's fire - as the dragonborn power Traits: dark sight, daemonic, fear 3, bestial, from beyond, relentlessGear: collar of khorne Imp| STR 1 | DEX 4 | CON 2 | CHA 3 | FEL 3 | CMP 2 | INT 2 | WIS 2 | WIL 2 | Skills: deceive 1, perception 2, persuation 1, scrutiny 1, stealth 1 Speed: 5 (10) Size/Resilience: 2/3 Static/Mental Defense: 24/15 HP/Resolve: 4/4 Level: 1 Armor: none (3 all) Attacks: scratch (2k1 r; melee, brawling) Sting (2k2 pen 2 r; melee, brawling, toxic*) *if the target fails the roll to resist toxic, they take 1d5 wounds instead of just one. Feats: blind fighting, tested, wild shape Abilities: Immunities - this creature is immune to flamers, fire, being on fire, poison, and the toxic property. Magic resistance - +0k1 to resist enemy magical effects. Traits: caster (illusion 2), daemonic, dark sight, flyer Maw daemon| STR 3 | DEX 1 | CON 2 | CHA 1 | FEL 1 | CMP 2 | INT 1 | WIS 2 | WIL 2 | Skills: ballistics 3, brawl 3 Speed: 4 Size/Resilience: 4/4 Static/Mental Defense: 11/15 HP/Resolve: 8/4 Level: 1 Armor: none (2 all) Attacks: bite (4k2 i/r; melee, brawling, reach) Feats: fearless, weapon proficiency (melee 2) Abilities: bloody minded - as the tiefling power Rampage - if this creature reduces a target to 0 hp, it may charge as a free action. Traits: daemonic, dark sight, fear 1 The Beast"And I stood upon the sand of the sea, and saw a beast rise up out of the sea, having seven heads and ten horns, and upon his horns ten crowns, and upon his heads the name of blasphemy... Let him that hath understanding count the number of the beast: for it is the number of a man; and his number is Six hundred threescore and six." | STR 4 | DEX 5 | CON 4 | CHA 4 | FEL 3 | CMP 2 | INT 2 | WIS 3 | WIL 4 | Skills: animal ken 4, arcana 3, ballistics 2, command 1, deceive 4, scrutiny 2, weaponry 4 Speed: 9 Size/Resilience: 4/6 Static/Mental Defense: 20/15 HP/Resolve: 18/5 Level: 5 Armor: daemonic toughness (all 4) Attacks: orichalcum sword (5k2 +3 r; melee, orichalcum, volatile) Feats: arcane blade, cleave, devastating critical, hatred (humans), swift attack, sword beam, weapon proficiency (basic) Abilities: Authority of the beast - this creature's devastating critical feat doubles in effectiveness. Goblet of Wealth - once per session, this creature may spend a free action to restore 2 renown and hp. Imperial privilege - this creature can spend a renown to use her level in place of a skill rank. Independent manifestation - the beast is immune to time-based effects, neither can she be killed so long as she has hit points remaining. Number of the beast - this creature can increase its ap and aura by 6 and recover 6 hp as a half action for the duration of combat, any above the maximum being temporary hp lost before true hp and lost at the end of the scene. Personal realm, in my room, reality marble - as the sovereign powers, replacing renown for echoes. While in her personal realm, the beast's sword erupts rose petals when swung and has the incendiary property. Traits: caster (evocation 5), daemonic, resource points ( renown: 12), heroic (3), legendary actions (2), legendary resistance, martial artist (desert wind 4, iron heart 4)Gear: orichalcum sword, royal garments (best quality clothes), coins, jewelry, lyre SamusSamus is the reason bounty hunters aren't allowed on Sigil. She is a daemon of unspeakable destruction, having blown up so many planets and driven species to extinction that her name has taken on the meaning of "end", "death", and "bone-gnawer" in thieves' cant. Pirates keep an eye out for her at all times and put aside quarrels if she is present. She's really nice though. | STR 7 | DEX 4 | CON 7 | CHA 2 | FEL 2 | CMP 2 | INT 2 | WIS 3 | WIL 5 | Skills: acrobatics 1, athletics 1, ballistics 3, crafts 1, perception 1, pilot 2, scrutiny 1, tech use 1, weaponry 4 Speed: 13 (14 rolling) Size/Resilience: 4/5 Static/Mental Defense: 29/15 HP/Resolve: 20/7 Level: 5 Armor: light power armor (10 all), daemonic (7 all) Attacks: slaughtering blade (10k2 pen 8 r; melee, unwieldy, two handed, felling, tearing) Plasma pistol (3k3 pen 8 e; s/-, 30m, clip 10, rld 4 full, recharge, overheats*) *activates on a jam, not a 9 for damage Feats: armor proficiency (power), double tap, fan the hammer, sound constitution, swift attack, weapon proficiency (all) Ace pilot, teacher - as the kenku feats Roly poly - as the neogi feat Abilities: mark of khorne - as the chosen power Superpowers (draining touch, insibility), quantum burst, extraordinary, quantum hero - as the deviant powers Living armory - Quicksilver swiftness: this creature’s dexterity is counted as double for purpose of calculating initiative. Samus's plasma pistol can change into any pistol-type weapon that deals e damage. Only samus can do this, though. Anyone else just gets a plasma pistol. Traits: daemonic, fear 2, from beyond, gunslinger divine flame 5, (trekking star 4), resource stat (quantum: 10) Gear: voidsuit, light power armor, plasma pistol, etc. ShamanA shaman is an individual that makes pacts with spirits for this or that. Some say that shamans are actually exalted. This is false but a common pact is to become exalted which makes shaman-ing easier. | STR 2 | DEX 2 | CON 2 | CHA 3 | FEL 2 | CMP 2 | INT 2 | WIS 3 | WIL 4 | Skills: animal ken 3, arcana 4, command 3, forbidden lore 3, scrutiny 2, weaponry 1 Speed: 4 Size/Resilience: 4/5 Static/Mental Defense: 17/15 HP/Resolve: 6/6 Level: 3 Armor: none Attacks: knife (3k2 r; melee) Feats: pure faith, spell specialization (conjuration), spell mgiht, strong minded, obtain familiar, weapon proficiency (basic) conjure spirit, bind spirit, daemonic compendiumTraits: caster (conjuration 3, transmutation 2) Gear: totems, charms, bones, facepaint, leathers, box of matches, nerps, jade circlet
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Post by Traskus on Jul 24, 2022 11:04:24 GMT -6
And uh, that makes my last planned post for shark week. My schedule's kind of full for the rest of the week so I had to get it all out today. Tyberos: the Red WakeChapter master of the space sharks chapter and meat grinder what walks like a man. Don’t call him daddy shark. He hates that. | STR 5* | DEX 3 | CON 5 | CHA 4 | FEL 3 | CMP 4 | INT 3 | WIS 5 | WIL 4 | *assuming this includes the bonus from power armor Skills: Acrobatics 2, Arcana 1, Athletics 3, Ballistics 5, Brawl 5, Command 3, Common Lore 2, Perception 3, Scrutiny 3, Stealth 2, Weaponry 3 Speed: 8 Size/Resilience: 6/8 Static Defense: 13 Mental Defense: 25 HP/Resolve: 21/8 Level: 5 Feats: Sound Constitution x3, Combat Master, Armor Proficiency (all), Weapon Proficiency (all), swift attack, lightning attack, wall of steel, ambidextrous, two-weapon fighting Whirlwind of steelArmor: Terminator Armor (14 AP, All) Attacks: Hunger (7k3 R; Pen 4; brawling, power field, sadistic, scissor) Slake (7k3 R; Pen 4; brawling, power field, sadistic, scissor) Abilities: Bloody-Minded – as the Tiefling racial power And They Shall Know No Fear - As the Aasimar racial power. Savagery beyond reason - daddy shark, friendly rokea, and friendly aasimars within 10m of him have +1k1 damage to melee attacks. Traits: fear 1, resource stat (rage: 13), heroic (2), legendary actions (3), legendary resistance, martial artist (erymanthian boar 4, ocean soul 4, rising revengeance 5, solar science 5)Gear: Terminator Armor, hunger and slake (LIGHTNING CLAW CHAIN FISTS), charms MegalodonThere is no boat big enough. | STR 6 | DEX 2 | CON 5 | CHA 1 | FEL 1 | CMP 2 | INT 1 | WIS 2 | WIL 2 | Skills: brawl 2, intimidate 2, perception 3, stealth 2 Speed: 4 (16) Size/Resilience: 12/9 (4) Static/Mental Defense: 6/15 HP/Resolve: 14/4 Level: 3 Armor: natural armor (6 all) Feats: combat master, heightened senses (smell, hearing), jaded, sneak attack Blood frenzy, blood in the water, nurse woundsAttacks: bite (5k2 +6 r pen 3; melee, brawling, tearing) Abilities: deadly leap - This creature may jump and/or leap as part of a charge action, even out of the ground or water. Great leap - This creature can leap 10m and jump 5m, even from a "standing" start. Huge guts!, smashing hulk - as the titan power. Traits: Aquatic, bestialLair ActionsVisage of Sharkness: The light plays a massive trick, making everything everywhere look like a massive shark's maw one way or another. All non-shark and non-shark-like creatures in the lair must make a tn 15 willpower test. Those that fail while holding their breath cease holding their breath, having only one round to get air or fall unconscious. Will of the Tide: A powerful current sweeps through the area. Each creature in the lair must pass a tn 15 athletics test or be pushed 10m in the direction of the current. A vehicle resists via the driver making a maintain control test instead. Blood in the Water: If the megalodon lives around shipwrecks that it probably caused, a walkin' dead swims out of a wreck. It won't attack the megalodon but it'll attack anything else. This lair action can't be repeated until the existing walkin' dead is slain. OR Crushing Coral: If the megalodon lives around coral reefs, the coral sometimes springs to life to attack non-megalodon things. Everything must pass a tn 20 acrobatics test or take 1d10 r damage with the toxic and tearing properties. OR Sargasso Snare: If the megalodon lives in kelp forests, the kelp will sometimes get things tangled in them. Up to three creatures in the lair the megalodon can see must pass a tn 15 athletics roll or become restrained. They may retry each turn as a half action to escape. Regional EffectsSharknado: A hurricane occurs every month, taking countless sharks with it to other places. The hurricane's wall and clouds allow the sharks to move about within it. Stay Out of the Water: The megalodon's territory is hypersaturated with sharks of all kinds. Dragon SharkDragon sharks are believed to be descended from water dragons that were stranded in deserts. Their enraged form's scythe claw arms can be harvested and made into weapons. | STR 5 [7] | DEX 4 | CON 4 [5] | CHA 3 [5] | FEL 1 | CMP 3 [5] | INT 1 | WIS 3 | WIL 3 [4] | Skills: acrobatics 3, arcana 1, athletics 3, brawl 4, intimidate 3, perception 4 Speed: 9 (9 burrow, 18 fly) [11 (11 burrow, 22 fly)] Size/Resilience: 4/5 Static/Mental Defense: 23/20 HP/Resolve: 14/6 Level: 4 Armor: thick hide (4 all)/[5 all] Feats: furious assault, iron jaw, powerful charge, swift attack, true grit Attacks: bite/claw (5 [7] k2 r pen 3; melee, brawling) Dragon fire (3 [5] k 3 e; s/- 10m, flame) Abilities: Consuming rage - Once per combat, this creature may enter a rage as a full action. It may instead spend a breath to make it a free action. Doing so changes this creature’s form and it uses the stats and abilities in brackets for the remainder of the combat. It must make an attack or move toward a target each turn. This qualifies as the frenzy feat for purpose of interaction with other mechanics. This creature must hold the red gem to use this ability and does not gain the usual benefits of it. Rough skin - melee attacks against this creature inflict 1 wound on the attacker per successful attack roll. [Sand force-] This creature has a +0k1 bonus to focus power tests during sandstorms. Sand veil- concealment of this creature in sandstorms is doubled. Traits: caster (evocation 4, geokinesis 4), dark sight, flyer, resource stat (breath: 8) Bestial, burrower (9 [11]) Spider SharkSpider sharks live in caves and are actually a passive predator. They wait in the darkness for prey before striking and once discovered are plotted around until either they starve or move somewhere else. | STR 3 | DEX 3 | CON 3 | CHA 1 | FEL 1 | CMP 1 | INT 1 | WIS 2 | WIL 2 | Skills: ballistics 1, brawl 2, perception 3, stealth 2 Speed: 6 Size/Resilience: 9/7 Static/Mental Defense: 7/10 HP/Resolve: 25/3 Level: 2 Armor: chitinous hide (4 all) Feats: sound constitution x5, hunter in the dark, master weaver, my own webAttacks: Bite/claw (4k2 r; melee, brawling, reach, toxic) Abilities: spider butt - as the arachne ability Barbed web - the my own web feat’s web pistol has another factor. If the target/s are immobilized by the web or they fail to escape their bonds, they take 1k1 damage each time they do so. Traits: crawler (6), unnatural toughness Bestial Dragon Spider Shark| STR 5 | DEX 2 | CON 4 | CHA 2 | FEL 1 | CMP 2 | INT 1 | WIS 1 | WIL 4 | Skills: athletics 3, brawl 4, perception 3 Speed: 11 (22) Size/Resilience: 12/9 Static/Mental Defense: 7/15 HP/Resolve: 16/6 Level: 4 dArmor: scaly chitin dentricles (8 all) Feats: bear hug, crushing bear, fearless, i cast fist, muscle wizardry (pow), sword beam Attacks: bite/claw (5k4 +6 r; melee, brawling) Abilities: hope woven - If this creature dies, one of its allies can return from the dead so long as they do not have this ability or something prevents that. thalassa- as the leviathan powers Huge guts!, smashing hulk - as the titan power. Traits: amphibious, caster (evocation 4, healing 3, toxigenesis 3), dark sight, fear (2), resource stat ( tranquility: 14) Colossal, legendary resistance, unkillable
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