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Post by Traskus on Aug 9, 2022 20:51:51 GMT -6
GrellGrell are the construction of the mind flayers, made to abduct their dinners and future hosts of the mind flayer tadpole. No one quite knows how they're made, but they have a fondness for crackers. | STR 3 | DEX 3 | CON 3 | CHA 2 | FEL 1 | CMP 2 | INT 3 | WIS 2 | WIL 2 | Skills: brawl 2, perception 2, stealth 3 Speed: 1 (6) Size/Resilience: 4/4 Static/Mental Defense: 17/15 HP/Resolve: 10/4 Level: 2 Attacks: beak (4k2 r; melee, brawling) Tentacles (4k2 r; melee, brawling, reach, shocking, toxic; the roll to resist shocking is simultaneous with toxic, it's all or nothing) Feats: swift attack Abilities: I've seen enough hentai - If this creature hits a target with its tentacles attack, it may initiate a grapple as part of the attack. Traits: hover (6), senseless (sight) Intellect DevourerMind flayers also made intellect devourers. They used to employ them to gather and pacify hosts but find that social media is more effective. | STR 1 | DEX 3 | CON 2 | CHA 2 | FEL 1 | CMP 2 | INT 3 | WIS 2 | WIL 2 | Skills: brawl 2, perception 1, stealth 1 Speed: 4 Size/Resilience: 1/2 Static/Mental Defense: 23/15 HP/Resolve: 8/4 Level: 1 Armor: wholeness of body (2 all), diamond body (+4 all) Attacks: claw (1k1 r; melee, brawling) Feats: diamond body, wholeness of body Abilities: body thief - if this creature kills a non-mindless creature, it teleports into the target's braincase and takes over its body. The host retains its current stats except its mental and social characteristics, which become the intellect devourer's. It may leave the body and rematerialize adjacent to the host at any time as a free action. Devour intellect - this creature's claw attack ignores armor, resilience, and hp, instead treating the target's aura as ap, intelligence as its resilience, and its resolve as hp. If the target reaches 0 resolve as result of this effect, it dies. Traits: senseless (sight) Death TyrantServants of the nurgle that manage to kill or capture a beholder will impale it on a dragon's tooth and in time, it will become a death tyrant. Unfortunately for those servants, this seldom indoctrinates the death tyrant to anyone's will but its own. Its ego is simply too powerful. | STR 2 | DEX 3 | CON 3 | CHA 4 | FEL 1 | CMP 3 | INT 4 | WIS 3 | WIL 3 | Skills: Arcana 5, Ballistics 4, Brawl 3, Common Lore 2, Forbidden Lore 4, Perception 5, Scrutiny 2 Speed: 1 (6) Size/Resilience: 6/7 Static/Mental Defense: 16/20 HP/Resolve: 12/6 Level: 5 Armor: bone (7 head) Attacks: bite (4k2 r; melee, brawling) Eye Stalks (Special) Feats: Combat Master, Danger Sense, Weapon Proficiency (Eyestalks), Jaded, Fast Reflexes, Heightened Senses (Sight) 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 death tyrant 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 death tyrant loses use of that ray. Individual rays can be targeted as a called shot at an additional -2k0. Eye of Unlife- The central eye of the death tyrant emits a 30 meter cone of unlife. Anything that is reduced to 5 critical damage while in the cone dies, even if they would not normally be in danger of death. If they do (for good), they resurrect with the undead trait with hp equal to twice their constitution on their next turn, acting under the death tyrant's control. If the death tyrant dies, these undead also die. Eye Rays- The death tyrant has 10 eye stalks protruding from its body, each charged with magical power. As a half action the death tyrant may make one attack or a full action for 3 attacks, distributed among all available targets as they see fit. The rays are magical in nature. These attacks hit automatically. Roll a d10 for each and consult the following chart, re-rolling doubles: 1. Withering Ray- If he targeted creature fails a TN 20 Willpower + Arcana test, they lose 1 resilience for the next round.
2. Crippling Ray- The targeted creature must succeed a TN 20 Constitution + Arcana test or have one randomly determined characteristic reduced by 1 for the next minute.
3. Fear Ray- The targeted creature must make a roll against Fear 2.
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. Festering Ray- The targeted creature must pass a TN 20 Willpower + Arcana test. If it fails, it takes 4k4 spell R damage. Damage dealt this way cannot be healed by spending resource points or magic. Only by time.
6. Telekinetic Ray- If the target is a creature, it must succeed on a TN 20 Strength + Arcana test or the death tyrant moves it up to 5m. in any direction. It is restrained by the ray’s telekinetic grip until the start of the death tyrant’s next turn or until the death tyrant is incapacitated.
7. Vampiric Ray- The targeted creature must succeed on a TN 20 Constitution + Arcana test or lose 1d5 hp. If this happens, the death tyrant recovers the same amount of hp. If it is has full hp, it instead regains 1 resource point. If it is full on both, good for the death tyrant.
8. Wrathful Ray- The targeted creature must make a TN 20 Composure + Arcana test. If they fail, they enter a rage for the next five rounds. They may only advance toward or melee attack their nearest foe that is not the death tyrant, and may not make attempts to dodge or parry. If the target has battle rage, it is ineffective for the duration.
9. Force Ray- The targeted creature must make a TN 20 Dexterity + Arcana test. If it fails, it takes 6K4 I damage and is pushed 1m in a horizontal direction of the death tyrant's choice.
10. Death Ray- The targeted creature must make a TN 20 Charisma + Arcana test. If they fail, they take 6k6 E spell damage. The target dies if the ray reduces it to 0 hit points. Traits: armor plating (7), flyer (6), resource points (generic: 2), undead From beyond, legendary actions (2), legendary resistanceLair ActionsEye See You: A ghostly eye opens and shoots a target of the death tyrant's choice with an eye ray. Ghostly Appendages: The room the death tyrant is in fills with spectral tentacles and eyes, granting the death tyrant concealment and making the terrain difficult. Ghostly Grabbers: The lair fills sprouts ghostly tentacles that attempt to grab things. Targets within 3m of the ground, walls, or ceiling of the lair must pass a tn 15 dexterity test or be snared. They may attempt to escape as normal. Regional EffectsEye Spy: Everyone in the territory occasionally feels like they're being watched; the boss battle music just doesn't stop. Eye See You: Any creature that spends 8 or more hours in the territory is attacked with a random eye ray, no matter where they are. Beholder - fallen edition| STR 2 | DEX 3 | CON 4 | CHA 4 | FEL 2 | CMP 3 | INT 4 | WIS 4 | WILL 4 | Skills: Arcana 5, Brawl 3, Common Lore 2, Forbidden Lore 4, Perception 5, Scrutiny 2 Speed: 1 (6) Size/Resilience: 6/7 Static/Mental Defense: 19/20 HP/Resolve: 14/7 Level: 5 Armor: Tough Hide (6 AP head) Feats: Combat Master, Danger Sense, Jaded, Fast Reflexes, Heightened Senses (Sight) Attacks: Bite (4k2 R, Melee, Brawling) Eye rays (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 1 attack, or a full action for 3 attacks, distributed among all available targets as they see fit. The rays hit automatically. Then, roll a d10 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 2.
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 must make a TN 20 Constitution + Arcana saving throw. If it fails, it 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 must make a TN 20 Dexterity + Arcana test. If it fails, it takes 6K4 spell damage. If this damage would kill the creature, its body becomes a pile of fine gray dust.
10. Death Ray- The targeted creature must make a TN 20 Dexterity + Arcana test. If it fails, it takes 6k6 E damage. The target dies if the ray reduces it to 0 hit points. Traits: Armor Plating (6 head), Flyer (6) Lair ActionsA Change of Scenery: The beholder's magic alters the appearance of the room it is in, making illusory objects if so desired. The room does not itself change, react to the antimagic eye, and has a tn 20 perception test to overcome the deception. The illusion affects sight, sound, smell, and taste if you're a weirdo or the beholder decides he wants to parody Willy Wonka that day. Eye Ray: A character is subject to the beholder's eye ray. Grasping Slime: Everyone in the same room as the beholder adjacent the static scenery (floor, walls, pillars, etc.) must pass a tn 15 dexterity test or be grappled until they either slip free or the next lair action. Portal: The beholder tells Aperture to suck it and makes a couple of portals in the lair that function like the porte spell. They last until the next lair action. Regional EffectsThe beholder's lair takes on the scenery and biome the beholder fancies, and therefore isn't picky beyond nearby amenities and strategic factors. Portal Thinking: Every 8 hours, a pair of portals open up like the gate spell in the region. They last until the next pair of portals opens. The Walls Have Eyes: Walls in the region and lair have eyes the beholder can see through. Unnatural Wildlife: Clearly unnatural fungi and animals (though not plants, for some reason) roam the region, some unique to the region.
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Post by insertnamehere on Apr 27, 2023 12:25:38 GMT -6
Monodrone ModronSame stats as in the Core Book/ Dramatis Personae Revisedoptional trait: Flyer Mode - As a Half Action, the Monodrone gains the Flyer trait but is unable to use its arms or legs while flying. It takes a Half Action to revert out of Flyer mode. Duodrone ModronSame stats as in the Core Book/ Dramatis Personae RevisedTridrone ModronThe Tridrone is a massive heavily armored killing machine specialized in frontline combat. Much like the Duodrone, Tridrones are capable of seeking out new targets once they are eliminated but what makes the Tridrone stand out amongst its fellows is its ability to multi-task, able to perform up to three tasks at once. This makes them ideal for rolls such as sentries or the spearhead of an attack. | STR 5 | DEX 3 | CON 8 | CHA - | FEL - | CMP - | INT - | WIS 4 | WIL 8 | Skills: Weaponry 4, Ballistics 4, Brawl 4, Perception 4 Speed: 8 Size/Resilience: 7/7 Static Defense: 17 Mental Defense: - HP/Resolve: 32/- Feats: Danger Sense, True Grit, Two Weapon Fighting Armor: Armor Plating 6 (All) Attacks: Gauss Reaper (30m; S/-; 2k2 X; Pen 12; Clip -; Reload -; Tearing, Scatter), Modron Spear (10m (thrown), 8k2 R; Pen 6; Reach, Power Field) Abilities:• Ambidextrous - When attacking with two weapons at once, you have reduced penalties. • Sentinel - The Tridrone gains an additional reaction action every round which may only be spent on the Multiple Attacks action or to Parry an attack. • Gauss Weapon - Whenever a creature takes damage from the Modron's Gauss Reaper, they suffer 1 critical damage to that location even if they have HP remaining. • 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. • We'll Be Back - When 'killed', roll 1d10 at the start of it next turn. On an 8+, the creature comes back to life at 0 wounds. Traits: Armor Plating (6), Aura (6), Crawler, Fear 2, Mindless, Quadruped, Regeneration 1, Stuff of Nightmares Gear: - Level: 4 Quadrone ModronUnlike the other Modrons variants, the Quadrone is capable of some measure of independent thought allowing the Quadrone to plan and adapt to different situations and is even capable of using weapons and tools. Because of this the Quadrone are often behind enemy lines as scouts, spies, and saboteurs relaying information back to the greater Modron forces or taking out high priority targets either acting alone or leading a small cohort of lesser modrons. Armed with a Tachyon Arrow, a weapon that transmutes a razor thin, inert piece of metal into an unstoppable thunderbolt capable of piercing the thickest armor ten times over, the Quadrone is the bane of armored vehicles. | STR 3 | DEX 5 | CON 5 | CHA 1 | FEL 1 | CMP 4 | INT 2 | WIS 4 | WIL 5 | Skills: Weaponry 4, Ballistics 4, Brawl 4, Perception 4, Stealth 4 Speed: 6 Size/Resilience: 5/5 Static Defense: 27 Mental Defense: 25 HP/Resolve: 20/9 Feats: Danger Sense, True Grit Armor: Armor Plating 4 (All) Attacks: Tachyon Arrow (100m; S/-; 3k2 X; Pen 20; Clip 1; Reload Free; Anti-Material, Line (1), Proven (5), Tearing), Melee Attachment (5k2 E; Pen 4, Power Field) Abilities:• Tachyon Weapon - Collision with other matter does not stop this attack as the projectile continues in a straight piercing all in its path. The Line property is still in effect even at Long and Extreme ranges, giving creatures affected one or two extra raises to the Dex test respectively. • 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. • We'll Be Back - When 'killed', roll 1d10 at the start of it next turn. On an 8+, the creature comes back to life at 0 wounds. • Hit and Run Tactics - The Quadrone may make a Stealth test after making an attack. The Stealth test is made at -2k1. • No Pity or Remorse - Immune to social attacks. Traits: Armor Plating (4), Aura (4), Fear 2, Flyer, From Beyond, Regeneration 1, Stuff of Nightmares Gear: - Level: 4 Pentadrone ModronThe most advanced and highest ranked of the modron drones, the Pentadrone is a monstrosity of writhing metal held atop a hexapodal platform of razor sharp legs. Underneath all that necrodermis lies a malevolent intellect, its five heads constantly twitching in all directions like a writhing mass of metallic snakes, constantly on the lookout for potential attackers. The Pentadrone can directly communicate with every modron under its command allowing it to learn every aspect of the battlefield near instantly turning a mindless horde into a single cohesive organism hellbent on the destruction of everything. | STR 5 | DEX 1 | CON 10 | CHA 1 | FEL 1 | CMP 5 | INT 4 | WIS 5 | WIL 10 | Skills: Weaponry 5, Ballistics 5, Brawl 5, Perception 5, Arcana 5, Speed: 6 Size/Resilience: 10/10 Static Defense: 18 Mental Defense: 30 HP/Resolve: 40/15 Feats: Danger Sense, Cooperate and Coordinate, General Support, Telepresence, True Grit Armor: Armor Plating 10 (All) Attacks: Gauss Blaster (80m; S/3; 2k2 X; Pen 12; Clip -; Reload -; Tearing), Gauss Cannon (100m; S/-; 3k2 X; Pen 15; Clip -; Reload -; Blast (2), Recharge, Tearing), Pincers (8k2 R; Pen 4; Flexible), Leg attack (10k3 R; Pen 6; Razor Sharp) Abilities:• Gauss Weapon - Whenever a creature takes damage from the Modron's Gauss Blaster or Gauss Cannon, they suffer 1 critical damage to that location even if they have HP remaining. • 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. • We'll Be Back - When 'killed', roll 1d10 at the start of it next turn. On an 8+, the creature comes back to life at 0 wounds. • Multiple Heads - the Pentadrone has five heads as a start. If the Pentadrone takes critical damage sufficient to kill it, it instead loses one of its heads. • Reactive Heads - the Pentadrone gains one extra reaction per head it has beyond the first. These reactions can only be used for multiple attacks action and the aid another action. The Pentadrone can perform extra opportunity attacks equal to the amount of heads it has. • Controller Intelligence - Modron drones under the control of the Pentadrone gain a bonus to Initiative equal to the Pentadrone's Intelligence. The Pentadrone can perform the Aid Another action as a Reaction. • No Pity or Remorse - Immune to social attacks. Traits: Armor Plating (10), Aura (10), Auto-stabilized, Colossal, Crawler, Fear 3, From Beyond, Quadruped, Regeneration 1, Stuff of Nightmares Gear: - Level: 5
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Post by Traskus on May 7, 2023 19:58:01 GMT -6
The humble mimic is proof there is no justice in the Wheel. Mimics are the product of countless attempts to clone a thought-extinct phrenic cat. Instead of trying to live up to their predecessor they've gone their own way and become predators. Mimics can't quite get faces right, having a telltale goofy smile when trying to imitate sentient races, so they're content to mimic inanimate objects. It is possible to reason with them by offering food in exchange for safe passage. Mimics start small but grow as they eat. The largest can be the size of buildings and it's possible they can get even bigger. Yes, I know hp is fucky given amorphous but it's intentional. Mimic| STR 5 | DEX 2 | CON 4 | CHA 2 | FEL 2 | CMP 3 | INT 2 | WIS 3 | WIL 2 | Skills: athletics 2, brawl 3, disguise 2, perception 2, persuasion 2 Speed: 3 Size/Resilience: 4/4 Static/Mental Defense: 17/20 HP/Resolve: 12/5 Level: 2 Attacks: bite (5k2 r; melee, brawling, tearing) Pseudopod (5k2 i; melee, brawling) Feats: bear hug, crushing bear (pseudopod), danger sense, mental fortress, rapid reflexes, swift attack, weapon focus (natural), weapon proficiency (basic) Abilities: adhesive - when attacking or attacked by a melee attack, this creature may initiate a grapple or attempt to disarm the other combatant. This is not an action type, it just happens. When this creature is in control of a grapple, its target is restrained and immobilized. Mimicry - this creature uses its composure score for disguises, and can use the disguise skill to appear as any object of its size (including a vehicle). It is considered to not have the disguise skill when trying to pose as a sentient creature. If you do not wish to roll disguise, you may use its mental defense as the roll. Traits: amorphous, crawler, dark sight Dire Mimic| STR 6 | DEX 1 | CON 4 | CHA 1 | FEL 1 | CMP 3 | INT 2 | WIS 1 | WIL 2 | Skills: athletics 2, brawl 3, disguise 2, perception 2, persuasion 2 Speed: 14 Size/Resilience: 7/6 Static/Mental Defense: 2/20 HP/Resolve: 12/5 Level: 2 Attacks: bite (5k2 r; melee, brawling, tearing) Pseudopod (5k2 i; melee, brawling) Feats: bear hug, crushing bear (pseudopod), danger sense, mental fortress, rapid reflexes, swift attack, weapon focus (natural), weapon proficiency (basic) Abilities: adhesive - when attacking or attacked by a melee attack, this creature may initiate a grapple or attempt to disarm the other combatant. This is not an action type, it just happens. When this creature is in control of a grapple, its target is restrained and immobilized. Mimicry - this creature uses its composure score for disguises, and can use the disguise skill to appear as any object of its size (including a vehicle). It is considered to not have the disguise skill when trying to pose as a sentient creature. If you do not wish to roll disguise, you may use its mental defense as the roll. Traits: amorphous, dark sight, quadruped Mimic SpawnMimic spawns are smaller and presumably younger mimics, forced to be clever and disguise themselves as handheld objects. Examples include: torches, dataslates, valuables, weapons, armor, clothing... | STR 3 | DEX 2 | CON 3 | CHA 2 | FEL 2 | CMP 2 | INT 2 | WIS 2 | WIL 2 | Skills: athletics 2, brawl 3, disguise 3, perception 2, persuasion 2 Speed: 2 Size/Resilience: 1/2 Static/Mental Defense: 20/15 HP/Resolve: 10/4 Level: 1 Attacks: bite (3k2 r; melee, brawling, tearing) Pseudopod 35k2 i; melee, brawling) Feats: bear hug, danger sense, mental fortress, rapid reflexes, swift attack, weapon proficiency (basic) Abilities: adhesive - when attacking or attacked by a melee attack, this creature may initiate a grapple or attempt to disarm the other combatant. This is not an action type, it just happens. When this creature is in control of a grapple, its target is restrained and immobilized. Mimicry - this creature uses its composure score for disguises, and can use the disguise skill to appear as any object of its size (including a vehicle). It is considered to not have the disguise skill when trying to pose as a sentient creature. If you do not wish to roll disguise, you may use its mental defense as the roll. Traits: amorphous, crawler, dark sight Core of the TowerReally they should be called "tower mimics" but that's too obvious I guess. These are so massive that they can (and pretty much have to) take the appearance of buildings to get by. They make rooms, furniture, and various knick-knacks to make their dinner comfortable before eating them. The new thing with them is disguising themselves as large vehicles. | STR 7 | DEX 3 | CON 8 | CHA 4 | FEL 2 | CMP 5 | INT 3 | WIS 3 | WIL 3 | Skills: athletics 2, brawl 4, disguise 4, perception 2, persuasion 2 Speed: 0 Size/Resilience: 20/13 Static/Mental Defense: 0/30 HP/Resolve: 22/8 Level: 4 Armor: disgusting resilience (6 all) Attacks: bite (7k2 r; melee, brawling, tearing) Pseudopod (7k2 i; melee, brawling) Feats: bear hug, crushing bear (pseudopod), danger sense, mental fortress, rapid reflexes, swift attack, weapon focus (natural), weapon proficiency (basic) Abilities: adhesive - When attacking or attacked by a melee attack, this creature may initiate a grapple or attempt to disarm the other combatant. This is not an action type, it just happens. When this creature is in control of a grapple, its target is restrained and immobilized. Mimicry - This creature uses its composure score for disguises, and can use the disguise skill to appear as any object or collection of objects of its size (including a vehicle). It is considered to not have the disguise skill when trying to pose as a sentient creature. If you do not wish to roll disguise, you may use its mental defense as the roll. No way out - This creature can make as many windows and doors in its form as it likes, and can unmake them as a half action. You'll have to cut your way out after that or convince it to let you go. Tower core - This creature has a gizzards hit location, but it is only found in a specific location inside the mimic. It can be attacked as a called shot at no penalty if in proximity to an attacker. Traits: amorphous, crawler, dark sight, from beyond, legendary resistance, resource points (action points: 8) Hoard MimicLarge mimics make deals with dragons (a bad idea) or banks (an even worse idea) to serve as guards for their cash vaults, usually disguised as part of it. Bandits are surprised when they dive headlong into the money bin expecting a swimming pool of gold only to see it open up into a gaping maw. | STR 6 | DEX 3 | CON 4 | CHA 3 | FEL 4 | CMP 4 | INT 2 | WIS 3 | WIL 3 | Skills: arcana 2, athletics 2, brawl 3, charm 3, deceive 2, disguise 4, perception 3, persuasion 3 Speed: 9 Size/Resilience: 12/10 Static/Mental Defense: 17/25 HP/Resolve: 14/7 Level: 3 Armor: disgusting resilience (4 all) Attacks: bite (6k3 r; melee, brawling, tearing) Caustic mist (4k4 e, s/-, 10m; blinding, spray, toxic) Pseudopod (6k3 i; melee, brawling, reach) Feats: bear hug, combat master, crushing bear (pseudopod), danger sense, mental fortress, rapid reflexes, swift attack, weapon focus (natural), weapon proficiency (basic, ranged 2) Abilities: adhesive - When attacking or attacked by a melee attack, this creature may initiate a grapple or attempt to disarm the other combatant. This is not an action type, it just happens. When this creature is in control of a grapple, its target is restrained and immobilized. Mimicry - This creature uses its composure score for disguises, and can use the disguise skill to appear as any object or collection of objects of its size (including a vehicle). It is considered to not have the disguise skill when trying to pose as a sentient creature. If you do not wish to roll disguise, you may use its mental defense as the roll. Traits: amorphous, dark sight Variant - creeping coin: a humanoid that lives in the hoard and draws its power from it. Loses disguise dots, gains 4 stealth dots Size 4 (res 5) Sd: 20 Loses bite and pseudopod attacks, gains slam attack (7k2 i; melee, brawling) Crushing bear changes to slam Lacks adhesive, amorphous, and mimicry powers Mimic PrincessMimics that figure out the whole face thing can eat and replace people, and voila. They live under the radar as princesses, having the luxury of royalty with the fewest responsibilities. The princess' family notices a change in behavior, their daughter acting less like a girl and more like a fairy tale character. | STR 2 | DEX 2 | CON 2 | CHA 3 | FEL 4 | CMP 3 | INT 2 | WIS 2 | WIL 3 | Skills: acrobatics 1, brawl 2, charm 3, deceive 3, disguise 5 Speed: 4 Size/Resilience: 4/4 Static/Mental Defense: 14/20 HP/Resolve: 10/5 Level: 2 Attacks: pseudopod (3k1 i; melee, brawling) Feats: admirer, bear hug, crushing bear (pseudopod), weapon focus (natural), weapon proficiency (basic) Abilities: adhesive - When attacking or attacked by a melee attack, this creature may initiate a grapple or attempt to disarm the other combatant. This is not an action type, it just happens. When this creature is in control of a grapple, its target is restrained and immobilized. Improved mimicry - This creature can use the disguise skill to appear as any object of its size (including a vehicle). If you do not wish to roll disguise, you may use its mental defense as the roll. Traits: amorphous, dark sight Gear: good quality clothes, jewelry, fairy tale book Warforged Ninja SpyGood night. Sleep tight. Don't let anything that could be a robot in disguise with a distressing amount of knives bite. | STR 3 | DEX 3 | CON 3 | CHA 2 | FEL 4 | CMP 2 | INT 2 | WIS 3 | WIL 3 | Skills: acrobatics 2, athletics 2, ballistics 2, brawl 2, disguise 3, perception 2, persuasion 2, stealth 3, weaponry 3 Speed: 6 Size/Resilience: 4/5 Static/Mental Defense: 20/15 HP/Resolve: 12/5 Level: 3 Armor: reinforced frame (4 all) Attacks: knife (4k2 r; melee, thrown 9m) Feats: back stab, blind fighting, catfall, danger sense, feather step, fleet of foot, jaded, rapid reflexes, skill focus (stealth, disguise), sneak attack, swift attack, weapon proficiency (basic, throwing) Abilities: living construct lite, more than meets the eye, robots in disguise - as the warforged racial power and feats Alter self - This creature can use its disguise skill to disguise itself as any inanimate object from size 3 to 5. Gear: black bodysuit, bribe money, disguise kit, 3 smoke grenades, bracers of infinite blades, flask of motor oil
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Post by Traskus on May 16, 2023 19:56:29 GMT -6
ManeaterManeaters live in the hills and tend to their livestock, though they'll gladly eat intruders instead. They're dumb, crude, and so ugly that if you mix one up with a goliath, the goliath reserves the legal right to kill you on the spot. | STR 5 | DEX 2 | CON 4 | CHA 1 | FEL 1 | CMP 1 | INT 1 | WIS 2 | WIL 2 | Skills: athletics 1, brawl 2, perpcetion 1, scrutiny 1, weaponry 2 Speed: 7 Size/Resilience: 6/6 Static/Mental Defense: 10/10 HP/Resolve: 12/4 Level: 3 Armor: heavy leathers (3 arms, body, legs) Feats: armor proficiency (light), power attack, rapid reflexes, weapon proficiency (basic) Attacks: greatclub (7k3 i melee; two hands, unbalanced) Bite (5k2 r melee; brawling) Abilities: Mouth of madness (if desired) - This creature may make three bite attacks with the multiple attacks action without spending more than one reaction. Gear: heavy leathers, greatclub, boots, loincloth, rope, grox leg Lair ActionsFeed avalanche: the hill giant pulls a lever to a lid on the ceiling, letting out enough feed to hit hard. A creature must make a tn 15 acrobatics test, taking 2k2 i damage on a failure. Frenzy: The maneater enters a frenzy (like the feat). This frenzy lasts until the next lair action. Vile stench: A horrific smell of rotting flesh and refuse wafts up from below, forcing everything that breathes it in but the hill giant to make a tn 15 constitution test or lose a full action on their next turn as they retch. Geo MancrusherMancrushers are the lowest giants on the ordning with any sense of self-respect, having what we consider "normal" interests and diets. They're sober, too. They hail from a tidally locked planet with extreme climate and were forced to live underground until they were discovered by a forbidden lore mogul who set up shop there. The mancrushers who learn geokinesis are called bullstompers for their bullheadedness and earthbending techniques. | STR 6 | DEX 3 | CON 5 | CHA 2 | FEL 2 | CMP 4 | INT 2 | WIS 3 | WIL 3 | Skills: acrobatics 1, arcana 2, athletics 3, ballistics 2, brawl 3, perception 2, scrutiny 2, stealth 1, weaponry 3 Speed: 9 Size/Resilience: 7/7 Static/Mental Defense: 14/25 HP/Resolve: 12/6 Level: 3 Armor: none (all 5) Feats: sturdy, chem geld, jaded, mental fortress, power attack, sound constitution x4, true grit, weapon proficiency (basic, melee 3, throwing) Monkey gripAttacks: greathammer (8k3 i melee; two hands, unbalanced) Throwin' Rocks (6k2 i pen 2, s/-, 18m, throwing) Abilities: son of bahamut - If this creature were to suffer critical damage or die while it still has hp, it instead loses 1 hp. Stone ordning - This creature's movement speed cannot be reduced, nor can it be immobilized. Bullstomper (if desired) - This creature has the tested feat and caster ( geokinesis 3, hypnothaumy 2) trait. Traits: armor plating (5), dark sight Gear: leather clothes, greathammer, metal detector, digital watch, torch Lair ActionsDiamond body: The lair hardens the giant's body, given it +4 ap to nonmagical attacks until the next lair action. It may also move through stone and earth as though phasing, so long as it doesn't end its movement there. If it does, it suffers a wound and is shunted to the nearest open space. Rock tomb: Three points in the lair with stone surfaces in the giant's vision reach out to grab targets. Each creature within 2m of the chosen points must make a tn 15 acrobatics test or take 3k3 r damage and are restrained until the next lair action. Tranquility: The lair imposes an eerie calm upon its master's enemies. Each creature that can see and hear the mancrusher must pass a tn 15 arcana+willpower test or fall under the effect of the slow spell until the next lair action. Regional EffectsStone giants live underground, and mancrushers are the quintessential stone giant warrior. They live in rocky cave networks up to 2km across. The calm: The caves are preternaturally quiet and still, prompting auditory hallucination to cope. Those who don't tend to be driven mad. The statues: The mancrusher carves statues in its spare time, with such skill they look like they could start moving at any time. The silence: The caves are quiet and carry echoes, to the extent a whisper can be heard up to 100m away. These effects don't end naturally. They're native to the environment and the mancrusher seeks them out. Bullstomper Lair ActionsDreamsight: The lair's surreality blurs the sleeping and waking states. Up to four creatures within 20m of the bullstomper must pass a tn 15 arcana+willpower test or fall unconscious for a minute. They wake up early if hit (even without damage) or it someone spends a half action to shake them awake. Those that pass the test are immune for the next day. Labyrinth: The lair is surreal and mazelike, to the extent it scoffs at logic. Up to three creatures within 30m of the bullstomper must pass a tn 15 arcana+wisdom test or be teleported (unknowingly) to somewhere else within 30m of the bullstomper. Unconscious targets automatically fail. Bullstomper Regional EffectsThe region is 10km across. Bizarre stonery: Natural stone in the region is warped into strange, winding, and structurally unsound shapes. Dream logic: Every time a spell is cast in the region, random and nonsensical events occur (pigs flying, rocks bleeding, hens growing teeth, etc.). Nightmares: Creatures in the region have vivid nightmares of endless subterranean caves whenever they sleep. After 3 days, these nightmares prevent sleep from providing benefits. Kraken EaterKraken eaters live on icy worlds and the ice caps of other worlds, often sharing a planet with other inhabitants. They even have a friendly yet lethal rivalry with the Space Wolves on Fenris. Kraken eaters have a massive wanderlust and a rite of passage for them is to wander into the Wheel and bring back something of value to their tribe, making them the most likely giant to become mercenaries. Kraken eaters who splice their dna with ettin genes (or vice-versa) become eternals, prone to rage but hardier. | STR 6 | DEX 2 | CON 5 | CHA 3 | FEL 2 | CMP 2 | INT 2 | WIS 2 | WIL 2 | Skills: arcana 3, athletics 3, ballistics 2, brawl 3, crafts 1, intimidate 1, perception 2, scrutiny 2, stealth 1, weaponry 3 Speed: 8 Size/Resilience: 9/7 Static/Mental Defense: 17/20 HP/Resolve: 14/5 Level: 3 Armor: chain shirt (4 body), thick skinned (+3 arms, body -gizzards, legs; situational) Feats: no one tougher, i'm da boss!, cleave, jaded, power attack, powerful charge, swift attack, weapon proficiency (basic, melee 3, throwing) Monkey grip, pardon my reach, thick skinnedAttacks: greataxe (9k3 r pen 4 melee; two hands, unbalanced, reach) Hurlin' debris (6k2 r pen 2, s/-, 18m, throwing) Abilities: Son of Bahamut - If this creature were to suffer critical damage or die while it still has hp, it instead loses 1 hp. Eternal (if desired) - This creature has the better than one racial power and masterful combatant feat, and up to five heads. It may also enter a frenzy (like the feat) as a free action once per combat and gains the battle rage feat. Lastly, it gains the fast healing werewolf power (not needing to shapeshift, obviously). Gear: leather clothes, chain shirt, greataxe, massive calimari jerky, kraken beaks Lair ActionsAblative ice: The kraken eater rips some ice from somewhere nearby and puts it on its torso, gaining +2 ap to the body until hit there. Avalanche: The kraken eater stomps hard enough to start an avalanche, causing a distant rumble that crescendos throughout the round. Upon the next lair action, all creatures size 10 and under on the ground are subject to the avalanche are restrained. They may use a half action on their turn to make a tn 15 strength roll to get out, losing their other half action on a failure. This can only be done once per combat. Shovel snow: The kraken eater swings its greataxe to clear the snow in a 3m radius and expose the ice beneath, making it difficult terrain until the next lair action. Anyone who enter or move in the area must pass a tn 15 dexterity test or fall prone. Regional EffectsBitter cold: The cold is so extreme that it causes muscles to seize and frost to bite. Those affected must pass a tn 10 constitution test every hour or take a level of fatigue. Last but not least, weapons with the overheats property lose that property in the territory. Eternal winter: There is a constant blizzard around the kraken eater. The snow conceals those in the area (which the xixecal can see through) and creatures out in the hail take 1d10 r damage every 10 minutes. Warrior's memorial: Memorials and even graves of those the kraken eater killed dot the landscape, placed by those unknown. These effects don't end. At least, not naturally. Eternals use the same regional effects as kraken eaters. Eternal Lair ActionsChill wind: A chilly wind blows, preventing damage from bypassing its fast healing power until the next lair action. Crashing ice: The eternal roars and an icicle crashes within 40m with a blast (3). Creatures in the blast must pass a tn 15 acrobatics+dexterity test or take 3k3 i damage, +1k0 damage per head the eternal has after the first. Tauntaun snack: The eternal grabs a strip of meat and eats it, regaining 4 hp. Fire GatebreakerFire giants live in hot environments and on hot worlds (duh), and have become great warriors and blacksmiths due to the necessity of conflict over resources. The tombs of mummified kings of millennia past both great and terrible dot the landscapes they live in. Males of any race are banned from fire giant villages during the campaign season, to the extent even men's clothing can't be sold. Fire gatebreakers who wish to simply bulldoze their targets (with their size, usually quite easy) take up shields and become dreadnoughts. | STR 7 | DEX 2 | CON 6 | CHA 3 | FEL 2 | CMP 3 | INT 2 | WIS 3 | WIL 3 | Skills: acrobatics 1, arcana 4, athletics 3, ballistics 2, brawl 3, crafts 3, perception 3, scrutiny 3, stealth 1, weaponry 3 Speed: 9 Size/Resilience: 7/7 Static/Mental Defense: 14/20 HP/Resolve: 18/6 Level: 4 Armor: banded armor/full helm (6 all) Feats: cleave, combat master, jaded, power attack, swift attack, wall of steel, weapon proficiency (all) Pardon my reach, strong backMonkey grip, oversized weapon training, weapon finesseAttacks: fortcrusha flail (11k3 r pen 2 melee; two hands, unwieldy, reach) OR crypt patas (9k2 r pen 3; melee, armored, defensive) Hurled boulder (7k2 i pen 2, s/-, 18m, throwing) Slam (7k3 i; melee, brawling, reach) Abilities: Death grip - This creature's slam attack has proven (5) and tearing against targets size 10 or higher. Son of Bahamut - If this creature were to suffer critical damage or die while it still has hp, it instead loses 1 hp. Dreadnought (if desired) - This creature may exchange its fortcrusha flail for two crypt patas with the fire property, the martial artist (dust eater 2) trait, and may make a standard attack after a successful charge or as part of a bull rush. Traits: fear (1) Gear: leather clothes, banded armor, full helm, fortcrusha flail (grand daiklave) Lair ActionsBlast of smoke: A vent spews a 10m diamater cloud of smoke and steam, concealing a fire giant until the next lair action. Form up!: Each fire giant within 20m of the lair master can perform one of two actions before the next lair action: 1. the fire giant may make an opportunity attack against a target that attacked an ally within 3m. 2. the fire giant may grant an ally within 3m +1k0 to an attack roll. Sweltering heat: An intense heat sweeps through the lair. Up to 3 creatures within 10m of the lair master it can see must make a tn 10 constitution test or take 1 level of fatigue. Regional EffectsA burning passion: Any creature in the lair that gets set on fire must pass a tn 15 arcana + charisma test or be charmed to serve the gatebreaker as though by the suggestion spell. Heat of the forge: Metals are softer and easier to forge in the lair. Crafts checks for metallurgy and the like gain a +0k1 bonus and progress twice as quickly. Dreadnought Lair ActionsCoating of coal: If the dreadnought is within 3m of its forge, it dips its shields into its burning coals. Its shields deal +5 damage and deal e damage until the next lair action. Eruption of steam: A 10m jet of steam erupts from pipes within 10m of the dreadnought, forcing everything in the path to make a tn 15 constitution test. Those that fail take 3d10 damage and are blinded until the next lair action. Magnetize: A magnetic trap in the floor pulls metal down. Creatures on the ground with large metal objects (weapons, armor, their body, etc.) must pass a tn 15 strength test or is knocked prone unless and until they let go of the metal object/s or the next lair action. If they succeed, their speed is halved for the same duration. Roar of flame: The dreadnought's forge spews fire with the profile of a flamer (tn 15 to dodge), setting every unattended object in its path on fire. Dreadnought Regional EffectsA dreadnought's territory is 4km across, a place of fiery magic and unnatural heat emanating from the forge. Effects end early if the forge is shut down. Heat exhaustion: The heat of the region is so great that it forces a tn 15 constitution test every hour. Those that fail gain a level of fatigue. Industrial park: The sound of hammers, shoveling, and a variety of industrial machines permeate the region. Pyro's delight: Casting a spell that deals e damage in the region deals +5 damage, but it deals a wound to the caster. Flame weapons jam after every use, e damage weapons gain the overheats property, and weapons already with the overheats property activate it upon each use. Cloud BonegrinderCloud bonegrinders are more concerned with manipulating their environment than increasing their own power. They're at the top of the Ordning before you get into the powerful and rare giants. They appreciate the finer things in life, dressing in valuable clothes and jewels while eating delicacies on a regular basis. They feel they are the true heirs to Bahamut, that the dragons failed and don't deserve their hoards. The cloud giant servants of the Joking God are called smiling ones, able to distract and confound others with magic. | STR 8 | DEX 2 | CON 6 | CHA 3 | FEL 3 | CMP 3 | INT 2 | WIS 3 | WIL 3 | Skills: arcana 4, athletics 4, brawl 4, crafts 2, intimdation 2, perception 3, politics 1, scrutiny 3, weaponry 4 Speed: 10 Size/Resilience: 10/8 Static/Mental Defense: 5/20 HP/Resolve: 20/6 Level: 4 Armor: none (4 arms, legs, body -gizzards) - situational Feats: I'm da boss!, heightened senses (smell), mana generator, powerful charge, sound constitution x2, tested, weapon proficiency (basic, melee 3, throwing) Monkey grip, pardon my reach, strong backAttacks: hurling boulder (8k2 pen 6; s/-, 24m, throwing) Great morningstar (11k3 r pen 4; two hands, unbalanced) Slam (8k3 i; melee, brawling, reach) Abilities: death grip - This creature's slam attack has proven (5) and tearing against targets size 10 or higher. Mighty swing - When making all-out attacks, this creature's attack targets all enemies in melee simultaneously. Son of Bahamut - If this creature were to suffer critical damage or die while it still has hp, it instead loses 1 hp. Smiling one (if desired) - A cloud smiling one gains the caster (enchantment 2, illusion 4) trait and the mana burst (charisma) trait. Traits: caster (conjuration 4), fear (1) Gear: elaborate clothes, great morningstar, obsidian statue, massive gold jewelry, bag of bones Lair ActionsBean sprout: 1d5 bean stalks burst through the ground where the bonegrinder can see. Creatures within 2m of them must pass a tn 15 acrobatics test or become restrained and pulled 5m into the air as the beanstalk grows. Calming lyre: A calming tune from an illusive lyre plays to the weakest creature in the lair. The creature in the lair with the lowest hit points (except the bonegrinder) must pass a tn 15 arcana+willpower test or fall unconscious, unless it is deaf. They wake up in 1 minute or when hit by an attack. End of the rainbow: A rainbow cloud forms and starts to rain gold coins, and nary a leprechaun in sight. Creatures caught in the golden shower must make a tn 15 acrobatics test or take 2k1 i damage. When the coins hit the ground, you have 1 round to pick them up or they turn into lead. Smiling One Lair ActionsFog: A thick fog appears in a 40m radius around the smiling one, granting concealment within that the smiling one can see through. Skye rune: The lair's runes activate to briefly reverse gravity. All creatures in the lair must pass a tn 15 strength test or be knocked prone. Smiling One Regional EffectsEden of megaflora: Plants and fungi grow to five times their normal size. Manifest emotion: The weather reflects the smiling one's mood in an intuitive way (gentle rain when sad, sunny when happy, etc.). Outburst: Creatures that spend more than an hour in the region may burst into fits of laughter, crying, or anger. Sky gallery: The clouds take the shapes of animals, portraying something from the giant's imagination or memory complete with motion and sound. Storm WarstomperStorm giants are truly rare and powerful, whose leaders have audience with Bahamut himself. They seldom enter the battlefield or step down from their islands in space, but when they do few can stop them. Storm giants who study the demiurge and the baser nature of the gods become quintessods, able to further control the electromagnetic force. | STR 9 | DEX 3 | CON 5 | CHA 4 | FEL 4 | CMP 4 | INT 3 | WIS 4 | WIL 4 | Skills: academic lore 5, arcana 4, athletics 4, ballistics 3, brawl 4, crafts 3, intimidate 3, perform 2, persuasion 3, politics 1, weaponry 5 Speed: 12 Size/Resilience: 11/10 Static/Mental Defense: 15/25 HP/Resolve: 23/8 Level: 5 Armor: flak vest (5 body); thick skinned (+5 arms, body -gizzards, legs) - situational Feats: i'm da boss!, mobbing up, no one tougher, sturdy, pardon my reach, strong back, thick skinnedarmor proficiency (medium), combat sense, devastating critical, jaded, nerves of steel, power attack, sound constitution x5, swift attack, tested, wall of steel Foe-hurling charge, impeded by nothing, improved bull rushGrand slammer, power throwAttacks: composite longbow (6k2+5 r; s/-, 30m, clip 1, rld free; composite (included), reliable) Slam (9k3+5 i; melee, brawling, reach) Titanic greatsword (11k4+5 pen 2; melee, two hands, unwieldy) Abilities: powerful build - goliath power. Smashing hulk as the titan power. Death grip - This creature's slam attack has proven (5) and tearing against targets size 10 or higher. Mightier makes rightier - This creature counts as 11 people for purposes of ganging up. Son of bahamut - If this creature were to suffer critical damage or die while it still has hp, it instead loses 1 hp. Water breathing - This creature may breathe air and water with equal ease. Quintessod (if desired) - This creature gains the caster ( aerokinesis 3) and martial artist (raging storm 4) traits, and a spear. Traits: caster ( fulmination 5), fear 2, resource points ( talents: 14) Gear: composite longbow, dreamcatcher, grand daiklave, flak vest, digiscrolls, silver bracelets with inlaid fulgurite, formal clothes Lair ActionsFog coalescence: Fog gathers to create a temporary wall. It's up to 15x6x1m with 10ap, and disperses at a normal rate unless a gust of wind hits it. Read the signs: The warstomper reads a natural body like the sky or ocean for an omen, gaining the benefits of the precognition spell. Ride the lightning: The warstomper teleports to another location in its lair, and everyone within 3m of the target destination must pass a tn 10 acrobatics test or take 4k4 e damage. Regional EffectsFog: Thick fog permeates the region, concealing everything in it. Thunderstorm warning: There is a thunderstorm every week, lightning striking with alarming regularity and floods are common. The lightning tends to strike high concentrations of metal (like an adventurer's armor). Empyrean Mega-GargantThis breed of semi-divine giant is so rare, so insular, that few believe they exist, much less have seen one. When they make themselves known, they serve as a grim reminder how truly small the peoples of the Wheel truly are. | STR 10 | DEX 5 | CON 10 | CHA 8 | FEL 3 | CMP 4 | INT 5 | WIS 6 | WIL 6 | Skills: academic lore 5, arcana 4, athletics 1, ballistics 3, brawl 3, crafts 4, deceive 3, disguise 2, intimidate 3, medicae 4, perform 5, persuasion 3, politics 2, scrutiny 3, weaponry 5 Speed: 15 Size/Resilience: 12/10 Static/Mental Defense: 19 (15)/25 HP/Resolve: 35/10 Level: 5 Feats: celestial wrath, terminator honors, magic resistance, pardon my reach, strong backArmor proficiency (all), arcane blade, blind fighting, power attack, sound constitution x3, step aside, wall of steel, tested, weapon proficiency (all) Monkey grip, oversized weapon training, weapon finesseAttacks: las hammer (3k3 pen 4 e; s/-, 120m, clip 4, rld 2full; reliable, variable power setting) Orichalcum goremaul (10k5+9 i; melee, two hands, unwieldy, orichalcum, reach) Slam (10k3+6 i; melee, brawling, reach) Spear (10k3+6 pen 3 r; melee/thrown 10m, reach, two hands) Abilities: and they shall know no fear - as the aasimar racial power. Powerful build - goliath power. Legendary charisma, aegis - as the scion powers. Smashing hulk as the titan power. Included in attack damage. Wadjet (vecna), all-seeing eyes of god - as the balor powers. Traits: caster (divination 4, evocation 3, illusion 4), fear 3, fear (2), resource points ( talents: 21) Heroic (1), legendary actions (3), legendary resistance, martial artist ( dread crown 3, hulking hurler 3, raging storm 4,), unkillable Gear: metal vestments, orichalcum goremaul, spear, gold bracelets, robe and boots, sack of large valuables and gold pressed latinum Lair ActionsDragontooth warriors: The mega-gargant calls forth dozens of ghostly warriors within 10m to attack a single target. Said target must pass a tn 20 athletics+strength test or take 6k2 e damage and is pushed 5m in a direction of the mega-gargant's choice. Enforced peace: The mega-gargant commands a cessation to aggression. All creatures in the lair of the mega-gargant's choice must pass a tn 20 arcana + willpower test or become unable to intentionally harm any creature directly or indirectly until the next lair action unless they are immune to fear. A creature that succeeds is immune for the remainder of the combat. Magic treasury: An artifact from the mega-gargant's treasury teleports to a place within 20m of it. If it's a weapon, it can prompt an adjacent target to make a tn 15 parry or dodge test or take 4k2 i damage. If it's armor or a shield, it grants +3 ap to an adjacent target until the next lair action. It can be something else like a hearthstone too. Regional EffectsAn empyrean mega-gargant's region is 10km across, and tends to have beautiful scenery be it natural or artificial. Eternal, not immortal: Creatures in the region do not age. Manifest emotion: The weather reflects the mega-gargant's mood in an intuitive way (gentle rain when sad, sunny when happy, etc.) Picturesque: The flora and fauna of the region are near the platonic ideal. Immune to disease, without blemish, and almost uncanny. Eldritch Skull-ScryerEldritch giants are the result of other giants who commit themselves to learning magic and venture to the Abyss to learn the true secrets of the warp. It leaves them mutated but all the more powerful for it. | STR 7 | DEX 3 | CON 6 | CHA 4 | FEL 3 | CMP 2 | INT 5 | WIS 3 | WIL 4 | Skills: arcana 5, brawl 3, intimidate 3, perception 5, scrutiny 3, weaponry 3 Speed: 10 Size/Resilience: 11/9 Static/Mental Defense: 17 (13)/15 HP/Resolve: 20/5 Level: 5 Armor/aura: best quality plate (9 arms, body, legs), best quality plate helm (9 head) /4 Feats: magic resistance Arcane blade, armor proficiency (extreme), daggerspell stance, fearless, implement focus, iron tower, mana generator, power attack, greater/spell focus (evocation), spell shield, tested, weapon proficiency (basic, melee 3) Eldritch trick (any 3), fettered push, stop the tideMonkey gripAttacks: greatsword (10k3 pen 4 i; melee, two hands, unbalanced) Slam (7k2 i; melee, brawling, reach) Abilities: oath of arcane apotheosis - this creature may perform two focus power tests per turn, so long as the magic schools used are different. Traits: caster (abjuration 2, conjuration 4, daemonology 3, evocation 3, Colossal Gear: greatsword, best quality plate/plate helm, giant spider familiar, mage clothes, rations of indescribable content Lair ActionsMirror image: The warp coalesces to form an illusory copy of the skull-scyryer, functioning like the mirror image spell. The skull-scryer may use this duplicate as the origin point of spells. The mirror image is destroyed when hit or at the next lair action. Shadow of fear: The skull-scryer's lair presents the worst fears of its enemies. Each creature in the lair is subject to fear (3). Creatures who pass or snap out of it only have to test against fear (1) until the end of combat. Wispy wills: 1d5-1 (min. 1) elementals with air and fire elements appear in the lair and charge the creature with the lowest hp.
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Post by insertnamehere on May 27, 2023 17:42:33 GMT -6
Chaos SpawnMindless and insane, Chaos Spawn gallop, slide, burrow, and glide across the Wheel, devouring anything and everything in its path not out of hunger but simply the unconscious need to survive. In most places, Spawn exist for a brief moment, the energies of their transformation quickly burning out, but in areas in which the veil that separates reality from the maddening tides of the warp is thin, these wretches thrive. Considered the lowest of the low in regards to their place in the pecking order of daemon-kind that does not mean they are weak, far from it in fact. Their bodies are so saturated in warp energies that it would be more comparable to fighting a berzerking werewolf. | STR 6 | DEX 2 | CON 6 | CHA - | FEL - | CMP - | INT - | WIS 3 | WIL 4 | Skills: Perception 3, Athletics 3, Brawling 3 Speed: 8 Size/Resilience: 5/5 Static/Mental Defense: 15/- HP/Resolve: 26/- Level: 3 Armor: Daemonic Toughness (6, All) Feats: Frenzy, Furious Assault, Short FuseAttacks: Bite (8k3 R, Brawling), Claws (7k2 R, Tearing, Brawling) AND/OR Tentacle (6k2 R, Flexible, Brawling) AND/OR Pincers (6k2 R, Pen 4, Razor Sharp, Brawling) Abilities:• Extra Arm (1d5) - This creature has a number of extra arms • Multiple heads (1d5-3) - the chaos spawn potentially has extra heads. If the spawn takes critical damage sufficient to kill it, it instead loses one of its mindless heads. • Extra Size (1d5) - Creature gains extra size. Change its SD and Resilience accordingly • Warp Spawn - This creature can only survive in environments saturated in warp energy. Otherwise, it lasts for (Constitution - 1d5) rounds before melting into a puddle of gore. Traits: Daemonic, Dark Sight, Fear (2), From Beyond, Mindless, Resource Stat (Essence; 4), Stuff of Nightmares, Sporadic Mutation (1: Burrower, 2:Crawler, 3:Flyer, 4:Quadruped, 5:Choose 2 traits) Note: This is an example of a "generic" Chaos Spawn but spawn often take on traits from the god of the alignment of the original creature or the alignment of the one responsible if the creatures turning was intentional. For example, a spawn of nurgle may have the Toxic property to its attacks, spawn of Luna could have the heightened senses feat (Smell and/or Hearing), or a spawn of the Omnissiah may have the Machine (X) trait. Some spawn even have powers and abilities unique only to that one spawn. Add or remove as you see fit.
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Post by Traskus on Oct 29, 2023 20:14:17 GMT -6
Abuse, they name is traskus. Behold, bananas made of golden pain. Might make a generic primarch statline you can apply exalt stuff to later. And sisters of silence to actually resist magic (it's the custodes' weakness). No, I don't know how powerful this is. That said I'd say run one custodes or custodes terminator against a party of 3 or 4. And you're on your own for special attacks/trick shots. The true power of a custodes isn't in its big numbers or magic shit, but the fact they have upwards of 12 reactions per round, though three of them are locked to specific actions and five are resource dependent. Custodes| STR 7* | DEX 4 | CON 5 | CHA 5 | FEL 3 | CMP 5 | INT 4 | WIS 5 | WIL 5 | *with power armor Skills: Acrobatics 4, Arcana 2, Athletics 4, Ballistics 5, Forbidden Lore 3, Perception 3, Scrutiny 4, Weaponry 5 Speed: 11 Size/Resilience: 5/8 (with power armor) Static/Mental Defense: 17/30 HP/Resolve: 25/10 Armor/aura: Orichalcum Power Armor (14 all; +3 all from shield) Level: 5 Feats: Sturdy, Dangerous Beauty, Celestial Wrath Armor of Contempt, Armor Proficiency (all), Blind Fighting, Combat Master, Crack Shot, Crushing Blow, Danger Sense, Double Tap, Improved Weapon Specialization (power spear, swords), Luck, Power Attack, Powerful Charge, Sound Constitution x5, Step Aside, Strong Minded, Swift Attack, Wall of Steel, Weapon Proficiency (all), Improved weapon finesse, monkey grip, oversized weapon training, whirlwind of steelShield finesse, shield wallAdaptive styleAbilities: And They Shall Know No Fear - As the Aasimar racial power. Gene coding - This creature's equipment is only usable by this creature. Not even others of its kind can use it. Rendax - This creature treats armor and resilience of targets as half if they are size 10 or larger. Dacatarai - This creature may make the second attack of his swift attack without spending a reaction, so long as he doesn't add his strength to the damage roll. Calistus - This creature gains a +1k0 bonus to full auto burst attacks when moving. Syrnethic humours, catalapsean node, primaris gene - as the primarch powers. Rescue shot- as the clay pigeon power. Traits: dark sight, resource points (Dominance: 10), Heroic (1), legendary actions (1), legendary resistanceGunslinger (crisis zone 1, tin star 5) Martial artist ( confused turtle 4, iron heart 3, sapphire splash 5, stone dragon 4, white raven 3) Attacks: Orichalcum power spear (9k3+5 r pen 2; two hands, reach, power field) Inbuilt orichalcum boltgun (90m; S/3; 4k2+2 X Pen 6; Clip 24; Reload Full; Tearing) Orichalcum power shield (7k1+5 i; armored, defensive, power field) Gear: Orichalcum Power Armor, Orichalcum Guardian Spear with inbuilt Orichcalcum bolter with Orichalcum bolts, Orichalcum Power Shield, 2 orichalcum bolt clips, loincloth, best quality charms, mop, bucket, bleach Custodes Terminator| STR 7* | DEX 4 | CON 5 | CHA 5 | FEL 3 | CMP 5 | INT 4 | WIS 5 | WIL 5 | *with power armor Skills: Acrobatics 4, Arcana 2, Athletics 4, Ballistics 5, Forbidden Lore 4, Perception 4, Scrutiny 4, Weaponry 5 Speed: 11 Size/Resilience: 5/8 (with terminator armor) Static/Mental Defense: 17/30 HP/Resolve: 30/10 Armor/aura: Orichalcum Terminator Armor (16 all, ; +3 from shield) Level: 5 Feats: Sturdy, Dangerous Beauty, Celestial Wrath, Terminator Honors Armor of Contempt, Armor Proficiency (all), Blind Fighting, Combat Master, Crack Shot, Crushing Blow, Danger Sense, Double Tap, Improved Weapon Specialization (power spear, swords), Luck, Power Attack, Powerful Charge, Sound Constitution x10, Step Aside, Strong Minded, Swift Attack, Wall of Steel, Weapon Proficiency (all) Improved weapon finesse, monkey grip, oversized weapon training, whirlwind of steelShield finesse, shield wallAdaptive styleAbilities: And They Shall Know No Fear - As the Aasimar racial power. Gene coding - This creature's equipment is only usable by this creature. Not even others of its kind can use it. Rendax - This creature treats armor and resilience of targets as half if they are size 10 or larger. Dacatarai - This creature may make the second attack of his swift attack without spending a reaction, so long as he doesn't add his strength to the damage roll. Calistus - This creature gains a +1k0 bonus to full auto burst attacks when moving. Syrnethic humours, catalapsian node, primaris gene - as the primarch powers. Rescue shot- as the clay pigeon power. Traits: auto-stabilized, dark sight, resource points (Dominance: 10), Heroic (1), legendary actions (2), legendary resistance, relentlessGunslinger (crisis zone 1, tin star 5) Martial artist ( confused turtle 4, iron heart 3, sapphire splash 5, stone dragon 4, white raven 3) Attacks: Orichalcum power spear (9k2+5 r pen 2; two hands, reach, power field) Inbuilt orichalcum boltgun/bolts (90m; S/3; 4k2+2 X Pen 6; Clip 24; Reload Full; Tearing) Orichalcum power shield (7k1+5 i; armored, defensive, power field) Orichalcum balistus grenade launcher (60m; S/3; clip 6; reload full) - uses orichalcum cluster fuck grenades Gear: Orichalcum Power Armor, Orichalcum Guardian Spear with inbuilt Orichcalcum bolter with Orichalcum bolts, Orichalcum Power Shield, 2 orichalcum bolt clips, 12 orichalcum cluster fucks, loincloth, balistus grenade launcher best quality charms, mop, bucket, bleach
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Post by Amanojyaku on Nov 21, 2023 13:25:49 GMT -6
KindrillKindrills are enormous alien primates with a startling affinity for copying properly sapient species. Their troops are a reflection of the local civilizations; kindrills who live in peaceful areas will be peaceful, displaying mainly grace and artistry in their copied swordplay, while kindrills who live on death worlds or among orks will be violent and brutish. The tools they use will also be reflective of this, as they scrounge together what's discarded by their neighbors to fashion their armor (using anything from layers upon layers of silk to sports pads if there aren't corpses from which they can pilfer actual armor) or weapons. Because kindrills learn so quickly how to use these killing tools, those who have lived near a troop for any length of time inevitably learn to make a point of picking over a battlefield for any fallen weapons just to keep them out of kindrill hands. | STR 5 | DEX 5 | CON 4 | CHA 1 | FEL 1 | CMP 1 | INT 1 | WIS 5 | WIL 4 | Skills: Acrobatics 5, Arcana 3, Athletics 5, Ballistics 5, Brawl 5, Command 3, Deceive 3, Intimidation 5, Medicae 3, Perception 5, Scrutiny 3, Stealth 3, Weaponry 5 Speed: 10 Size/Resilience: 5/6 Static Defense: 30 Mental Defense: 10 HP/Resolve: 20/5 Feats: Adaptive Style, All Fours, Blademaster, Blind Fighting, Combat Master, Defensive Stance, Fast Reflexes, Jaded, Power Attack, Step Aside, Swift Attack, Two-Weapon Fighting, Unarmed Warrior, Wall of Steel Armor: Scrounged armor (11; all) Attacks: Unarmed Strike (6k1 I; Melee; Brawling) Abilities:- Monkey See, Monkey Do - They aren't considered sapient, but kindrills have a startling affinity for weapons of all kinds. Kindrills are proficient with all weapons and armor, and upon seeing a character with any weapon-specific feats (such as Weapon Focus) toward a weapon that character uses to attack, the kindrill gains those feats as well once it can scrounge up a weapon of that type.
- Monkey Do Unto You - If a kindrill witnesses a special attack being used, it learns that special attack.
- Brutal Reserve - As the Tiger Claw mastery.
- Mithril Blade - As the Iron Heart mastery.
- Wind Step - As the Setting Sun mastery.
Traits: Bestial, Daemonic, Martial Artist (Iron Heart 4, Setting Sun 4, Tiger Claw 4, Devoted Spirit 3, Diamond Mind 3, Shadow Hand 3, Desert Wind 2, Stone Dragon 2, White Raven 2) Gear: Scrounged weapons and armor* Level: 4 *=Usually a different piece of armor for each hit location, which needs to be repaired for player use. Kindrills may tend to carry a variety of weapons, using their profiles exactly as a player would.
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Post by insertnamehere on Feb 14, 2024 15:09:28 GMT -6
False HydraNobody really knows the true nature of the false hydra. Scholars the wheel over are left guessing as to the true nature of these creatures with theories ranging from being the result of spillover from the warp taking form to being extradimensional weapons transported from outside the wheel. What is known is that by the time their presence is apparent, it is often too late, as the false hydra sings a deep and guttural dirge that can be faintly heard throughout the streets and alleyways of the unfortunate city playing host to the creature. This song makes all who hear it unable to perceive the false hydra. This is not invisibility, but something much more insidious. The false hydra removes itself from the mind of every creature that can hear its song, meaning it can still be seen, but it is immediately forgotten by those who see it even as they stare directly at its moony face. As the hydra begins to feed on the people of a town in order to grow larger and sprout more heads, locals are destined to notice something is amiss. They are going to wonder where the local priest has gone, or why their loved ones are no longer in town. The false hydra’s song will cause people to create new memories to make their new reality logical. However, the mounting weight of all this cognitive dissonance is liable to lead to madness as more and more things fail to add up. | STR 5 | DEX 3 | CON 5 | CHA 2 | FEL 2 | CMP 3 | INT 3 | WIS 5 | WIL 5 | Skills: Brawling 3, Perception 3 Speed: 8 (4) Size/Resilience: 4/4 Static/Mental Defense: 26/20 HP/Resolve: 20/8 Level: 3 Armor: Thick Hide (5 AP; All) Feats: Air of Authority, Powerful Voice, Weapon Proficiency (Basic) Attacks: Bite (7k2 R; Brawling, *Special) *If the False Hydra successfully hits with a bite attack, the target is grappled by that head. Abilities:- Discordant Song - The False Hydra sings a soothing song that alters the perceptions and memories of all who hear it. Anyone who hears the False Hydra sing, which it can do indefinitely, instantly forgets any information regarding the False Hydra, making it completely imperceptible in everyway. This also has the effect of the Amnesia spell regarding any information of its victims. After an amount of time determined by the SM, affected creatures can roll Wisdom (TN 10 + 5 per head) in their sleep. Those that succeed have their subconscious trying to warn them of the danger (e.g. leaving notes that they have no memory of writing or instinctively avoiding places the hydra has hunted in). The only time a False Hydra stops singing is to feed or make a bite attack.
- Humanitarian - The False Hydra needs to eat at least 1-2 humanoids a day, gaining knowledge of the general area and any languages from the consumed victims as well as regaining 1 HP per 1 size of the creature consumed. Once the size total of the victims consumed equals double its current size, the False Hydra gains another head and +2 Size the next day. After this growth spurt the counter resets.
- Multiple Heads - The False Hydra can have up to six heads at start. If the False Hydra takes critical damage sufficient to kill it, it instead loses one of its heads. Once a False Hydra gains 7 heads it becomes a Mature False Hydra
- Neck Stalks - The False Hydra can stretch its necks to extreme lengths to a max of (size x 10)m allowing it to perform melee attacks at a distance.
- Ominous Choir - The range of the Powerful Voice feat increases by 100m per extra head the False Hydra has after the first.
- Reactive Heads - the False Hydra gains one extra reaction per head it has beyond the first. These reactions can only be used for multiple attacks action. The False Hydra can perform extra opportunity attacks equal to the amount of heads it has.
Traits: Armor Plating(5), ( Burrower), Dark Sight Mature False HydraThe false hydra’s hunger knows no bounds. As the creature eats and grows both in size and number of heads, it becomes more bold. Once it has fully grown to a state of maturity it will drop all pretense and emerge from the ground as a mature false hydra. It then begins to sing a different song, one that dominates and enslaves the vast majority of those who hear it. The false hydra will have all who are able to resist its domination rounded up and eaten until it is sure that the remaining members of the population are enslaved to it. It will then have its thralls carry it on their backs to the next town, where it will continue to dominate and consume in a futile attempt to quench the unending appetite it holds. Which results in it inexorably eat itself to death. The only question is whether it takes days, weeks, months, or years. the best way to avoid a catastrophic result when a false hydra becomes a problem is to simply avoid it and remove its food supply. The ultimate safeguard, however, is prevention. | STR 10 | DEX 1 | CON 10 | CHA 2 | FEL 2 | CMP 4 | INT 4 | WIS 5 | WIL 8 | Skills: Brawling 4, Perception 3 Speed: 5 (2) Size/Resilience: 16/11 Static/Mental Defense: 0/25 HP/Resolve: 36/12 Level: 5 Armor: Thick Hide (10 AP; All) Feats: Air of Authority, Bear Hug, Powerful Voice, Weapon Proficiency (Basic) Attacks: Bite (10k3 R; Brawling, *Special) *If the False Hydra successfully hits with a bite attack, the target is grappled by that head. Abilities:A Mature False Hydra has the same abilities as a regular False Hydra with the following additions/changes; - Death Throws - When the False Hydra is reduced to 0 hit points, it begins to wail and thrash about. This heals it up to half its Hit Points and grants the effects of Frenzy as well as the Relentless and Tireless traits. It can no longer use its domination dirge. 24 hours after this ability becomes active, the False Hydra dies.
- Domination Dirge - The False Hydra sings a howling dirge. All creatures that can hear must succeed a TN 25 Willpower saving throw or be under the effects of the Dominate spell until the song ends. Those that pass or break away from its control are immune to it for 1 minute. While under its control, creatures have a telepathic link with the False Hydra. The False Hydra can use this telepathic link to issue commands to creatures while it is conscious, which the target does its best to obey. The False Hydra can specify a simple and general course of action, such as “attack that creature,” “run over there,” or “fetch that object.” If the creature completes the order and doesn’t receive further direction from the False Hydra, it defends and preserves itself to the best of its ability. The False Hydra must take a Reaction action on its subsequent turns to continue singing and it can stop at any time. This requires at least 1 of the False Hydra's heads maintaining the song
- Humanitarian - The False Hydra needs to eat at least 5-10 humanoids a day, gaining knowledge of the general area and any languages from the consumed victims as well as regaining 1 HP per 1 size of the creatures consumed. Once the size total of the victims consumed equals triple its current size, the False Hydra gains +4 Size the next day. After this growth spurt the counter resets.
- Siege Monster - Do double damage to objects and structures.
- Swallow - When grappling a target that is no bigger than half its size, the False Hydra can use the attack with weapon option to swallow the poor berk. If the attack hits, the target takes the bite's damage and is swallowed, ending the grapple. While swallowed, the creature is blinded and immobilized, it has total cover against attacks and other effects outside the false hydra, and it takes 3k3 E damage from the stomach acids, bypassing armor, at the start of each of the False Hydra’s turns. If a creature dies while inside the false hydra, the False Hydra regains hit points equal to the creatures size. If the False Hydra takes damage from a creature inside it, the false hydra must succeed on a Constitution saving throw equal to the damage dealt or regurgitate all swallowed creatures on its turn, which fall prone in a space within 5m of the false hydra. If the False Hydra dies, a swallowed creature is no longer immobilized and can attempt to escape by either cutting their way out or climbing through the False Hydra's throat.
Legendary Actions:
- Bite - The False Hydra makes a Bite attack.
- Command - The false hydra commands a dominated creature to perform a half action immediately.
- Hateful Bellow - The False Hydra unleashes a piercing cry. All creatures within range that can hear must succeed on a Constitution test (TN 20) or be Stunned until the end of their next turn.
Traits: Armor Plating(10), Burrower, Crawler, Dark Sight, Legendary Actions(3), Unkillable,
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Post by Amalvi on Feb 25, 2024 5:15:16 GMT -6
Bito Kanzashi
| STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 3 4 3 / / / / 3 3
Skills: Athletics 4, Weaponry 4, Perception 2, Acrobatics 1 Speed: 7 Size/Resilience: 4/5 Static/Mental Defense: 23/- HP/Resolve: 15/- Level: 3 Armor: Machine (5) Feats: Weapon proficiency: Melee 1, Swift Attack, Lightning attack, Whirlind of Steel, Wall of Steel Attacks: Sword(6k2R, Melee) Traits: Machine (5), Mindless, Flyer, Resource stat ( Heat 10) Gear: Best quality Hand weapon x4
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Post by insertnamehere on Apr 4, 2024 18:08:47 GMT -6
Decaton ModronThese slow, lumbering modrons are the lowest ranked of the modron hierarches, the malevolent intelligence of the modron hordes. Despite this, Decaton's dont hold any real control over the lesser mordron drones as its soul function is to repair and maintain modrons and their structures. Its performs this task by administering heavy doses of necrodermis laced nanomachines that then near instantly repair any damage received. Besides its 8 razor sharp tentacles that can pierce through the thickest armor, the same nanomachines that the Decaton uses to heal its fellows can also be used to cause harm to its enemies. Almost behaving as a fast acting virus the nanomachines tear at the insides of any poor berk that gets infected and, worse still, can turn them into metallic murderous husks that are hellbent on killing their former allies. | STR 5 | DEX 1 | CON 10 | CHA 1 | FEL 1 | CMP 5 | INT 4 | WIS 5 | WIL 10 | Skills: Weaponry 5, Ballistics 5, Brawl 5, Perception 5, Arcana 5, Tech-Use 5, Crafts 5 Speed: 3 Size/Resilience: 10/10 Static Defense: 8 Mental Defense: 30 HP/Resolve: 40/15 Feats: Danger Sense, Spray Proficiency, True Grit, Two Weapon Fighting Armor: Armor Plating 15 (All) Attacks: Needle Attack (5m; 8k3 R; Pen 6; Flexible, Infest, Razor Sharp), Necrodermis Spray (10m; S/-; 3k2 R; Pen 6; Clip -; Reload -; Infest, Spray) Abilities:• Ambidextrous - When attacking with two weapons at once, you have reduced penalties. • 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. • We'll Be Back - When 'killed', roll 1d10 at the start of it next turn. On an 8+, the creature comes back to life at 0 wounds. • Modron Husk - Creatures that die to the Decatons tentacle or spray attacks rise up again as a mechanical husk in the beginning of the next round, attacking anyone deemed an enemy of the modrons. These husks have the same stats and gear of the original creature except with the following changes; Gains Fear(1), Machine(4), Mindless, and Frightful Presence. • Multiple Arms - The Decaton have 8 arms that provide the benefits having 8 arms generally would allow. Its strength is treated as 1 higher for purposes of lifting, climbing, etc. for every set of arms used above the initial 2 required. • Nanomachines - When the Decaton touches a modron, a creature with the Machine trait, or a mechanical structure/vehicle, it can heal them for 1d5 hit points as a Half Action or 1d5+5 as a Full Action. The Decatons can choose to have its spray attack heal the aforementioned targets for 1 hit point instead of the normal effects of the attack should they be in the area of effect. Lastly, the Regeneration trait of the Decaton and modrons under the effects of its Umbilical ability can heal critical damage and its effects. • No Pity or Remorse - Immune to social attacks. • Umbilical - The Decaton can jam one of its tentacles into a modron within reach as a Half Action. Modrons attached to the Decaton through this ability gain +2 AP, +2 Aura, and its Regeneration trait is increased by 1 for every tentacle attached to it. However, while under the effects of this ability any modrons attached cannot move more than 5m away from the Decaton without decoupling from it. If the attached modron is forced to move outside of the Decatons reach, the Decaton can roll a Strength test with the TN being set by whatever caused the attached modron to move (e.g. Bull Rush) to stop it from moving further and remain attached, unless it was caused by a passive phenomena (e.g. gravity) in which case the TN is triple the attached modrons size. For every tentacle connected to the moved modron, the Decaton gains a free raise on the Strength test. Traits: Armor Plating (15), Aura (15), Auto-stabilized, Crawler, Fear 3, From Beyond, Regeneration 5, Stuff of Nightmares Gear: - Level: 5 Nonaton ModronThe Nonaton is in charge of the modron ground forces, data synched with every modron under its command. The Nonaton sends and receives battlefield data and war stratagems to its pentadrone lieutenants who then share it with their fellow drones. This allows the Nonaton to command multiple fronts at once and adapt to new strategies near instantly. Outside of its command roll, the Nonaton is an effective and terrifyingly fast warmachine capable of running through an entire theater of war in a brief instant, crushing anyone unfortunate enough to be caught in its path, to tear down a wall and get in range to shoot down an enemy flyer. The Nonaton is a terror on the battlefield and is one of the first signs that a battle is truly lost. | STR 10 | DEX 4 | CON 10 | CHA 1 | FEL 1 | CMP 5 | INT 6 | WIS 5 | WIL 10 | Skills: Acrobatics 5, Weaponry 5, Ballistics 5, Brawl 5, Perception 5, Arcana 5 Speed: 14 Size/Resilience: 20/15 Static Defense: 17 Mental Defense: 30 HP/Resolve: 50/15 Feats: Danger Sense, Double Tap, Fleet of Food, Grand Slammer, Impeded by Nothing, Lighting Attack, Whirlwind of Steel, Powerful Charge, Sound Constitutionx10, Swift Attack, True Grit Armor: Armor Plating 20 (All) Attacks: Gauss Beamer (100m; S/-; 3k2 X; Pen 15; Clip -; Reload -; Beam, Tearing) / Artillery Mode (500m; S/-; 3k3 X; Pen 20; Clip -; Reload -; Blast(15), Indirect Fire, Recharge, Rooted, Tearing), Leg attack (10k5 R; Pen 6; Razor Sharp) Abilities:• Gauss Weapon - Whenever a creature takes damage from the Modron's Gauss Beamer or Artillery Mode attacks, they suffer 1 critical damage to that location even if they have HP remaining. • 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. • We'll Be Back - When 'killed', roll 1d10 at the start of it next turn. On an 8+, the creature comes back to life at 0 wounds. • No Pity or Remorse - Immune to social attacks. • Artillery Mode - As a Full Action the Nonaton can alter itself to function as an artillery piece replacing its Gauss Beamer attack with the Artillery Mode attack. While in this mode the Nonaton's Dexterity is reduced to 1, its Speed is halved, and the only movement actions it can make are the Full and Half Move actions. It takes a Full Action to exit this mode returning its stats and weapons to normal. • Data Synched - Pentadrone's under the command of the Nonaton gain a bonus to Initiative equal to the Nonaton's Intelligence. This increases the bonus provided by the Pentadrone's Controller Intelligence ability by the same amount. • Walking Siege Engine - The Nonatons melee attacks deal double damage against cover and structures. • Trample - The Nonaton can move through occupied spaces when performing a Charge action causing anything it moves through to suffer the Nonaton's leg attack damage and then roll a contested Strength test or be knocked prone. Traits: Armor Plating (20), Aura (20), Auto-stabilized, Colossal, Crawler, Fear 4, From Beyond, Quadruped, Quicksilver Swiftness, Regeneration 3, Stuff of Nightmares Gear: - Level: 5 Octon ModronThe Octons are the admirals of the modrons fleets and command everything from the smallest Escort to massive planet killing Battleships. Octon's have near total control of their ships providing exacting instructions to its drone crew, effectively becoming extensions of the Octon's will, allowing any ship it commands to perform at deadly efficacy. Even when pressed into a direct confrontation the Octon is a more than capable foe but zero-g is where it is most effective. Using its ability to manipulate gravity, the Octon hovers away from enemy attacks, literally crushing its enemies under their own weight, and vaporizing any unfortunate survivors with arcs of electricity pin-pointed to their position. | STR 3 | DEX 5 | CON 5 | CHA 1 | FEL 1 | CMP 5 | INT 5 | WIS 5 | WIL 10 | Skills: Acrobatics 5, Weaponry 5, Ballistics 5, Brawl 5, Perception 5, Arcana 5, Tech-Use 5 Speed: 8 (Flyer: 16) Size/Resilience: 10/10 Static Defense: 20 Mental Defense: 30 HP/Resolve: 30/15 Feats: Acceptable Losses, Danger Sense, Detailed Analysis, Engineering Team Leader, Jerry Rig, Lend Expertise, Master of Bombardment, Match Frequency, Miracle Worker, Rotate Shield Frequency, Steel Rain, True Grit, Worf Barrage Armor: Armor Plating 10 (All) Attacks: Tesla Cannon (60m; S/3; 3k2 E; Pen 4; Clip -; Reload -; Homing*, Shocking, Volatile), Grav Pulse (20m; S/-; 4k3 I; Pen 8; Clip -; Reload -; Blast(6), Concussive), Claw (4k2 R; Pen 2; Flexible) Abilities:• Anti-Grav Platform - The Octon gains the Flyer trait when in zero-g environments. • Grav Weapon - Whenever a creature takes damage from the Modron's Grav Pulse, they suffer additional Impact damage to that location equal to the AP value of any armor the creature is wearing. This does not effect armor from spells or other non-physical sources (e.g. Wholeness of Body). Additionally, all targets in the blast area of the Grav Pulse must Test Dex against a TN of 20. Those who fail are drawn to the center of the blast radius, taking damage as if they had fallen that distance. • Tesla Weapon - When a Tesla weapons damage dice explode, or kills or otherwise incapacitates a target, lightning arcs to an additional, randomly determined target within 10m of the first, scoring an additional hit against that target. This extra hit has the potential to score further “extra” hits in the same manner. No attack roll is needed for these additional hits, which are applied to the target’s Body location. • 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. • Multiple Arms - The Octon have 8 arms that provide the benefits having 8 arms generally would allow. Its strength is treated as 1 higher for purposes of lifting, climbing, etc for every set of arms used above the initial 2 required. • We'll Be Back - When 'killed', roll 1d10 at the start of it next turn. On an 8+, the creature comes back to life at 0 wounds. • No Pity or Remorse - Immune to social attacks. • Modron Crew - Replace the normal skill and characteristic required for command actions and the Triage arcana action with Tech-Use and Intelligence. Also, so long as the Octon is actively in a bridge officer position the spelljammers crew quality is equal to the Octons Intelligence. • Genius Admiral - The Octon can man two bridge officer positions at the same time and crew spent for ship actions the octon is a officer for gain double the amount of rolled dice. At the start of a new round, the Octon can choose to swap one or both of its current officer positions with different ones. Traits: Armor Plating (10), Aura (10), Auto-stabilized, Fear 3, From Beyond, Hover, Regeneration 3, Stuff of Nightmares Gear: - Level: 5 *Note: Due to LN infinite wisdom, he failed to tell anyone how the Homing property actually works. Recent census has decided that Homing gives a free raise to attack rolls.
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Post by Traskus on Apr 21, 2024 14:43:54 GMT -6
BasiliskZerg seed basilisks as a cheap, high-efficiency support unit to petrify infantry. They can grow to massive size and strength, given time. | STR 3 | DEX 2 | CON 3 | CHA 1 | FEL 1 | CMP 1 | INT 1 | WIS 2 | WIL 2 | Skills: acrobatics 1, athletics 2, brawl 2, perception 2 Speed: 5 Size/Resilience: 5/5 Static/Mental Defense: 12/10 HP/Resolve: 10/3 Armor: thick scales (all 7) Level: 2 Attacks: bite/claw (4k2 r; melee, brawling) Abilities: stone gaze - if a creature sees basilisk, and the basilisk is aware of its presence with its eyes uncovered, it may force the creature to make a TN 15 arcana+constitution test. If it fails, it turns to stone and is immobilized and helpless. They may retry the saving throw on their turn as a full action, turning back to normal on a success. Traits: bestial, dark sight Greater BasiliskBasilisks that survive for a few decades grow to the size of a car and turn into a true menace for anyone without a lot of backup. | STR 5 | DEX 2 | CON 4 | CHA 2 | FEL 1 | CMP 2 | INT 1 | WIS 2 | WIL 2 | Skills: acrobatics 2, athletics 3, brawl 3, perception 2 Speed: 7 Size/Resilience: 10/8 Static/Mental Defense: 8/10 HP/Resolve: 15/4 Armor: thick scales (all 8) Level: 4 Attacks: bite/claw (6k2 r; melee, brawling) Poison breath (3k3 pen 6 e;10m, s/-, spray, toxic) Abilities: stone gaze - if a creature sees greater basilisk, and the greater basilisk is aware of its presence with its eyes uncovered, it may force the creature to make a TN 20 arcana+constitution test. If it fails, it turns to stone and is immobilized and helpless. They may retry the saving throw on their turn as a full action, turning back to normal on a success. Feats: no one tougher, sound constitution x3, swift attack Traits: bestial, dark sight Lair ActionsDifficult terrain: Webs and vines are rustled and moved, making the terrain difficult. The basilisk's opponents must pass a TN 20 acrobatics test or become restrained until its next turn. Lifelike horror: The warp has coalesced the fear the basilisk's targets past and present felt. Up to 5 creatures in the lair must make a fear 2 test. Statue's eyes: The basilisk projects its power into two of the statues in its lair, being able to see through it and giving it a stone gaze ability until the next lair action. Regional EffectsStatues: statues of the basilisk's opponents and prey populate the region and become more common as you approach the lair. Stone silent: as you get closer to the lair, the region gets more silent as animals become more scarce.
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Post by Traskus on Apr 24, 2024 19:00:42 GMT -6
Cockatrice Cockatrices are nasty little chicken monsters. They bite and it'll make you hard.
| STR 1 | DEX 3 | CON 3 | CHA 1 | FEL 1 | CMP 1 | INT 1 | WIS 3 | WIL 2 |
Skills: acrobatics 1, athletics 1, brawl 2, perception 1
Speed: 4 (8) Size/Resilience: 2/3 Static/Mental Defense: 24/10 HP/Resolve: 10/3 Level: 2
Attacks: bite (2k1 r; melee, brawling)
Abilities: hardness bite - when a target is hit by a cockatrice's bite, it must pass a TN 10 arcana + constitution test or become immobilized and helpless as it turns to stone. They may retry as a full action on each of their turns.
Traits: dark sight, flyer
Gorgon
Gorgons are alchemical robots made by sparks to win bull fighting bets.
| STR 5 | DEX 2 | CON 4 | CHA 2 | FEL 1 | CMP 2 | INT 1 | WIS 3 | WIL 3 |
Skills: athletics 1, brawl 3, perception 3
Speed: 14 Size/Resilience: 6/6 Static/Mental Defense: 13/15 HP/Resolve: 19/5 Level: 3 Armor: metal plates (9 all)
Feats: devastating critical, powerful charge, sound constitution x5
Attacks: horn (6k2 r; melee, brawling)
Abilities: petrifying breath - the gorgon snorts hard smoke in a 10m 45-degree cone. Everything in it besides gorgons must make a TN 15 arcana + constitution test or become immobilized and helpless as it turns to stone. They may retry as a full action on each of their turns.
Traits: dark sight, quadruped
Lair Actions Cloud stone: A 3m radius sphere of the gorgon's breathe gathers within 10m of the gorgon. The area is concealed and anything that enters or starts its turn there must pass a TN 15 arcana + constitution test or become immobilized and helpless as it turns to stone. They may retry as a full action on each of their turns. Echoing shriek: The sounds of the gorgon's plates scraping fills the area. Everyone within 20m of the gorgon must pass a TN 15 constitution test or go deaf, lose concentration of, and be unable to concentrate on spells until the next lair action. Stone shards: The gorgon charges a large stone causing it to shatter into projectile shards. Creatures in a 45-degree, 10m cone must make a TN 15 acrobatics test or take 2k2 r damage and be knocked prone.
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