Difference between revisions of "Fear Spirit"

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==== Fear Spirit ====
 
==== Fear Spirit ====
 
'''Fear Itself'''
 
'''Fear Itself'''
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{{Jpeg|Fear Itself|450px}}
  
 
A dark, shifting mist of claws and teeth, the fear spirit avoids conflict, fighting desperately when cornered. It has an uncountable number of hands.
 
A dark, shifting mist of claws and teeth, the fear spirit avoids conflict, fighting desperately when cornered. It has an uncountable number of hands.
  
At the beginning of its turn, all creatures within 100 meters find the Fear Spirit [[fight or flight|frightening 16]]. As a [[standard action]], it can make a melee attack for 1d8+2 Damage: hit creatures must also make a DC 16 [[Will Saves|Will Save]] or [[fight or flight|flee]] for 5 rounds. Other [[Will Saves]] it inflicts get +6 to the DCs.
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The fear spirit is extremely smart, although it acts solely on its instincts of worry, terror, and despair. It can speak and understand one language. It survives on a [[survival|diet of souls]].
 
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As a [[minor action]], the Fear Spirit can either move its full speed, or get +1 to [[Stealth]] for the round.
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The fear spirit lurks in dark places, getting a +1 bonus to [[Stealth]] while in complete darkness.
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The fear spirit is extremely smart, although it acts solely on its insticts of worry, terror, and despair. It can speak and understand any word a dead creature once spoke, using that creature's voice. It survives on a [[survival|diet of souls]].
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{{Creature
 
{{Creature
|name=Fear Itself |points=5500 |tier=God
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|name=Fear Itself |points=14000 |tier=God
 
|descriptors=[ [[Bony]] ], [ [[Machine]] ]
 
|descriptors=[ [[Bony]] ], [ [[Machine]] ]
|ad=15 (256 factor +2 Ability) |gd=11 (130 factor) |will=6 (64 factor)
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|basicspecialties=Physical Evasion 3, Stubborn 3, Slippery Wit 3, Offensive 3, Well-Rounded 3
|attack=7 (160 factor) |initiative=8 |stealth=7 (150 factor) |perception=13 (60 factor +4 Ability)
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|advancedspecialties=Avoider 4, Ungrabbable 4, Determined 4, Aggressive 6, Stealthy 9, Perceptive 9, Sturdy 6
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|extras=Quick 4
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|ad=13 |gd=13 |will=10
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|accuracy=9 |agility=20 |stealth=12 |perception=12
 
|movement=120 meter [[land speed]] with 2 meter jump distance. 120 meter [[swim speed]] with 0 meter sink. 120 meter [[burrow speed]]. 120 meter [[fly speed]] with 20 meter aerobatics distance. 120 meter [[teleport speed]].
 
|movement=120 meter [[land speed]] with 2 meter jump distance. 120 meter [[swim speed]] with 0 meter sink. 120 meter [[burrow speed]]. 120 meter [[fly speed]] with 20 meter aerobatics distance. 120 meter [[teleport speed]].
|hp=6 |toughness=4
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|hp=4 |toughness=7
|attacks=2
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|savedc=11 |muscle=0 |magic=0
|size=1 meter |reach=1 meter |carrying=9 [[Kilograms]] |weight=60 [[Kilograms]]
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|size=1 meter |reach=1 meter |weight=60 [[Kilograms]]
|abilities=Smooth x6, Stealthy x4, Observant x4, Flincher x2, Quick x2
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|fearresponse=Frenzy, Hide
 
|fearresponse=Frenzy, Hide
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|skills=[[Bluff|Bluff +12 (4096 skill points)]], [[Supernatural Philosophy|Supernatural Philosophy +10 (1404 skill points)]]
 
}}
 
}}
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At the beginning of its turn, all creatures within 100 meters find Fear Itself [[fight or flight|frightening X]], where X is 2 less than its Save DC.
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As a [[standard action]], it can make a [[Muscle-Damage]] melee attack for 1d6+3 Damage: hit creatures must also make a [[Will Saves|Will Save]] or [[fight or flight|flee]] for 5 rounds.
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At the beginning of its turn as a [[lesser action]], the Fear Spirit can either move its full speed, or get +2 to [[Stealth]] for the round.
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The fear spirit lurks in dark places, getting a +1 bonus to [[Stealth]] while in complete darkness.
  
'''Defeat:''' When the death spirit is reduced to -4 HP or less, it is utterly destroyed, and it is no longer possible to be afraid.
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'''Defeat:''' When the fear spirit is reduced to -4 HP or less, it is utterly destroyed, and it is no longer possible to be afraid.

Latest revision as of 08:54, 15 February 2018

Fear Spirit

Fear Itself

Fear Itself.jpg


A dark, shifting mist of claws and teeth, the fear spirit avoids conflict, fighting desperately when cornered. It has an uncountable number of hands.

The fear spirit is extremely smart, although it acts solely on its instincts of worry, terror, and despair. It can speak and understand one language. It survives on a diet of souls.

Fear Itself
God   —   14000 points
AD  13     GD 13     Will 10     HP  4     Toughness 7
Muscle 0     Accuracy  9     Save DC 11     Magic Power 0
Stealth 12     Perception 12     Agility 20
Fear Response  Frenzy, Hide
Descriptors  [ Bony ], [ Machine ]
Movement  120 meter land speed with 2 meter jump distance. 120 meter swim speed with 0 meter sink. 120 meter burrow speed. 120 meter fly speed with 20 meter aerobatics distance. 120 meter teleport speed.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60 Kilograms
Basic Specialties  Physical Evasion 3, Stubborn 3, Slippery Wit 3, Offensive 3, Well-Rounded 3
Advanced Specialties  Avoider 4, Ungrabbable 4, Determined 4, Aggressive 6, Stealthy 9, Perceptive 9, Sturdy 6
Extras  Quick 4
Skills  Bluff +12 (4096 skill points), Supernatural Philosophy +10 (1404 skill points)

At the beginning of its turn, all creatures within 100 meters find Fear Itself frightening X, where X is 2 less than its Save DC.

As a standard action, it can make a Muscle-Damage melee attack for 1d6+3 Damage: hit creatures must also make a Will Save or flee for 5 rounds.

At the beginning of its turn as a lesser action, the Fear Spirit can either move its full speed, or get +2 to Stealth for the round.

The fear spirit lurks in dark places, getting a +1 bonus to Stealth while in complete darkness.

Defeat: When the fear spirit is reduced to -4 HP or less, it is utterly destroyed, and it is no longer possible to be afraid.