Difference between revisions of "Fear Spirit"
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|name=Fear Itself |points=14000 |tier=God | |name=Fear Itself |points=14000 |tier=God | ||
|descriptors=[ [[Bony]] ], [ [[Machine]] ] | |descriptors=[ [[Bony]] ], [ [[Machine]] ] | ||
− | |basicspecialties= | + | |basicspecialties=Physical Evasion 3, Stubborn 3, Slippery Wit 3, Offensive 3, Well-Rounded 3 |
− | |advancedspecialties=Avoider | + | |advancedspecialties=Avoider 4, Ungrabbable 4, Determined 4, Aggressive 6, Stealthy 9, Perceptive 9, Sturdy 6 |
|extras=Quick 4 | |extras=Quick 4 | ||
− | |ad= | + | |ad=13 |gd=13 |will=10 |
− | |accuracy= | + | |accuracy=9 |agility=20 |stealth=12 |perception=12 |
− | |movement= | + | |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=4 |toughness=7 | |hp=4 |toughness=7 | ||
− | |savedc= | + | |savedc=11 |muscle=0 |magic=0 |
|size=1 meter |reach=1 meter |weight=60 [[Kilograms]] | |size=1 meter |reach=1 meter |weight=60 [[Kilograms]] | ||
|fearresponse=Frenzy, Hide | |fearresponse=Frenzy, Hide | ||
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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. | 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. | ||
− | As a [[standard action]], it can make a [[Muscle-Damage]] melee attack for | + | 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. |
− | + | 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. | 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. | '''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
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.