Difference between revisions of "Fear Spirit"

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(Fear Spirit)
(Fear Spirit)
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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 X]], where X is 2 less than its Save DC. As a [[standard action]], it can make a melee attack for 1d8+2 Damage: hit creatures must also make a [[Will Saves|Will Save]] or [[fight or flight|flee]] for 5 rounds.
 
 
As a [[minor 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 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]].
 
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]].
 
 
{{Creature
 
{{Creature
 
|name=Fear Itself |points=14000 |tier=God
 
|name=Fear Itself |points=14000 |tier=God
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|advancedspecialties=Avoider 9, Ungrabbable 7, Stubborn 7, Aggressive 7, Violent 6, Smooth 8, Stealthy 9, Perceptive 9, Sturdy 6, Super-Stealthy 4, Super-Observant 4
 
|advancedspecialties=Avoider 9, Ungrabbable 7, Stubborn 7, Aggressive 7, Violent 6, Smooth 8, Stealthy 9, Perceptive 9, Sturdy 6, Super-Stealthy 4, Super-Observant 4
 
|extras=Quick 4
 
|extras=Quick 4
|abilities=Smooth x6, Stealthy x4, Observant x4, Flincher x2, Quick x2
 
 
|ad=23 |gd=18 |will=10
 
|ad=23 |gd=18 |will=10
|accuracy=10 |initiative=8 |stealth=16 |perception=16
+
|accuracy=10 |agility=20 |stealth=16 |perception=16
 
|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=4 |toughness=7
 
|hp=4 |toughness=7
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|skills=[[Bluff|Bluff +12 (4096 skill points)]], [[Arcana|Arcana +10 (1404 skill points)]]
 
|skills=[[Bluff|Bluff +12 (4096 skill points)]], [[Arcana|Arcana +10 (1404 skill points)]]
 
}}
 
}}
 +
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 melee attack for 1d8+2 Damage: hit creatures must also make a [[Will Saves|Will Save]] or [[fight or flight|flee]] for 5 rounds.
 +
 +
As a [[minor 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.
 
'''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.

Revision as of 07:26, 28 September 2014

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  23     GD 18     Will 10     HP  4     Toughness 7
Accuracy  10     Save DC 17
Stealth 16     Perception 16     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
Weight 60 Kilograms
Basic Specialties  Avoider 3, Ungrabbable 3, Defensive 3, Offensive 3, Well-Rounded 3
Advanced Specialties  Avoider 9, Ungrabbable 7, Stubborn 7, Aggressive 7, Violent 6, Smooth 8, Stealthy 9, Perceptive 9, Sturdy 6, Super-Stealthy 4, Super-Observant 4
Extras  Quick 4
Skills  Bluff +12 (4096 skill points), Arcana +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 melee attack for 1d8+2 Damage: hit creatures must also make a Will Save or flee for 5 rounds.

As a minor 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.