Difference between revisions of "Fear Spirit"
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|size=1 meter |reach=1 meter |carrying=9 [[Kilograms]] |strongman=3 |weight=60 [[Kilograms]] | |size=1 meter |reach=1 meter |carrying=9 [[Kilograms]] |strongman=3 |weight=60 [[Kilograms]] | ||
|fearresponse=Frenzy, Hide | |fearresponse=Frenzy, Hide | ||
− | |skills=[[Bluff|Bluff +12 (4096 skill points)]], [[ | + | |skills=[[Bluff|Bluff +12 (4096 skill points)]], [[Supernatural Philosophy|Supernatural Philosophy +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. | 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. |
Revision as of 06:46, 26 February 2015
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), 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 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.