EPRP - Scythe Spider
Published by Eight Star in the blog Eight Star's Work Load. Views: 434
Scythe Spider
“That's just sick...”
Tough
Health: 350
Stamina: 250
Ferocity: 20
Resilience: 12
Speed: 10
Awareness: 12
Creativity: 6
Willpower: 12
Passive Skills
Scything Talons: +6 Damage, with extended melee range. Hitting with a normal physical attack applies a Hemorrhaging Blow.
Hard Carapace: Has Defense equal to its Resilience.
Instant Skills
Moving Dodge, 10 Stamina, Instant: Uses Speed instead of Resilience, adds 6 points to the roll, and if the dodge succeeds, the spider can then move up to 10’ away.
Active Skills
Bite, Attack: Removes the Scything Talons passive for this attack. If the attack hits, the target gains one stack of Spider Venom for every 10 Damage they've received.
Blood Flay, 15 Stamina, 8 Count: Attacks up to three enemies within a 25’ line, (where all enemies are within range of normal attacks.) With one roll to hit, enemies must roll one at a time. For each target that is hit, consecutive enemies take an additional +6 Damage if they fail to defend.
Power Fissure, 15 Stamina, 8 Count: Creates a fissure of up to 30’ long between the user and the target of Unstable Ground 4. The skill uses Willpower to attack the target, and the target uses Willpower to defend. If the attack hits, it deals Magic Damage and causes 10’ Knockback.
Scythe Wave, 10 Stamina, Attack: Targets a line 40’ long, and 5’ wide. At the beginning of the spider’s next turn, any unit still within the area of effect takes Ferocity + Willpower (32) in Storm Damage and becomes Disoriented 6.
Webbing, 10 Stamina, Attack: Target’s a single opponent, the spider must roll 2d12+Resilience to grapple the opponent. If the spider wins, then the opponent is Entangled at a power equal to the sum of their roll. The spider can reinforce any webbing already made for free, adding another 6 to its strength. Having this ability makes the spider immune to this ability.
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