Post by Kairu Ao on Feb 27, 2015 18:43:24 GMT -5
Custom Beastiary Entry:
Tier: 2
Species: Zombie Militia
Description: Requiring a much more advanced knowledge of nercomancy, summoning fallen soldiers from bygone ages. Sure they are not at the top of their game, then again people rarely are when they are a rotting corpse. Usually these zombies wield some form of melee weapon i.e Sword, axe or spear etc.
Health: 50
Attack Damage: 10
Natural Armor: 4
Skills: Immune to Poison, Immune to paralysis, Immune to Sleep, Horde Mentality (+1 attack damage for every zombie in the horde), Deadened Nerves (Negate 2 damage from all martial based skills)
Abilities: Vicious Zombie Bite [Tier 2 Zombie Bite] (Inflict +2 Attack damage to one target and inflict Poison Status, can not use more than once per round.)
Custom Beastiary Entry:
Tier: 2
Species: Rat Man Clan Master
Description: A veteran skirmisher who has managed to gain a few followers, unlike ordinary skirmishers these particular rat men seem to display basic know how of tactics. The life of a Clan Master however is short lived, as there is always someone looking to usurp the leadership.
Health: 60
Attack Damage: 10
Natural Armor: 0
Skills: Immune to poison, Immune to blind, Immune to Water Based Magic, Frenzy (after taking damage +2 attack damage to next attack), Plague Carrier (any poison based attacks made upon the Rat Man boost the attack damage of their plagued bite by 1 for the next time they use it.)
Abilities: Throw dirt (Inflict Attack Damage and inflict Blind against 1 target. Can not be used more than once per round.), Plauged Bite (Inflict attack damage to one target, inflict poison status. Can not be used more than once per round.)
Custom Beastiary Entry:
Tier: 2
Species: Greater Behemoth Scarab
Description: If a Behemoth Scarab lives long enough, through becoming the top predator of it's particular chosen feeding ground they can grow to the size of human or even a horse.
Health: 45
Attack Damage: 10
Natural Armor: 8
Skills: Immunity to Poison, Immunity to heat, Immunity to Paralysis, Battle Hardened Carapace (+3 to armor), Developed Wings (enables the ability to fly)
Abilities: Vicious Bite (Inflict attack damage +2 on 1 target. Can not be used more than once per round.), Arcing Pincers (Deals attack damage to all targets in range)
Custom Beastiary Entry:
Tier: 3
Species: Banshee
Description: Vengeful ghosts that have been unable to find rest sometimes merge to become Banshee's, they say that once you hear a banshee's scream you are marked for death. There is part truth to this, for once you have heard a banshee's call it will hunt you down until you or it is dead.
Health: 80
Attack Damage: 15
Natural Armor: 0
Skills: Immunity to poison, Immunity to sleep, Immunity to paralysis, Immunity to slow, Immunity to Disarm, Ghostly Apparition (Negate 5 damage from martial based abilities), Spirit Walk (fly), Spirit Phase (Can Pass through walls etc.)
Abilities:Banshee's Scream [Tier 3] (Inflict attack damage and Slow to three targets, can not be used more than once per round.), Spirit Claw [Tier 2] (Inflict attack damage, inflict blind against 2 targets) Death Coil [Tier 1] (Inflict Double Attack Damage + 2 against 1 target. Cannot be used more than once per round)
Custom Beastiary Entry:
Tier: 3
Species: Praegrandis Scarab
Description: A behemoth scarab at the prime of it's game, they are said to be as large as some houses or even as large as wyverns. In either case due to their enormous size they stay in the unknown sands finding traversing the mountains near impossible. They spend the most of the day roaming the sands aimlessly destroying anything in their path, at night they usually seek shelter under the sands.
Health: 75
Attack Damage: 15
Natural Armor: 12
Skills: Immunity to Charm, Immunity to Poison, Immunity to Sleep, Immunity to Paralysis, Immunity to Blind. Mature Carapace (+4 to armor), Burrow, Raging Frenzy (+5 to attack damage when brought down to 1/4 health).
Abilities:Vicious Bite [Tier 3](Inflict attack damage +6 on 1 target. Can not be used more than once per round.), Ground Stomp [Tier 2](Deals attack damage to all targets in range, Inflicts slow) Arcing Pincers [Tier 1](Deals attack damage to all targets in range)
Tier: 2
Species: Zombie Militia
Description: Requiring a much more advanced knowledge of nercomancy, summoning fallen soldiers from bygone ages. Sure they are not at the top of their game, then again people rarely are when they are a rotting corpse. Usually these zombies wield some form of melee weapon i.e Sword, axe or spear etc.
Health: 50
Attack Damage: 10
Natural Armor: 4
Skills: Immune to Poison, Immune to paralysis, Immune to Sleep, Horde Mentality (+1 attack damage for every zombie in the horde), Deadened Nerves (Negate 2 damage from all martial based skills)
Abilities: Vicious Zombie Bite [Tier 2 Zombie Bite] (Inflict +2 Attack damage to one target and inflict Poison Status, can not use more than once per round.)
Custom Beastiary Entry:
Tier: 2
Species: Rat Man Clan Master
Description: A veteran skirmisher who has managed to gain a few followers, unlike ordinary skirmishers these particular rat men seem to display basic know how of tactics. The life of a Clan Master however is short lived, as there is always someone looking to usurp the leadership.
Health: 60
Attack Damage: 10
Natural Armor: 0
Skills: Immune to poison, Immune to blind, Immune to Water Based Magic, Frenzy (after taking damage +2 attack damage to next attack), Plague Carrier (any poison based attacks made upon the Rat Man boost the attack damage of their plagued bite by 1 for the next time they use it.)
Abilities: Throw dirt (Inflict Attack Damage and inflict Blind against 1 target. Can not be used more than once per round.), Plauged Bite (Inflict attack damage to one target, inflict poison status. Can not be used more than once per round.)
Custom Beastiary Entry:
Tier: 2
Species: Greater Behemoth Scarab
Description: If a Behemoth Scarab lives long enough, through becoming the top predator of it's particular chosen feeding ground they can grow to the size of human or even a horse.
Health: 45
Attack Damage: 10
Natural Armor: 8
Skills: Immunity to Poison, Immunity to heat, Immunity to Paralysis, Battle Hardened Carapace (+3 to armor), Developed Wings (enables the ability to fly)
Abilities: Vicious Bite (Inflict attack damage +2 on 1 target. Can not be used more than once per round.), Arcing Pincers (Deals attack damage to all targets in range)
Custom Beastiary Entry:
Tier: 3
Species: Banshee
Description: Vengeful ghosts that have been unable to find rest sometimes merge to become Banshee's, they say that once you hear a banshee's scream you are marked for death. There is part truth to this, for once you have heard a banshee's call it will hunt you down until you or it is dead.
Health: 80
Attack Damage: 15
Natural Armor: 0
Skills: Immunity to poison, Immunity to sleep, Immunity to paralysis, Immunity to slow, Immunity to Disarm, Ghostly Apparition (Negate 5 damage from martial based abilities), Spirit Walk (fly), Spirit Phase (Can Pass through walls etc.)
Abilities:Banshee's Scream [Tier 3] (Inflict attack damage and Slow to three targets, can not be used more than once per round.), Spirit Claw [Tier 2] (Inflict attack damage, inflict blind against 2 targets) Death Coil [Tier 1] (Inflict Double Attack Damage + 2 against 1 target. Cannot be used more than once per round)
Custom Beastiary Entry:
Tier: 3
Species: Praegrandis Scarab
Description: A behemoth scarab at the prime of it's game, they are said to be as large as some houses or even as large as wyverns. In either case due to their enormous size they stay in the unknown sands finding traversing the mountains near impossible. They spend the most of the day roaming the sands aimlessly destroying anything in their path, at night they usually seek shelter under the sands.
Health: 75
Attack Damage: 15
Natural Armor: 12
Skills: Immunity to Charm, Immunity to Poison, Immunity to Sleep, Immunity to Paralysis, Immunity to Blind. Mature Carapace (+4 to armor), Burrow, Raging Frenzy (+5 to attack damage when brought down to 1/4 health).
Abilities:Vicious Bite [Tier 3](Inflict attack damage +6 on 1 target. Can not be used more than once per round.), Ground Stomp [Tier 2](Deals attack damage to all targets in range, Inflicts slow) Arcing Pincers [Tier 1](Deals attack damage to all targets in range)