Monday, April 8, 2019

Executioner Smough





Executioner Smough: Level 55
HP: 100,800
Attack: 1000
GM Hammer: 200
5M Martial: 80
Martial Attacks: 1000 (1080)
Executioner's Hammer: 800 (1800) (2000) (6000) (12,000)(24,600)(36,900)
Defense: 600
5M Armor: 80
Smough's Armor: 600 (680) (1,280)
Speed: 125 (105) (85) (90)
Skill: 135 (145)
Move: 5




Items:

Executioner's Hammer: -20 speed. This hammer is unbelievably massive. It may only ever strike once. This hammer will utterly destroy most shields and armor that it hits in just a few blows. Base 800 bludgeon/shatter type damage.

Smough's Armor: -20 speed. This huge set of armor is extremely resistant to wear. It offers 600 extra defense.

Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.

Abilities:

Fearsome Follow-Up: If an enemy has been struck by the ability Staggering Start, then the normal hammer blow of this character will deal 4 x the regular damage. Costs: 5 pg.

Absorb Ornstein: If Ornstein falls in battle, Smough will immediately absorb his soul. This will make him a huge size character, heal him completely, and boost his total damage by 50% for the remainder of the battle. Costs 7 pg

Warry Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the might of normal strikes by 200%. Costs: 16 pg

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

Body Slam: Hit -10. Calculate the accuracy of this hit as if it were a normal attack. This unit body slams an opponent. This only works on enemies that are small or very small. This attack cannot be blocked or defended. The damage of this attack is equal to 20% of their current HP. Costs 3 pg

Smough Train: Signature Ability. Once every three turns, Smough may rush forward and attempt to trample enemies in his path. He will ignore forest and rocky terrain movement penalties when doing this. This attack will have a -20 hit, but if it lands, the character will take damage equal to 20% of Smough's total HP. However, unlike Regular trample, Smough may attack with his hammer once he finishes moving. Costs: 7 pg

Terrifying Presence: Fear-type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (2.05x)  Costs: 4 pg

Sundering Blows: This unit's sword hits rapidly destroy armor, shields, and the melee weapons of other foes. Costs: 2 pg

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg


Skills:
Hammer: GM
Martial: 5M

Character Type: Strength, Melee, Defensive, Destructive

Weakness: Pierce and claw type attacks. Resists martial and bludgeon.


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