Wednesday, May 29, 2019

Shadow Beast








Shadow Beast: 47
HP: 45,900
Attack: 400
5M Sword: 80
5M Dark: 80
5M Claw: 80
5M Whip: 80
Dark Rune Sword: 500 (900) (980) (1060) (4240)
Dark Blast: 400 (480) (1920)
Claw Attack: 400 (480)
Whip Attack: 400 (480)
Defense: 300
5M Shield: 80
Shadow Beast Mask: 100 (180) (480)
Speed: 118
Skill: 110
Move: 6




Items:

Dark Rune Sword: An ancient and powerful weapon from the Twilight Realm. This deadly blade is usually used in pairs, and as such it offers no penalties when dual weilding. This blade, if broken, will open an extremely small portal into the Twilight Realm. However, this blad is also connected directly to the life of a Shadow Beast, and breaking it will kill the creature. Base 500 blade/dark type damage.

Shadow Beast Mask: An ancient mask, designed to combat the light and cover the world in shadow. Grants resistence to light and magic type damage, but only when being attacked. This mask works like a shield. Grants 100 defense.

3-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's Dark-type damage by 100%.


Abilties:

Twilight: The dark attacks of this character are an unusual element. Twilight darkness cannot be consumed by enemies. Costs: 2 pg

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

Paralyzing Shriek: Any enemy units two spaces of this character have a chance of being paralyzed for 2 turns by fear. This move can be used once every three turns, and it must be done instead of attacking. Any enemies nearby have a 50% chance of flinching and missing their turns. Fear-type ability. Costs: 4 pg

Curse: Instead of attacking, this unit places a curse on an adjacent enemy. This curse will activate at a random point at some time in the future and take 50% of their max HP. Curses are very difficult to cure and require advanced magic healing moves. Most magic type characters are immune to this status condition. Costs: 4 pg


Consume Dark: This character is immune to dark type attacks. If struck by a dark type attack, they will heal as much HP as the total might of the attack. They may also consume a dark terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg


Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg

Dark Terrain: The unit must charge for one turn. After charging this unit may turn the four squares surrounding it dark terrain. Dark terrain hurts any characters that walk on it. Dark terrain generally takes 5% of a characters HP for every turn they start in it. Dark terrain lasts less time than fire or other negative terrain effects. Enemies standing in dark terrain lose 30% of their total defense and will retain this negative status one turn after leaving dark terrain. Flying or levitating characters are immune to dark terrain. Walking characters take two move to pass through dark terrain. Costs: 4 pg

Void Tendrils: Once every three turns, this character may open up the darkness that dwells with and lashes out with it. This attack will always strike four times, but it may hit more based on this character's speed (16 times maximum). These tendrils have a 150 (550) (630) (710) (2840) dark/whip type might, and are boosted by the attack stat, along with the skill stats and boosts of the character. These whips will hit behind shields, and they have a 1-2 range. The void tendrils each have a 25% chance to induce the bleeding status on the enemy they strike. Costs: 6 pg

Dark Choke: -15 hit. This character may rush forward and grab an opponent by the throat. This attack will only strike once, but if it succeeds the enemy cannot counter-attack. This ability only works on characters who are the same size or smaller. This attack negates all block and defense for the enemy and gives them 70 (470) (550) (2200) dark type damage. This ability also immediately gives the enemy -30% defense for 3 turns. Costs: 4 pg

Reviving Shriek: Shadow beast signature ability. If this character uses Paralyzing shriek within 5 spaces of another character who is a shadow beast, it will resurrect them if they have fallen in combat. The resurrected character will have 30% of its HP. This ability may only be used twice a battle. Costs: 5 pg

Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg

Skils:
Sword: 5M
Dark: 5M
Claw: 5M
Whip: 5M
Shield: 5M

Character Type: Dark, Melee, Beast, Stealth, Monster

Weakness: Weak to sacred weapons. Mild light weakness. Resists fire, dark, claw, and bite.

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