Tuesday, April 21, 2020

Exterminator Dragon





Exerminator Dragon: Level 58
HP: 147,840 (280,896)
Attack: 1,050
GM Fire: 200
GM Claw: 200
5M Bite: 80
5M Tail: 80
5M Wing: 80
5M Throw: 80
Exterminator Claws: 300 (1,350) (1,550) (4,650)
Exterminator Claws: 300 (1350) (1550) (1750) (8750) (26,250)(39,375)
Thermite Breath: 500 (1550) (1750) (8570)
Fire Blast: 1050 (1250) (6,250)
Defense: 1,050 (1,575) (2,478)
Flamescale Pendant: 20 (220) (1100) (2,675) (3,478)
Speed: 175
Skill: 165
Move: 6 (9 while flying)




Items:

4-Volvagia Scales: These ancient scale-like objects are always burning. Unless a character is immune to flames, they will take 5% of their total HP as damage at the start of each turn for holding one of these items. Holding multiple of this item will stack the damage, but flame consuming abilities will cause a character to heal from this status. These ancient items may also have other uses. They will double the total fire-type damage of this character.

3-Spark of Life: A valuable item that boosts the total HP of a character. This item is easily lost or stolen, but it can only be used by characters who have a strong affinity for the flame element. Boosts max HP by 30%. 

Molten Coating: A coating that some characters may obtain by being near deadly volcanoes on Mustafar. This coating will boost the base defense of the character by 50%. However, this coating may be relatively easily destroyed by bludgeon and explosion type damage. 

Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%. 

Flamescale Pendant: An ancient pendant, made from a red dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the flame skill stat and boosts of this character. This item is easily lost or stolen.

Abilties:

Exterminator Claws: The lethal, sword-like claws of the exterminator dragon. These claws deal blade damage, but will ignore blade and claw restistances unless the character resists both damage types, in which case the character will take half damage from these attacks. The claws of this dragon are incredibly sharp and deadly, and they boast 300 base might. These claws are boosted by weaponized body, even if augmented. These claws may trigger melee abilities such as Astra and Cleave. Costs: 4 pg

Blazing Claws: Exterminator Dragon Signature ability. This character may take a turn to breathe fire directly onto its claws. These claw attacks also will also have a 40% (50%) chance to burn the foe every time they strike the enemy. This augment will last for 10 turns. This augment will boost the total damage of the attacks by 50%. This will not remove Weaponized Body boosts. Costs: 6 pg

Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg

Thermite Breath: A blazing breath weapon. Unlike most flame breath, this attack has only one range. Though it boasts 500 might, it cannot be improved by proficency, making the overall damage of the attack fairly small. However, this breath has an 80% chance to cause the severe burning status on any foe it strikes. It will also leave behind inferno terrain on any tile the dragon chooses to strike. This burning status and terrain are nearly impossible to extinguish, even with water based abilities. Costs: 6 pg

Astra: Before attacking, this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg

Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg

Swarm: Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 point boost to their hit. Costs 3 pg

Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg

Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away.  If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg 

Black Dragon Scales: This dragon's scales give it a unique ability based on their color. Black gives this character complete immunity to dark type damage. These scales also boost character's total defense by 30%. Costs: 5 pg

Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg

Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill


Character Type: Dragon, Destructive, Fire

Weakness: Weak to bite and bludgeon damage. Mild weakness to pierce type attacks. Immune to fire and explosion. Resist martial and blade type damage.

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