Friday, April 17, 2020

Shambler





Behold the Infinite Malignity of the Stars: Level 64
HP: 235,200 (470,400 Sardilic's Curse)
Attack: 2,200
OMEGA Whip: 2000
2 GM Dark: 400
2 GM Psychic: 400
1GM Bite: 200
1GM Absorb: 200
1GM Throw: 200
Tentactle Attack: 2,200 (4,200)
Tentacles of Cosmic Horror: 2,200 (4,200) (4,600) (5,000) (25,000) (50,000)
Clapperclaw: 300 (2500) (4500) (4900) (5100) (25,500) (51,000)
Shadow Fang: 2200 (2400) (2800) (14,000) (21,000) (42,000)
Dark Tentacle Grab: 2,200 (4,200) (4,600) (4,800) (24,000)
Defense: 2,200
1GM Shield: 200
Psychic Barrier: 60 (260) (660) (3300) (6,600) (8,800)
Dark Shield: 100 (500) (2500) (5,000) (13,800)
Speed: 182
Skill: 210
Move: 5




Items:

Psychic Barrier: This powerful barrier works like a shield. It blocks most attack types but does not defend against dark or psychic. Like most barriers, it is susceptible to being shattered. Base defense 60

8- Nightmare Wheels: Boosts the psychic ability of a character by 50%

8-Jade Cube: A brilliant green chunk of jade that has be cut into the shape of a small cube. This item will boost absorb type attacks by 50%, but it may not be used by plant based characters.

16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.

100,000 Gold- This money is almost always dropped when this character is killed in battle

Eldrich Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Assorted Ancestral Trinkets- rare drop


Abilities:

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail

Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.

Shadow Fang: This unit may add it's dark type skill to its bite attacks. It will also boost the total might of these attacks by 50%. Costs: 2 pg

Tentacles of Cosmic Horror: The tentacles of this character are imbued with hideous power. All tentacle attacks of this character may be boosted by both psychic and dark type damage. Tentacle attacks count as whip damage, and as such will reach behind most shields and barriers. They are also 1-2 range. This ability may not be removed by strategist. Costs: 4 pg

Summon Tentacles: This character may summon Shambler Tentacles. Three tentacles will be summoned in one turn, and three tentacles is the maximum number that can be in play. These tentacles have the same speed and skill as this character, but only 10% of the HP. The tentacles will have only 5 movement. They will attack foes with a unique attack called "Clapper Claw". This ability must be unlocked on the character for the tentacles to use it. Shambler tentacles will attempt to "Take the Hit" for the Shambler. This has a 50% activation chance. Costs: 5 pg

Clapper Claw: This attack may only strike once, and is only able to be used by the summoned tentacles of this character. If this attack lands, it will increase the total attack and defense of the Shambler by 10% for the rest of the battle. This attack has 300 base whip/psyhic/absorb type might. This attack is only 1 ranged. Costs: 5 pg

Even Playing Field: Requires unique area of combat: Shambler's Idol. This ability will not trigger in any other area. This character may only ever be fought by four characters. However, for each character that engages it in this unnique battle, this character will increase its total attack and total defense by 50%. It will also increase its total HP by 100% for each foe it faces. Costs: 10 pg

Panic (II): An ability similar to Terror. If a character attacks or is attacked by this character, they will build this Panic by 20%. If they start a turn next to this foe, they will build this Panic by 10%. If this terror builds to 100%, the character will immediately lose 20% (40%) of their HP and recive -30 (-50) skill for the next three turns. If a character spends a turn without engaging this character, they will reduce their Panic build by 20%. This build-up can stack if multiple characters are using it at once. Costs: 10 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

Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. Costs: 5 pg

Dark Shield: Grants a protective shield of darkness to the character. This shield does not defend against light type damage. The base might of the shield is 100 but is boosted by the dark skill stats and boosts of this character. Costs: 4 pg

Pitch Black: If this character is in a dark area, all light attack used by any character within three spaces of this character, whether friend or foe, will have their total damage reduced by 50%. Costs: 5 pg

Dark Tentacle Grab: -15 speed. 1-2 range. A dark/whip grab. Much more accurate and longer range than a regular grab. This unit lashes out a long tentacle and wraps it around a medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage based on the attack and skill and item boosts of the character. This damage ignores defense and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg

Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. Costs: 6 pg


Character Type: Monster, World Breaker, Fear, Status

Weakness: Weak to light type damage. Easily takes bleeding and poison statuses. Immune to fear. Immune to dark and psychic. Immune to strategist. Immune to all abilities that strike 5 times or more. Immune to mind control.

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