Thursday, July 16, 2020

Beguiling Siren





Beguiling Siren: Level 34
HP: 19,320 (25,116 Seraph Robe)
Attack: 136
2M Sonic: 50
2M Water: 50
3M Claw: 60
3M Bite: 60
3M Whip: 60
2M Absorb: 50
Siren's Conch: 200 (336) (386) (436) (2,180) (4,360)
Shriek: 136 (186) (930)
Water Blast: 136 (186) (930)
Tentacle Devour: 150 (286) (346) (406) (456) (2,280)
Claw Attacks: 136 (196)
Defense: 272
Waterscale Pendant: 20 (70) (350) (722)
Absorbscale Pendant: 20 (70) (350) (1072)
Speed: 75
Skill: 99
Move: 5 (8 swimming)




Items:

Siren's Conch: 1-2 range. A powerful horn. The blast from this sonic weapon will rapidly destroy shields and barriers. Holding this item also interestingly grants resistance to all stat debuffs. Base 200 sonic/water type might.

8- Water Gem: Boosts water type damage by 50%. May allow a special type of water attack once every four days. Note: this water gem is the heart of this character.

4-Sound Stone: These rare items are able to record sounds heard in an area or in a psychic presence. They are fairly easily stolen but do double the sonic type damage of the character.

4-Metroid Core: A rare it, obtained from a mission that must certainly have been perilous. This item is only dropped by Metroids, though the drop is rare. Doubles absorb-type damage.

Absorbscale Pendant: An ancient pendant, made from a light green 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 absorb skill stat and boosts of this character. This item is easily lost or stolen.

Waterscale Pendant: An ancient pendant, made from a turquoise 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.

Abilities:

Song of Desire: This song causes the hearer to see the hideous siren as a beautiful, god-like creature. This ability may be used instead of attacking. 1-2 range. This ability must calculate accuracy. This song will not work on certain characters, such as those who are robots or completely devoid of emotion. However, if this song can work against a foe, both this siren and the foe will roll. If the opponent is a higher level than the siren, they will add 10 to their roll. If they are a lower level, they will subtract 30 from their roll. If the siren rolls higher, she will take control of that foe and then immediately take a turn with them. She will maintain control for as many turns as she successfully rolls higher than the foe. The foe will roll to free themselves at the start of each turn. The siren may only take control up to 3 characters at once. This ability cannot be removed by strategist. Close allies to those who have been entranced by the song may take their turn to plead with the entranched character, and this will add 15 to their next roll. This ability cannot be removed by strategist. Costs: 11 pg

Sing: This character may reinvigorate most types of allies by singing. This will allow units who have moved to take another full turn. This song has two range and can allow any allies within its reach to move again. This ability cannot be removed by strategist. This may be done every other turn. Requires 3M sonic. Costs: 5 pg

Panic: 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% of their HP and recive -30 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: 5 pg

Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg

Tentacle Devour: Once every three turns, this character may open their maw and unleash a horrid flurry of tentacles at the foe. 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 bite/whip/absorb 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 tendrils each have a 25% chance to induce the bleeding status on the enemy they strike. This character will heal istelf half the damage it gives the foe when using this attack. Costs: 8 pg

Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg


Character Type: Support, Monster, Status

Weakness: Weak to bleed, poison, and disease statuses. Extremely resists sonic damage. Immune to water damage. Extremely resists mind control. Resists fear statuses.

Caps:
HP: High
Attack: 200
Defense: 400
Speed: 110
Skill: 145
Move: 6 (9 swimming)

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