Monday, January 4, 2021

Enderman






Enderman: 49
HP: 51,300
Attack: 800
5M Dark: 80
5M Martial: 80
Enderman Arms: 500 (1300) (1380) (1460) (8760) (26,280)
Defense: 500
Speed: 130 (135) (130)
Skill: 130 (125)
Move: 5 (8 teleporting)


Items:

Eye of Ender: A very rare drop (5%). Enough of these items could be used to create makeshift portals from one location to another. Holding this item prevents auto-damage from dark type attacks. 

Enderman Arms: +5 speed. Odd body weapons magically engrafted into Enderman. Impossible to steal. Add base 500 damage to body attacks.

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

Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.  

Abilities:

Enderman Assualt: Signature ability. The martial attacks of an Enderman are enhanced by dark element skill and item boosts. However, immunity to dark, consuming dark, or resisting dark will not alter the damage of these attacks. Immunity or resistance to martial will cause the character to resist this damage. This ability works in tandem with weaponized body. Costs: 5 pg

Enderman's Rage: Signature ability. This unit is normally calm and will not aggro. However, if a character looks it in the eye, it will immediately attempt to kill them. It must do this, it cannot choose not to. Eye contact is determined by how this character and other character nearby have moved. If both units moved towards each other, then they are both facing that direction. When attacking a foe who has locked gaze, this character will deal double damage. After losing half life, this character may choose whether to flee or to continue attacking the foe. Costs: 5 pg

Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg

Teleport Dodge (II): If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 70% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 6 pg

Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg

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

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

Flee Death: When this character is struck by an attack that drops it below half its max HP, they may vanish (even in the middle of the enemy's attacks) and warp away to any space within 2x their movement. Costs: 5 pg

Cowardly Fighter: This character may double their movement if they are moving away from a foe who has struck them. However, they may not attack on the turn they do this, though they may activate other abilities. Cost: 2 pg

Gravity: At the start of an attack this unit forces all characters within two spaces of it to drop to the ground. This may hurt a character, but the damage varies depending on their character type and weight. If the unit is smashed down into hazardous terrain, they immediately take double the negative effects of that terrain. This character may choose not to activate gravity. This ability will prevent teleportation type movement and abilities within five spaces of this character. Costs: 4 pg

Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg


Character Type: Monster, Magic, Stealth

Weakness: Mild light weakness. Immune to magic and dark. Immune to fear and mind control.

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