Saturday, February 20, 2021

Cerberus






Cerberus: Level 66
HP: 234,000 (468,000 Draught+1UP) (819,000)
Attack: 3000
4GM Bite: 800
1GM Claw: 200
Fangs of Cerberus: 1500 (4500) (5300) (10,600) (31,800) (95,400) (190,800)
Claw Attacks: 3000 (3200) (4800) (14,400) (43,200)
Defens: 2500 (5,000) (10,000) (13,333)
Speed: 210
Skill: 205
Move: 10


Items:

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.

Old Spiked Collar: This item is nearly impossible to steal or drop, but it may be given. This item will boost total HP by 50% alongside a Centraur Heart.

Fangs of Cerberus+++: Fangs forged using demonic power. These fangs grant "Pouring Wounds II" to the character and allows it to trigger on ALL attacks and counters. Other abilities may be chosen to trigger and Pouring Wounds will still calculate. Base 500 (1500) might.

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear. 

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.

Claw Stone: This item boosts all claw attacks by 50% alongside other regular boosting items and crests. This functions much like Razor, Needle, or Heavy stones.

Fang Stone: This item boosts all claw attacks by 50% alongside other regular boosting items and crests. This functions much like Razor, Needle, or Heavy stones.

Great Serpent Sacred Fang: Boosts pure Bite-type attacks by 50%; Bite attacks ignore intangibility

Abilities:

Three Headed Hound: Signature ability. Ceberus may take three separate actions with its heads. Or it may triple or double the number of times it bites a foe, depending on how many heads have not yet used their action that turn. This ability cannot be removed by strategist. Cleave will remove 1/3 of this character’s HP. Headshot will have it’s total damage reduced to 1/3. Cost: 9 pg

Engagement: Guard/HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 pg

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

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg

Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

Paralyzing howl: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 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

Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (60) avoid. Costs: 4 pg

Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg

Dismember: On every biting attack this character executes, it has a 20% chance to rip a limb off the enemy. This ability stacks with traumatizing blows, but if this ability activates it will also result in a bleeding status, regardless of whether or not traumatizing blows lands. Costs: 3 pg

Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 80% (100%) of the time. This ability only activates on physical attacks.  Costs: Fangs

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.

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: Beast, Monster

Weakness: Weak to ice damage. Extremely resists body damage. Resists dark and earth. Resists fear.

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