HP: 120,000 (240,000 1UP+Draught of Life)
Attack: 1400
2GM Claw: 400
2GM Bite: 400
2GM Fire: 400
2GM Dark: 400
2GM Explosion: 400
Demonic Forged Claws: 800 (2200) (2600) (5200) (15,600) (23,400) (70,200) (140,400)
Demonic Forged Fangs: 800 (2200) (2600) (5,200) (15,600) (46,800) (93,600) (186,200)
Demonic Explosive Flame: 700 (2100) (2500) (2900) (3300) (19,800) (39,600) (59,400) (89,100)
Defense: 1400
1GM Armor: 200
Elite Demonic Forged Scales: 500 (1900) (2100)
1GM Shield: 200
Smaugscale Pendant: 100 (500) (3000) (6000) (8100)
Smaugscale Pendant: 100 (500) (3000) (6000) (14,100)
Smaugscale Pendant: 100 (500) (3000) (6000) (20,100)
Smaugscale Pendant: 100 (500) (3000) (6000) (26,100)
Flamescale Pendant: 20 (420) (2520) (5040) (31,140)
Flamescale Pendant: 20 (420) (2520) (5040) (36,180)
Darkscale Pendant: 20 (420) (2520) (5040) (41,220)
Darkscale Pendant: 20 (420) (2520) (5040) (46,260)
Speed: 190 (200) (-10) (-5)
Skill: 175 (-10) (-5)
Move: 8 (11 flying)
Items:
Elite Demonic Forged Claws++: These claws are lightweight and forged into the bodies of undead creatures of the night. They boast 800 base might and are practically impossible to steal. These claws deal pure damage but will boost the total might of their attacks by 100% when initiating the attack.
Elite Demonic Forged Fangs++: These fangs are forged into the jaws of undead creatures of the night. They boast 800 base might and are practically impossible to steal. These jaws deal pure damage but will boost the total might of their attacks by 100% when initiating the attack.
Elite Demonic Forged Scales: A set of armor forged into the flesh of a demon. Nearly impossible to steal. This armor grants resistance to water, light, air, and whip type damages. Base: 500 defense.
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%.
Carmilla's Signant: A crest granted by Carmilla. This will boost the bite and claw damage of this character by 50%.
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.
10- Fire Gems
10- Volatile Crystals
20-Night Sapphires
1-Air Gem
Abilities:
Created For The Sole Purpose of Death and Destruction: Night creatures are made solely for combat. If this creature is within 5 spaces of a unique Vampire or Demon who is a higher level and on the same team, this unit will buff its damage by 50% and speed and skill by +10. Costs: 6 pg
Tear To Pieces: If this character attacks an adjacent foe with a claw or bite attack and then another character who has this ability attacks the character from the opposite side, the total damage of that attack will be doubled. If another character with this ability attacks from yet another side, the damage will still be doubled. If a final character attacks from the last adjacent space, that final attack will be tripled. This must all be done in one phase. This ability activates even if the ability "Mob" is being used. This ability requires 5M in either claw or bite. If the characters using this have cramped conditions, their will be multiplied by the highest multiplied unit in the group (so if attacks have reached doubling, all additional units will also recieve the doubling treatment). Costs: 7 pg
Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg
Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 pg
Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 4 pg
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 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
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 40% (60%) of the time. This ability only activates on physical attacks. Costs 3 pg
Elite Demonic Explosive Flame: Signature ability. This attack may only be used once every other turn. This attack will only strike once. This massive fire ball has 2 range and will strike all adjacent squares. Adjacent squares will only take half damage, but the targeted square will take 50% more damage. This massive ball of flame boasts a staggering 700 fire/exposion/dark type might. Costs: 4 pg
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
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
Character Type: Demon, Undead, Beast, Destructive, Stealth
Weakness: Extreme weakness to sacred damage. Weak to whip type damage. Resists fire and explosion damage. This character resists melee damage, unless the damage is sacred. Extremely resist mind control.
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