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Creature:Camel

From Teriock
 Stats: ❤️2d6 Hit Dice❤️8 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 4
 Attributes: INT-2STR2MOV0SNK0PER0

 Duration: Always active.

Your mouth counts as a weapon for the purposes of abilities that target or are delivered by it (although it cannot be shattered or destroyed). You may attack with it and its damage die is now 1d4.
 If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
 Delivery: ⚡️Ray( 🎯AV0🏹Missile⚔️Attack )
 Target: 🫀Vitals( Hit target's AC + 3. )
 Duration: No limit.
 Range: 10 feet.

Target is blind.
 End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of -2.
 Duration: Always active.

You gain Desert Resilience and Limited Agile.
Limitation: Desert terrain only.
 Duration: Always active.

Harsh conditions or long exertions do not easily tire you. You have advantage on all saves or checks made to against exhaustion, running out of breath, starvation, thirst, heat, and cold.
 Duration: Always active.

You gain Offensive Martial Arts and Defensive Martial Arts.
 Duration: Always active.

Your hands count as weapons for the purposes of abilities that target or are delivered by (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
 If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
 Duration: Always active.

Your hands count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.
 Duration: Always active.

You always have at least 1 AV. This is the case even when you are not wearing armor.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your PER score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 0.

 Familiar Abilities: 
 Target: 👤Creature( Hit target's AC. )
 Duration: 1 minute.
 Range: 60 feet.

Choose a standard ability as you use Disable Ray. You must choose the same ability each time you use it, unless at least 10 minutes has passed since the last time you used Disable Ray.
 On hit: Target becomes incapable of the chosen standard ability.
 Trigger: You are hit by an attack that would damage you.
 Hit cost: See ability text.
 Duration: Instant.

You take the triggering damage as a limb hack instead. All damage types still apply. If the hit was critical, you instead take it as two limb hacks. If the damage was dealt by a creature, they choose which limb is affected. If not, it is random.