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Creature:Banshee: Difference between revisions

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|size=3
|size=3
|hp=1d8
|hp=1d8
|a=Low Strength;; Full Undead;; Battle Cry-a-;; Cowardly;; Ethereal Shift;; Hide;; Stealth;; Martial Arts;; Shock Touch;; Flame Magic Immunity;; Storm Magic Immunity;; Unbound Immunity;; Incorporeal;; Ghostlike
|a=Low Strength;; Full Undead;; Battle Cry-a-;; Cowardly;; Ethereal Shift;; Hide;; Stealth;; Shock Touch;; Flame Magic Immunity;; Storm Magic Immunity;; Unbound Immunity;; Incorporeal;; Ghostlike
|t=undead;; spectral;; minor
|t=undead;; spectral;; minor
|l=Transparent shifting outline, usually female, with claws and what looks like transparent cloth blowing around them as if in a wind storm.
|d=Banshees are terrifying but not dangerous, fleeing if anyone stands up to them.
|b=Prehensile Sharp Claw;; Mouth
}}
}}

Latest revision as of 05:54, 2 October 2025

 Stats: ❤️1d8 Hit Dice❤️5 HP🩵1d10 Mana Dice🩵6 MP⬆️Size 3
 Attributes: INT-1STR0MOV0SNK5PER0
 Looks: Transparent shifting outline, usually female, with claws and what looks like transparent cloth blowing around them as if in a wind storm.

Banshees are terrifying but not dangerous, fleeing if anyone stands up to them.


 Abilities: 
Adept: This costs 1 less MP (with a minimum of 0).
 Duration: Always active.

You gain Battle Cry Aura and Battle Cry Resistance.
 Execution time: 1️⃣Single action( ➡️Active )
 Duration: 1 minute.
 Range: 10 feet.

This ability cannot affect deaf creatures.
 End condition: At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Targets become frightened.
 Trigger: You are hit by an attack. This triggers automatically. You cannot choose to not use it if you are able to.
 Duration: No limit.

You become frightened.
 End condition: At the start of each of your turns, you roll 2d4. If either of these dice roll a 4, this effect ends.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 5.
 Duration: Instant.
 Requirements: You are in a location with shadows, dim light, three-quarters cover, or some other feature which the GM determines is appropriate for being hidden. You must remain in areas that maintain these conditions to stay hidden.

You become hidden. As you do this, you may roll 1d20 + 2 × SNK. If this is greater than your passive sneak (10 + 2 × SNK), then you use it as your hidden DC. If not, use your passive sneak.

When you are hidden, you cannot be seen. This condition is always associated with some hidden DC it takes to see you. Unless otherwise noted, it's your passive sneak (10 + 2 × SNK). Other creatures will only be able to see you (or know that you're there) if they use some relevant ability that lets them do so, if their passive perception (10 + 2 × PER) is greater than your hidden DC, or if enabled to by some other effect. In most cases, a creature trying to see you will have some check which must pass your hidden DC.

While hidden, if someone knows where you are but is unable to see you, any attacks they make against you are done with disadvantage. Similarly, any attacks you make against someone that can't see you are done with advantage. Attacking causes you to no longer be hidden.

While hidden, you must not Move faster than your hidden speed. Any other movement effects require a DC 15 SNK feat save to remain hidden.


 If proficient: Instead roll 1d20 + 2 × SNK + P for your hidden DC (if it's greater than your passive sneak). If fluent: Instead roll 1d20 + 2 × SNK + F for your hidden DC (if it's greater than your passive sneak). Attribute improvement: This ability sets your SNK score to a minimum of 2. Feat save improvement: This ability gives proficiency in SNK feat saves.
 Duration: Always active.

You cannot wear armor and you may pass through non-silver walls while Ethereal. You are also immune to being snared.
 Duration: Always active.

 Attribute improvement: This ability sets your STR score to a minimum of -1.
 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 STR score to a minimum of 0.
 Target: 👤Creature( Hit target's AC. )
 Duration: 1 minute.
 Range: Your hand's range.

 End condition: At the end of each of the target's actions, they roll 2d4. If either of these dice roll a 4, this effect ends. On critical hit: The target automatically fails the first 2d4 roll. On hit: Target is frozen. Heightened: For each additional MP spent, deal an additional 1d4 ice magic damage as well.
 Duration: Always active.

You crawl at half speed and can Move at half speed speed while hidden. Additionally, movement effects only require a DC 10 SNK feat save to keep from breaking your hiding.
 If proficient: You crawl at full speed and can Move at full speed while hidden. Attribute improvement: This ability sets your SNK score to a minimum of 3. Feat save improvement: This ability gives fluency in SNK feat saves.

 Body Parts: 
Mouths gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Mouth Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Mouth 1 -3 Normal (5 feet) 0 0 lb. -3 Bashing, Biting, Small Body parts
1Normal (5 feet)
Prehensile sharp claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Prehensile Sharp Claw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Prehensile Sharp Claw 1d6 -3 Normal (5 feet) +1 0 lb. -3 Handy, Prehensile, Weapon Body parts
1d6Normal (5 feet)