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Creature:Mastiff Bear: Difference between revisions

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Line 7: Line 7:
|str=3
|str=3
|int=-1
|int=-1
|a=Swimming;; Berserk;; Advanced Smell;; Battle Cry;; Snow Native;; Innate Elder Sorcery-l-One element only.;; Low Intelligence
|a=Swimming;; Berserk;; Advanced Smell;; Battle Cry;; Snow Native;; Innate Elder Sorcery-l-One element only.;; Low Intelligence;; Carrying
|d=Almost exclusively found very far north, these giant {{L|Creature|Bear|bears}} are magical in nature and always in pairs.
|d=Almost exclusively found very far north, these giant {{L|Creature|Bear|bears}} are magical in nature and always in pairs.
|l=Polar {{L|Creature|Bear|bears}} the size of various {{L|Category|Giants}}.
|l=Polar {{L|Creature|Bear|bears}} the size of various {{L|Category|Giants}}.

Latest revision as of 17:04, 27 October 2025

 Stats: ❤️4d8 Hit Dice❤️20 HP🩵2d8 Mana Dice🩵10 MP⬆️Size 6
 Attributes: INT-1STR3MOV0SNK0PER0
 Looks: Polar bears the size of various giants.
 HP increase: Gain another hit die for every 1 additional size.

Almost exclusively found very far north, these giant bears are magical in nature and always in pairs.


 Abilities: 
 Duration: While up.
 Requirements: You are not anosmatic.

You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
 Duration: While up.
 Range: 10 feet.
 Requirements: You are not anosmatic and the target is not odorless.

You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.


 Attribute improvement: This ability sets your PER score to a minimum of 2.
 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.
 Duration: 5 minutes.

You gain 15 temporary HP and become frenzied.

While frenzied, you will not leave combat willingly and are inept at not killing anyone who opposes you. This includes anyone who tries to stop you through actions or words. You are also resistant to being frightened.


 End condition: You die or 1 minute passes without combat. If proficient: You gain an additional 5 × P temporary HP and gain Fast. If fluent: You instead gain an additional 5 × F temporary HP and gain Swift.
 Duration: Always active.

You can drag and carry other creatures and items around even if you don't have prehensile body parts.
Limitation: One element only.
 Duration: Always active.

You gain Elder Sorcery Creation and All Elder Sorcery Words. In addition, you can create Elder Sorcery spells on a short rest instead of a long rest. Creating Elder Sorcery spells in combat has the same consequences and penalties as typical casters would have with creating them during a short rest. You can create, cast, and learn spells with any "grammar".
 Mana cost: Creation cost is at least 1 MP per OP of each word in the spell plus 3 × MP of the spell itself.
 Hit cost: Creation cost is at least 3 × HP of the spell itself.
 Material cost: Creation cost is at least 3 × the material components of the spell itself.
 Duration: Instant.

You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.
 If proficient: You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes. If fluent: In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
 Duration: Always active.

You know celestial OP 1 Elder Sorcery words and those of every element.
OP 1 Elder Sorcery Words
OP Celestial Adjectives Celestial Adverbs Celestial Articles Celestial Conjunctions Celestial Nouns Celestial Prepositions Celestial Pronouns Celestial Verbs Flame Nouns Flame Verbs Life Nouns Life Verbs Nature Nouns Nature Verbs Necromancy Nouns Necromancy Verbs Storm Nouns Storm Verbs
1 bad as an as color by me are ash crack amulet calm dirt augment blemish force attention cool
big carefully one but cup for my be cinder damage burn defend fruit bloom darkness intimidate breeze distract
bright here the or dagger in that begin ember dry health detect grass grow filth shame cloud float
clean pretty so foot of this did flame glow hurt mend leaf lull grave sicken drop identify
little then hand off you may howl illuminate illness prevent path lure pain spoil mind look
long there hat on your might light kindle symbol repel reach nourish seizure summon mist read
short today skin to stand spark rush talisman restrain size ripen stench taint sand slow
small torch tend tinder temper valor shelter twig shrink tears twist study speed
this wand use warmth warm wounds soothe vine touch woe wrench vision stun
watermelon

 If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).

 If proficient: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * P) experience bonus during Elder Sorcery spell creation. If fluent: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * F) experience bonus during Elder Sorcery spell creation.
 Duration: Always active.

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

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

Crushing Jaw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Crushing Jaw 1d10 -3 AV0 Normal (5 feet) +2 0 lb. -3 Biting, Weapon Body parts
1d10Normal (5 feet)
Sharp claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Sharp Claw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Sharp Claw 1d6 -3 Normal (5 feet) +1 0 lb. -3 Handy, Weapon Body parts
1d6Normal (5 feet)
Thick Hide Stats
Name Base Damage Attack Penalty Piercing Range AV Weight Min STR Properties/Abilities Equipment Classes
Thick Hide 0 -3   Self 2 0 lb. -3 Armor, Body parts
0Self