More actions
Created page with "{{#invoke:C|c |name=Masked Reaper |l=Small {{L|Category|Spectral undead creatures|spectral beings}} with fur, tails, and odd golden skull masks. Their body seems to blend into a cloaklike shadow around them as well. |d=These creatures speak in weird broken chattery sounds. |size=1-2 |int=2 |snk=5 |str=2 |mov=1 |mp=1d12 |hp=2d8 |br=24 |a=Brilliant;; Ghostlike;; Greater Undead;; Feeding;; Acrobatics;; Flying;; Improved Strength;; Unglue;; Battle Cry;; Instant Ethereal;; Bo..." |
No edit summary |
||
| Line 12: | Line 12: | ||
|br=24 |
|br=24 |
||
|a=Brilliant;; Ghostlike;; Greater Undead;; Feeding;; Acrobatics;; Flying;; Improved Strength;; Unglue;; Battle Cry;; Instant Ethereal;; Bow Out;; Escape;; Disarm;; Vitals Durability;; Phylactric Wisdom;; Druidic Wisdom;; Phylactric Weave;; Nature Rotators;; Necromancy Rotators;; Fast |
|a=Brilliant;; Ghostlike;; Greater Undead;; Feeding;; Acrobatics;; Flying;; Improved Strength;; Unglue;; Battle Cry;; Instant Ethereal;; Bow Out;; Escape;; Disarm;; Vitals Durability;; Phylactric Wisdom;; Druidic Wisdom;; Phylactric Weave;; Nature Rotators;; Necromancy Rotators;; Fast |
||
|b= |
|b=Fanged Jaw;; Prehensile Sharp Claw;; Prehensile Tail;; Foot |
||
|t=animal;; spectral;; undead;; greater;; outsider;; elemental |
|||
|c=ape |
|||
|r={{TextRank|c=Necromancer|n=1}} |
|r={{TextRank|c=Necromancer|n=1}} |
||
|e=Cloak;; Mask |
|e=Cloak;; Mask |
||
}}<noinclude>[[Category:Nature elemental creatures]][[Category:Necromancy elemental creatures]]</noinclude> |
|||
}} |
|||
Latest revision as of 07:58, 5 January 2026
Creature types: Ape.
Looks: Small spectral beings with fur, tails, and odd golden skull masks. Their body seems to blend into a cloaklike shadow around them as well.
These creatures speak in weird broken chattery sounds.
Abilities:
You gain Climbing and Leaping.
Feat save improvement: This ability gives proficiency in MOV feat saves.
You gain Battle Cry Aura and Battle Cry Resistance.
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.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
You gain Active Bow Out and Reactive Bow Out.
Attribute improvement: This ability sets your INT score to a minimum of 2.
Anything held in the targeted arm is knocked out of their hand. This triggers Catch Item.
For every rank you gain by leveling up, you gain a rank in Nature Mage as well.
You move on a distance up to your movement speed on the ground. If you have a fly speed or swim speed then you may move in the air or in water accordingly. This movement doesn't trigger reactive abilities.
Feat save improvement: This ability gives fluency in MOV feat saves.
Attribute improvement: This ability sets your MOV score to a minimum of 1.
You must mana drain at least 3 creatures to death every day 24 hours or you start taking penalties. If 24 hours pass and you have not fed, you lose your your largest hit die and mana die. Your HP and MP maximums decrease by the value of those dice. For each additional 24 hours you go without feeding, you lose your next largest hit die and mana die. To restore lost hit dice and mana dice, you must feed more than normal. If you feed on at least 6 creatures within a 24 hour period, you restore 1 lost hit die and mana die.
You fly at half speed.
If proficient: You instead fly at full speed.
Attribute improvement: This ability sets your SNK score to a minimum of 5.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Magical Durability, Mana Drain Touch, Undead Mind, and Undying Durability.
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
You go Ethereal or manifest back into the Material Realm.
Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorcery spells of your own, they get added to this list. However, just because you "know" how to cast these spells, doesn't mean you are always prepared to. Although all mage classes grant their own Elder Sorcery and rotator spells, you may only have a maximum of MR - 1 of these spells rotated into your spell list at any given time across all classes. MR refers to the number of ranks you have in mage classes. During a long rest, you can "rotate" which spells you have prepared. The rotator spells automatically available to you are Crown of Vines, Polymorph, Regeneration Touch, Unforge, and Wildborn.
Full Rules Text
If proficient: You may instead prepare 2 × (MR - 1) of these spells. If fluent: You may instead prepare 2 × (MR - 1) + P of these spells.
Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorcery spells of your own, they get added to this list. However, just because you "know" how to cast these spells, doesn't mean you are always prepared to. Although all mage classes grant their own Elder Sorcery and rotator spells, you may only have a maximum of MR - 1 of these spells rotated into your spell list at any given time across all classes. MR refers to the number of ranks you have in mage classes. During a long rest, you can "rotate" which spells you have prepared. The rotator spells automatically available to you are Crown of Fear, Death Rattle, Ethereal Shift, Spirit Bury, and Undead Reanimation.
Full Rules Text
If proficient: You may instead prepare 2 × (MR - 1) of these spells. If fluent: You may instead prepare 2 × (MR - 1) + P of these spells.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Necromancy magic you cast costs half as much MP (rounded down) as it would otherwise. If any spell lets you control, create, or reanimate undead and requires presence tier to do so, you may control, create, or reanimate twice as much undead per tier as you would otherwise be able to. These benefits apply to all other control spells as well.
For every rank you gain by leveling up, you gain a rank in Necromancer as well.
Target is no longer glued and you take it.
You are immune to arrows and vitals target abilities.
You gain Climbing and Leaping.
Feat save improvement: This ability gives proficiency in MOV feat saves.
You gain Battle Cry Aura and Battle Cry Resistance.
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.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
You gain Active Bow Out and Reactive Bow Out.
Attribute improvement: This ability sets your INT score to a minimum of 2.
Anything held in the targeted arm is knocked out of their hand. This triggers Catch Item.
For every rank you gain by leveling up, you gain a rank in Nature Mage as well.
You move on a distance up to your movement speed on the ground. If you have a fly speed or swim speed then you may move in the air or in water accordingly. This movement doesn't trigger reactive abilities.
Feat save improvement: This ability gives fluency in MOV feat saves.
Attribute improvement: This ability sets your MOV score to a minimum of 1.
You must mana drain at least 3 creatures to death every day 24 hours or you start taking penalties. If 24 hours pass and you have not fed, you lose your your largest hit die and mana die. Your HP and MP maximums decrease by the value of those dice. For each additional 24 hours you go without feeding, you lose your next largest hit die and mana die. To restore lost hit dice and mana dice, you must feed more than normal. If you feed on at least 6 creatures within a 24 hour period, you restore 1 lost hit die and mana die.
You fly at half speed.
If proficient: You instead fly at full speed.
Attribute improvement: This ability sets your SNK score to a minimum of 5.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Magical Durability, Mana Drain Touch, Undead Mind, and Undying Durability.
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Note: Armor piercing weapons must still be wielded in two hands to be AV0.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
You go Ethereal or manifest back into the Material Realm.
Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorcery spells of your own, they get added to this list. However, just because you "know" how to cast these spells, doesn't mean you are always prepared to. Although all mage classes grant their own Elder Sorcery and rotator spells, you may only have a maximum of MR - 1 of these spells rotated into your spell list at any given time across all classes. MR refers to the number of ranks you have in mage classes. During a long rest, you can "rotate" which spells you have prepared. The rotator spells automatically available to you are Crown of Vines, Polymorph, Regeneration Touch, Unforge, and Wildborn.
Full Rules Text
If proficient: You may instead prepare 2 × (MR - 1) of these spells. If fluent: You may instead prepare 2 × (MR - 1) + P of these spells.
Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorcery spells of your own, they get added to this list. However, just because you "know" how to cast these spells, doesn't mean you are always prepared to. Although all mage classes grant their own Elder Sorcery and rotator spells, you may only have a maximum of MR - 1 of these spells rotated into your spell list at any given time across all classes. MR refers to the number of ranks you have in mage classes. During a long rest, you can "rotate" which spells you have prepared. The rotator spells automatically available to you are Crown of Fear, Death Rattle, Ethereal Shift, Spirit Bury, and Undead Reanimation.
Full Rules Text
If proficient: You may instead prepare 2 × (MR - 1) of these spells. If fluent: You may instead prepare 2 × (MR - 1) + P of these spells.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Necromancy magic you cast costs half as much MP (rounded down) as it would otherwise. If any spell lets you control, create, or reanimate undead and requires presence tier to do so, you may control, create, or reanimate twice as much undead per tier as you would otherwise be able to. These benefits apply to all other control spells as well.
For every rank you gain by leveling up, you gain a rank in Necromancer as well.
Target is no longer glued and you take it.
You are immune to arrows and vitals target abilities.
Body Parts:
1Normal (5 feet)
Fanged jaws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d6Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Fanged Jaw | 1d6 | -3 | Normal (5 feet) | +1 | 0 lb. | -3 | Biting, Weapon | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Foot | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Small | Body parts |
Prehensile sharp claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d6Normal (5 feet)
| 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 |
Prehensile tails gain SB when you're attacking a creature with a shield.
1Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Prehensile Tail | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Handy, Prehensile, Small | Body parts |
Equipment: