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Creature:Masked Reaper: Difference between revisions

From Teriock
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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..."
 
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|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=Sharp Jaw;; Prehensile Sharp Claw;; Prehensile Tail;; Foot
|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

 Stats: ❤️2d8 Hit Dice❤️10 HP🩵1d12 Mana Dice🩵7 MP⬆️Size 1-2
 Attributes: INT2STR2MOV1SNK5PER0
 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.
 Innate ranks: Innately rank 1 Necromancer.

These creatures speak in weird broken chattery sounds.


 Abilities: 
 Duration: Always active.

You gain Climbing and Leaping.
 Feat save improvement: This ability gives proficiency in MOV feat saves.
 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: Always active.

You gain Active Bow Out and Reactive Bow Out.
 Duration: Instant.

You end a duel you are currently in. You do not count as "forfeiting" or "losing" if you use Active Bow Out to stop dueling.
 If proficient: If you want, everyone in the duel returns to the number of HP they had prior to dueling.
 Trigger: Some effect would cause you to start dueling or modify a duel you are in.
 Duration: Instant.

The effect causing you to enter a duel or that would modify a duel you are in fizzles. You do not count as "forfeiting" or "losing" if you use Reactive Bow Out to stop dueling.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of 2.
 Target: 💪Arm( Hit target's AC + 2. )
 Duration: Instant.
 Range: Your weapon's range.

Anything held in the targeted arm is knocked out of their hand. This triggers Catch Item.
 Trigger: An item within range is falling or flying by.
 Duration: Instant.
 Range: Your hand's range.

You catch the item. If multiple creatures are all trying to catch the same item, they all roll 1d20. The creature with the highest roll catches the item.
 If proficient: You instead roll 1d20 + P. If fluent: You instead roll 1d20 + F.
 Trigger: You attack another creature.
 Duration: Instant.

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.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 1.
 Duration: Always active.

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.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 5.
 Duration: Always active.

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.
 Duration: Always active.

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.
 Duration: Always active.

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

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.
 Mana cost: Unglue does not cost any MP when used on searchable items.
 Duration: Instant.
 Range: Your hand's range.
 Requirements: Target's bearer is down or target it searchable.

Target is no longer glued and you take it.

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

Fanged Jaw Stats
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
1d6Normal (5 feet)
Foot Stats
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
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)
Prehensile tails gain SB when you're attacking a creature with a shield.

Prehensile Tail Stats
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
1Normal (5 feet)

 Equipment: 
Cloak Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Cloak 0 -3 0 4 lb. -3 Clothing
0
Mask Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Mask 0 -3 0 0.5 lb. -3 Clothing
0