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Creature:Apparition: Difference between revisions

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{{#invoke:C|c
{{#invoke:C|c
|name=Apparition
|name=Apparition
|hp=5
|snk=5
|snk=5
|a=Full Undead;; Battle Cry;; Instant Ethereal;; Flying;; Martial Arts;; Vicious Claws;; Shock Touch;; Slay;; Incorporeal;; Ghostlike
|a=Full Undead;; Battle Cry;; Instant Ethereal;; Flying;; Martial Arts;; Vicious Claws;; Shock Touch;; Slay;; Incorporeal;; Ghostlike

Revision as of 06:16, 13 August 2025

 Stats: ❤️1d10 Hit Dice❤️6 HP🩵1d10 Mana Dice🩵6 MP⬆️Size 3
 Attributes: INT0STR0MOV0SNK5PER0
 Looks: Transparent people or beings with sharp looking claws and hollow, empty-looking eyes like voids.

 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 count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Impure Durability, Mana Drain Grasp, Undead Mind, and Undying Durability.
 Duration: Always active.

You can see and hear spirits and Ethereal creatures.
 Attribute improvement: This ability sets your PER score to a minimum of 1.
 Duration: Always active.

Healing can be used to damage you. If the creature providing you healing specifies that they are doing so "for damage" then you roll your largest hit die and take that much holy damage instead of the normal healing effect. This does not consume any of your hit dice.
 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Range: Your hand's range.

 On critical hit: Deal 2d8 mana drain to the target. If this kills the target, you revitalize twice. On hit: Deal 1d8 mana drain to the target. If this kills the target, you revitalize.
 Duration: Always active.

You are immune to unconsciousness, suffocating, and being poisoned. You do not drop due to being at negative HP. You still die when you reach half your maximum HP below zero. You also do not have to breathe.
 Duration: Always active.

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

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.

 Attribute improvement: This ability sets your INT score to a minimum of 0.
 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.
 Trigger: You have just hit a creature with an attack that dealt them damage from it.
 Duration: Instant.
 Range: Your weapon's range.

Target takes an additional 5 lethal damage. This also has all damage types of the triggering attack. If the triggering attack was a critical hit, this deals 10 lethal damage instead.
 Duration: Always active.

You gain Offensive Martial Arts and become fluent in it. Additionally, your hands are AV0. If you have Hind Claws, you become fluent in it as well and your feet are AV0.
 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.