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Creature:Mist Haunt: Difference between revisions

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|d=These beings loop like a {{L|Creature|Haunt}} and escalate in behavior, but not in power. Instead, they repeat a couple times and then turn to mist and drift off. Mist haunts never make sounds and tend to have something missing in their scenes. When provided with whatever's missing, there’s an audible “pop” sound and the beings more properly manifest. Mist haunts are fully capable of fighting and harming the people around them if they are in a state where they would do so.
|d=These beings loop like a {{L|Creature|Haunt}} and escalate in behavior, but not in power. Instead, they repeat a couple times and then turn to mist and drift off. Mist haunts never make sounds and tend to have something missing in their scenes. When provided with whatever's missing, there’s an audible “pop” sound and the beings more properly manifest. Mist haunts are fully capable of fighting and harming the people around them if they are in a state where they would do so.
|a=Child of Mist;; Partial Undead
|a=Child of Mist;; Partial Undead
|t=undead;; spectral
|t=undead;; spectral;; pund
|g=mist
|g=mist
|hp=x
|hp=x

Latest revision as of 09:55, 7 February 2026

 Stats: ❤️Variable Hit Dice🩵Variable Mana Dice⬆️Variable Size
 Regions: Mists
 Looks: Hauntlike people, places, and things from Teriock’s past with colors inverted.
 Inherited stats: Variable stats are inherited from the parent creature.

These beings loop like a haunt and escalate in behavior, but not in power. Instead, they repeat a couple times and then turn to mist and drift off. Mist haunts never make sounds and tend to have something missing in their scenes. When provided with whatever's missing, there’s an audible “pop” sound and the beings more properly manifest. Mist haunts are fully capable of fighting and harming the people around them if they are in a state where they would do so.


 Abilities: 
 Duration: Always active.

You gain one random ability from the mist abilities chart.
Mist Abilities Chart
1 Impressionable
2 Knockback
3 Defy Death
4 Avoid
5 Speed
6-40 Memory Drain Touch
41-50 Immobilize
51-60 Displacement Strike
61-70 Displacement Poison Strike
71-75 Adept Knockback Aura
76-80 Extreme Self Detonate
81-90 Mana Drain Poison Strike
91-94 Memory Drain Poison Strike
95 Instant Teleport
96-100 See GM
 Duration: Always active.

You count as being undead for the purposes of abilities, damage, and other effects. You also gain Healing Sensitivity.
 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 magic damage instead of the normal healing effect. This does not consume any of your hit dice.