Monday, 29 November 2021

Monster: Shimmering Wrath

Monster: Shimmering Wrath

Now this is interesting. An air elemental who gets mad at someone can summon a shimmering wrath to kill the offender. This creature homes it regardless of the distance, then kills the target with electricity and cold.


Shimmering Wrath [Monstrous Compendium Annual One (1994)]

235 points
Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; IQ-2 [-40].
Secondary Characteristic Modifiers: Per+5 [25].
Advantages: Dark Vision [25]; Detect (Curse’s Target; Long-Range 1, +50%; Magical, -10%; Precise, +100%; Reflexive, +40%) [14]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Unaging [15].
    Elemental Resistance (C,E) [75]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Electricity, -35%; Tough Skin, -40%) [55] + Immunity to Electrical Conduction [5] + Immunity to Noxious Cold and Electrical Effects [15].
    Ethereal Jaunt: Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%; Takes Recharge, 5 seconds, -10%) [55].
    Lightning Aura: Burning Attack 1d-1 (Always On, -10%; Aura, +80%; Cosmic, Conducting, +50%; Magical, -10%; Melee Attack, Reach C, -30%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [14].
    Shadow Chill: Fatigue Attack 1d-2 (Accessibility, Only in daylight, -30%; Always On, -10%; Area Effect, 2 yards, +50%; Aura, +80%; Freezing, +20%; Magical, -10%; Melee Attack, Reach C, -30%; Nuisance Effect, Limited area, -10%) [7].
Disadvantages: Automaton [-85]; No Fine Manipulators [-30]; Obsession (6) (Punishing the target) [-10]; Unnatural [-50]; Vulnerability (Vacuum and wind-based attacks, x2) [-20].
Features: No Legs (Aerial).
Creature Type: Elemental (Air).

Typical Stats

ST:

10

HP:

10

Speed:

5.5

DX:

12

Will:

8

Move:

11 air

IQ:

8

Per:

13

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

20 (vs. cold and electricity)

    Punch (12): thrust 1d-3 crushing, Reach C.
    Ethereal Jaunt (8): The shimmering wrath can slip into the Ethereal Plane from the Material Plane and the other way around as per Jumper (p. B64). After using this ability, it cannot reactivate it for 5 seconds.
    Lightning Aura: The shimmering wrath is sheathed in crackling lightning. Any metallic weapon that hits it triggers a 1d-1 backlash of burning surge damage along the weapon. This attack automatically hits the hand that is holding the weapon, regardless of the weapon’s length, as long as its entire length is conducting. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. Anyone touching the shimmering wrath is similarly damaged.
    Shadow Chill: In areas of full illumination (no illumination penalty), a shimmering wrath casts a shadow. This shadow covers three adjacent hexes, depending on the position of the light source. Everyone in the shadow takes 1d-2 fatigue damage per second from extreme cold. Treat FP lost to this attack identically to FP lost to the cold for all purposes, notably recovery (see Cold, p. B430).

    Traits: Automaton; Dark Vision; Detect (Curse’s Target; Long-Range 1; Magical; Precise; Reflexive); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Flight (Lighter Than Air); Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Noxious Cold and Electrical Effects; Injury Tolerance (Diffuse); No Fine Manipulators; No Legs (Aerial); Obsession (6) (Punishing the target); Unaging; Unnatural; Vulnerability (Vacuum and wind-based attacks, x2).
    Creature Type: Elemental (Air).

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