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    Terror of the Deep (Familiar)

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    Spastic_Clapper

    Posts : 23
    Join date : 2016-01-18

    Terror of the Deep (Familiar)

    Post by Spastic_Clapper on Wed Nov 16, 2016 10:30 pm

    Terror of the Deep

    The Terror of the Deep is a massive scaled lizard that is about forty feet long from snout to tip of tail.  It has four short legs that it uses to walk on land with as well as guide itself as it swims.  In the water its main source of propulsion is the massive tail behind it that drives it forward.  Its scaled hide is tough enough to deflect arrows and swords easily and its jaws are large enough to men whole.  

    The Terror of the Deep swims freely around Blackrock Isle, having long been trained that it was its home and to defend it and its people.  Seeing the massive beast swim around the city gives the citizens pride and a sense of being protected.  It has a special home in the caverns below the isle.



    Essence: 1;  Willpower: 7; Join Battle: 10 dice
    Health Levels: -0x5/-1x5/-2x7/-4x7/Incap.
    Speed Bonus: +2
    Actions:
    Feats of Strength 12 (May attempt strength 7 feats, See Incredible Might); Hide Underwater: 8 Dice; Resist Poison/Illness: 10; Senses 5 (See Relentless Pursuit); Tracking 8 (See Relentless Pursuit); Intimidation: 10; Swim: 8;
    Resolve 3, Guile 1
    Attack (Bite): 12 dice (Damage 16, minimum 5).  The Terror of the Deep’s bite can easily puncture armor, allowing it to make piercing attacks (p. 586).
    Attack (Slam): 11 dice (Damage 14, minimum 4). The Terror of the Deep uses its head or tail to bash an enemy, and can make a smashing attack (p. 586).
    Attack (Talon rake): 13 dice (Damage 12, minimum 3)
    Attack (Grapple): 8 dice (10 dice to control). The Terror of the Deep makes unopposed control rolls against enemies of smaller size, unless its victims use magic that allows them to clinch larger enemies, such as Dragon Coil Technique.
    Combat Movement: 8 dice (6 on land)
    Evasion 4, Parry 6
    Soak/Hardness: 15/5

    Special Attacks:

    Deadly Thrash: The Terror of the Deep may shake a clinched enemy back and forth, shredding it with razor-sharp teeth before flinging it to the ground. The Terror of the Deep may savage its clinched victim with a decisive bite attack before flinging it with a decisive throw or slam action. The Terror of the Deep’s Initiative does not reset until it has completed both attacks, and it gains an additional point of Initiative for each round of control forfeited after the reset.

    Ferocious Bite: When the Terror of the Deep makes a decisive bite attack against an enemy with a lower Initiative rating, it adds +10 to the raw damage of the attack. This bonus does not apply to attacks made as part of a deadly thrash. Once per fight, unless reset by rebuilding from base Initiative to Initiative 15+.

    Iron Jaws: The Terror of the Deep does not take Defense penalties from grappling smaller enemies, and can reflexively take a drag action to move them whenever it moves, carrying them in its mouth. Additionally, being attacked only causes it to lose rounds of control over a clinch if that attack successfully damages the Terror of the Deep.

    Furious Rampage: Whenever the Terror of the Deep attacks or rushes an enemy who is in Initiative Crash, it adds three automatic successes on the roll.

    Terrifying Dragon Roar (Latent): The Terror of the Deep unleashes a roar that can be heard for miles, rolling its intimidation pool against all enemies and adding a number of dice equal to its Initiative. Mortal bystanders and natural enemies automatically flee from the roar, as does any enemy whose Resolve is overcome unless they pay a point of Willpower to resist. Even if they do, they lose one point of Initiative for every success by which the tyrant lizard’s roll beat their Resolve. After using this attack, the tyrant lizard is reset to base Initiative.

    Legion-Devouring Maw (Latent): Swallowing up soldiers in between its jaws, the Terror of the Deep decimates the ranks. When the Terror of the Deep makes a decisive bite attack against a battle group, it automatically forces a rout check at a base difficulty of 3. If the attack depleted the group’s Magnitude, instead add +3 to the difficulty of the resulting rout check.

    Magical Abilities (Need to be trained)

    Devouring Leviathan Maw (10m): Massive apex predators with a deadly bite can receive this power, The Terror of the Deep's master may pay 10 motes to render a decisive bite attack unblockable and double 10s on damage. If the attack’s raw damage exceeds the victim’s (Stamina + Resistance + number of health levels), the victim must accept a crippling injury on top of the rolled damage, or else be swallowed whole, killing them instantly barring magic or stunts that would let them survive.

    Invincible God-Beast Hide (12m): Common to beasts with great endurance or powerfully armored bodies, this power lets the Terror of the Deep's master pay 12 motes to reduce a decisive attack’s raw damage by it soak rating. An attack that fails to deal any damage grants the beast three points of Initiative.

    Merits:

    Apex Predator: The tyrant lizard regains a point of Willpower every time it crashes or incapacitates a non-trivial opponent. This cannot raise its current Willpower above the amount it had at the beginning of the fight. It is also immune to any non-magical influence roll meant to intimidate, provoke fear, or play upon fear.

    Incredible Might: The tyrant lizard applies double 8s on any feat of strength to lift, carry, or crush something between its jaws.

    Water Adaption: Normally swimming is considered moving through difficulty terrain.  The  Terror of the Deep treats water as normal terrain.

    Bottomless Lungs: A Terror of the Deep can hold its breath underwater for fifteen minutes before it needs to surface. In a scene of combat or intense physical exertion, it may hold its breath for the entire scene, but must then surface at the end of the scene.

    Relentless Pursuit: The Terror of the Deep applies the double 8s rule on any scent-based Awareness roll or on any roll to track by scent. It adds five automatic successes on any roll made to oppose an enemy’s (Dexterity + Stealth) roll using scent.

    Thick Scales: The sheer size of the Terror of the Deep makes it difficult to strike at its vitals, no matter how wounded the beast is. The Terror of the Deep does not subtract wound penalties from its Defense. In addition, attacks made from short range or further reduce their minimum damage against the Terror of the Deep by one unless they benefit from an Aim action.

    Legendary Size: The Terror of the Deep’s immense size makes it extraordinarily difficult for human-scale enemies to engage it in combat. It does not take onslaught penalties from any attack made by a smaller opponent, although magically-inflicted onslaught penalties still apply against it. Withering attacks made by smaller enemies cannot drop the Terror of the Deep below 1 Initiative unless they have a post-soak damage of 10 dice (although attackers can still gain the full amount of Initiative damage dealt). Decisive attacks made by smaller enemies cannot deal more than (3 + attacker’s Strength) levels of damage to the Terror of the Deep with a single attack, not counting any levels of damage added by Charms or other magic.


    Terror of the deep = Tyrant lizard – Brutal Stomp + Water Adaption + Bottomless Lungs

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