Denizens

Note: Special Attacks are considered an action rather than an attack. Denizens may only use special attacks twice per round rather than the four normally allowed for standard attacks.

Special Attack success is determined by 1 d20 with the denizens listed to hit bonus.

Special effect only one target unless other wise noted.

Paralyze Touch: The denizen may paralyze one enemy by touching him. Paralyzation lasts two rounds. Paralyzed individuals may not take any action.

Paralyze Gaze: The denizen may paralyze one enemy just by looking at him. Paralyzation lasts two rounds. Paralyzed individuals may not take any actions.

Petrification Gaze: The denizen may turn one enemy to stone. Petrification lasts until esuna or other comparable magic is used on the petrified individual. While petrified an indivdual is effectively dead.

Poison Sting1: The denizen may sting one person inflicting 10 dmg per round until the poison is neutralized.

Poison Sting2: The denizen may sting one person inflicting 20 dmg per round until the poison is neutralized.

Poison Sting3: The denizen may sting one person inflicting 50 dmg per round until the poison is neutralized.

Poison Sting4: The denizen may sting one person inflicting 100 dmg per round until the poison is neutralized.

Poison Sting5: The denizen may sting one person inflicting 150 dmg per round until the poison is neutralized.

Poison Sting6: The denizen may sting one person slaying him in 2 rounds unless the poison is neutralized.

Poison Bite1: The denizen may bite one person inflicting 10 dmg per round until the poison is neutralized.

Poison Bite2: The denizen may bite one person inflicting 20 dmg per round until the poison is neutralized.

Poison Bite3: The denizen may bite one person inflicting 50 dmg per round until the poison is neutralized.

Poison Bite4: The denizen may sting one person inflicting 100 dmg per round until the poison is neutralized.

Poison Bite5: The denizen may bite one person inflicting 150 dmg per round until the poison is neutralized.

Poison Bite6: The denizen may bite one person slaying him in 2 rounds unless the poison is neutralized.

Disease Touch1: The denizen may transfer a mild disease to its enemy by touching him. Mild diseases are easily cured with magic and cause no stat reductions.

Disease Touch2: The denizen may transfer a serious disease to its enemy by touching him. Serious diseases require Cure3 or higher to treat and give the victim -2 to all rolls for one week after cured.

Disease Touch3: The denizen may transfer a fatal disease to its enemy by touching him. Fatal diseases require Cure5 or higher to treat and give the victim -4 to all rolls for one week after cured. If the victim is not cured within two days he dies.

Disease Bite1: The denizen may transfer a mild disease to its enemy by biting him. Mild diseases are easily cured with magic and cause no stat reductions.

Disease Bite2: The denizen may transfer a serious disease to its enemy by bite him. Serious diseases require Cure3 or higher to treat and give the victim -2 to all rolls for one week after cured.

Disease Bite3: The denizen may transfer a fatal disease to its enemy by bite him. Fatal diseases require Cure5 or higher to treat and give the victim -4 to all rolls for one week after cured. If the victim is not cured within two days he dies.

Rotting Touch: The denizen's touch will cause one of its targets limbs to rot off in 2 rounds. Rotting touch inflicts 100 dmg per round. Regenerative spells will cure this damage. Cure spells have no effect. To determine which limb is effected the GM rolls a d4. 1 = right arm, 2 = left arm, 3 = right leg, 4 = left leg.

Sever Bite: The denizens bite will sever a limb on a natural roll of 18 or higher. A successful hit with sever bite inflicts 150 dmg whether a sever occurs or not. To determine which limb is severed the GM rolls a d4. 1 = right arm, 2 = left arm, 3 = right leg, 4 = left leg.

Swallow Whole: The denizen may swallow one target whole. Swallowed targets lose 1/4 of their max hit points per round. Swallowed targets may attack while inside the denized with automatic success.

Charm Gaze: The denizen may force one individual to follow his commands for 2 rounds simply by looking at him. Charmed individuals are freed from control if the denizen is slain.

Constrict1: The denizen may bind an individual and squeeze inflicting 20 dmg per round. Constricted indviduals can not escape without outside assistance. Constricted individuals may attack wih -4 to hit.

Constrict2: The denizen may bind an individual and squeeze inflicting 50 dmg per round. Constricted indviduals can not escape without outside assistance. Constricted individuals may attack wih -4 to hit.

Constrict3: The denizen may bind an individual and squeeze inflicting 100 dmg per round. Constricted indviduals can not escape without outside assistance. Constricted individuals may attack wih -4 to hit.

Constrict1: The denizen may bind an individual and squeeze inflicting 200 dmg per round. Constricted indviduals can not escape without outside assistance. Constricted individuals may attack wih -4 to hit.

Breath Weapon1: The denizen may spew forth some sort of hazardous substance inflicting 20 dmg.

Breath Weapon2: The denizen may spew forth some sort of hazardous substance inflicting 40 dmg.

Breath Weapon3: The denizen may spew forth some sort of hazardous substance inflicting 80 dmg.

Breath Weapon4: The denizen may spew forth some sort of hazardous substance inflicting 120 dmg.

Breath Weapon5: The denizen may spew forth some sort of hazardous substance inflicting 160 dmg.

Breath Weapon6: The denizen may spew forth some sort of hazardous substance inflicting 200 dmg.

Breath Weapon7: The denizen may spew forth some sort of hazardous substance inflicting 250 dmg.

Breath Weapon8: The denizen may spew forth some sort of hazardous substance inflicting 300 dmg.

Breath Weapon9: The denizen may spew forth some sort of hazardous substance inflicting 350 dmg.

Breath Weapon10: The denizen may spew forth some sort of hazardous substance inflicting 400 dmg.

Breath Weapon11: The denizen may spew forth some sort of hazardous substance inflicting 450 dmg.

Breath Weapon12: The denizen may spew forth some sort of hazardous substance inflicting 500 dmg.

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