Circle: 7
Rarity: Rare
Found in:
Tags:
Created at: 2024-06-04 01:19 by chris_allison;
Updated at: 2024-06-20 11:49
A foul horror that feasts eternally on the great Wood Spirit in the Liaj Jungle. It has two forms. The first resembles a massive rotting Ent, surrounded by the stench of rotted meat with insects, maggots and a range of horrific fluids leaking out of it. Up to 10m tall, Woodskulls in this form have between two and six usable limbs. In their second form, they are a multi-limbed segmented form of twisted, dying flies, maggots, worms and… other things. They thrive off the pain of living spirits and Namegivers knowing the land itself has been defiled. They consume spirits and glory in their despair as they are slowly consumed over several years.
Attributes
Constitution: 16: 1d12+1d8+1d6
Attacks
Wooden Claws x4: 20: 1d20+1d8+1d6 (20: 1d20+1d8+1d6)
Powers, Abilities and Spells
Harvest Energy (Free vs. SocialDefense): 18: 1d12+1d10+1d8: gains one Karma per success on a Harvest Energy test agains the victim’s Social Defense. If the harvested emotion is disgust, fear or pain, the horror gains an additional point of Karma, and gains a point even if the test is a failure.
Displace (Standard)
Horror Mark (Standard vs. MysticDefense): 18: 1d12+1d10+1d8: As per standard power
Immune to Fear (Free)
Consume Spirit (Standard vs. MysticDefense): 17: 1d12+2d8: Banish - but traps the spirit within the horror where it is slowly consumed
Spellcasting (Standard): 19: 1d20+2d6: Icy [Sludgy] Surface, Elemental Spear [Wood], Uneven Ground, Death Rain, Venomous Fury
Animate Dead (Standard vs. MysticDefense): 17: 1d12+2d8
Terror (Standard vs. MysticDefense): 15: 1d12+2d6
Manipulate Element [Wood, Rot] (Standard): 18: 1d12+1d10+1d8
Skin Shift [Rot Matter] (Simple vs. MysticDefense): 18: 1d12+1d10+1d8 (14: 2d12): Each success on the action test causes one wound and then does effect test damage with no armor reducing.
Siren Call (Standard vs. MysticDefense): 14: 2d12: Call spirits, beasts and Namegivers to the Horror. Two or more successes draw the target in a harried state where they do not seek to defend themselves. May make a Willpower TN 14 test to break free.
Special Maneuvers
Maggot Assault [Woodskull, Unarmed]: Spend two additional successes on attack test to cover victim in worms and maggots. Target is harried until the end of their next turn.
Crack the Bark [Shell] [WoodSkull]: Attacker may spend extra successes to reduce armor by 1 per success spent until the end of combat.
Weakness to Healing Magic [WoodSkull]: Any healing or purification magic, like Water Spear or Purify Earth, does damage to the Woodskull with no armor protection.
Squeeze the Life [Woodskull, Unarmed, Ent Form]: May spend two additional successes from an Attack test to automatically grapple an opponent. Grappled opponents automatically take claw damage each round until the grapple is broken.
Pry Loose [Woodskull, Close Combat, Ent Form]: The attacker may spend additional successes from an Attack test to allow a grappled ally to immediately make an escape attempt with a +2 bonus per success spent on this maneuver.