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HawkAutumn

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Aug 1st, 2015
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  1. onster: Aspect of the Dark Night {Heroic Stats}
  2.  
  3. HP: 1100 {2700}
  4.  
  5. P. Def: 8 {20}
  6.  
  7. M. Def: 8 {20}
  8.  
  9. Actions: 2
  10.  
  11.  
  12. ===Abilities===
  13.  
  14.  
  15. [PHYSICAL] Basic Attack: Roll a 3d[# of players in raid]. Roll a 6d8 {8d8} and deal that damage to them, counting from the squad.
  16.  
  17. [MAGIC] Shadow Field: Roll an 8d8 {10d8}. The player with the most HP in each squad is dealt that much damage, and if a turret is targeted, destroy the turret and deal 20 {40} damage to the highest PLAYER in the raid.
  18.  
  19. [MAGIC] Dark Requiem: Roll a 3d8. Deal that much damage to all raid members.
  20.  
  21. [NONE] Xivkyn Shadowmancer: Summon 2 Shadowmancers. Caps at 4 Shadowmancers with 4 {6} squads and at 6 {8} Shadowmancers with 5 squads.
  22. [STATS] Xivkyn Shadowmancer
  23. HP: 120 {180}
  24. P.Def: 1
  25. M.Def: 3
  26. Actions: 2
  27.  
  28. (Physical) Basic Attack: 4d8.
  29. (Magic) Shadow Bomb: Roll a 1d5. Deal 3d8 damage to the squad of that number.
  30.  
  31.  
  32. [NONE] Vortex To The Shadow Realm: Roll a 1d[# of squads]. The squad of that number gets sucked down and fights a Xivkyn Lord. They cannot deal damage to the Shadowmancers or the Aspect. They have to defeat this squad to come back to the main battle. Only one squad can be in the Shadow Realm at a time.
  33. [PASSIVE] Empowered From The Shadow Realm:
  34. -While a squad is in the vortex, roll an additional 2 {3} dice for every spell or basic attack roll by the boss. Does not affect Shadowmancers.
  35. -Any turrets hit by the boss are immediately destroyed, and the boss is healed for the sum of health (after damage is dealt) and attack of the turret. If a turret is killed after damage is dealt but before this ability activates then heal the Aspect for just the attack.
  36. -For every turn a party spends in the Shadow Realm, Aspect of The Dark Night is healed for 50 HP per squad member.
  37.  
  38. [STATS] Xivkyn Lord
  39. HP: 150 {300}
  40. P.Def: 4
  41. M.Def: 4
  42. Actions: 3
  43.  
  44. (Physical) Basic Attack: Roll 1d5, then roll a 4d8. If a person in the squad is below 50 HP, roll a 6d8 instead.
  45. (Magical) Bloodlight: Roll a 2d8. Deal that damage to all squad members, and then recover half that health, rounded up.
  46.  
  47.  
  48. ===Passives===
  49.  
  50. Raid Boss: Cannot be muted and attack cannot be lowered.
  51.  
  52. Aspect of Darkness: Unaffected by Gravity.
  53.  
  54. Omnipotence: Cannot be paralyzed.
  55.  
  56. Dark World: All players regenerate 10 NRG every turn.
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