<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Monsters :: Sigil of Uchma</title><link>https://sigil-test.tyghsh.cc/monsters/index.html</link><description>In Sigil of Uchma, the party might come across various enemies or even allies in the form of NPCs. Monsters are a compendium of premade NPCs supplied for the convenience of Game Masters, and are considered spoilers for players.
Each monster has unique or common abilities, usually with a stat distribution similar to player characters, but they do not have aptitudes. In addition, provided they meet the requirements, they can also take the speak, self cure, swap weapons and drop weapons common actions.</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://sigil-test.tyghsh.cc/monsters/index.xml" rel="self" type="application/rss+xml"/><item><title>Beasts</title><link>https://sigil-test.tyghsh.cc/monsters/beasts/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://sigil-test.tyghsh.cc/monsters/beasts/index.html</guid><description>Wild Dog Level 1 - Minion While domesticated dogs are great companions, wild dogs are not. These dogs will do everything to ensure their survival. They are usually found in small packs. Health: 60 Movement: 6 meters Major skills: Reflexes, Stealth Precision Roll: d10 Parry: 6 Warding: 5 Constitution: 5 Evasion: 7 Physical Armor: 0 Magical Armor: 0 Weapon: Claws and teeth Strike - Action, basic weapon attack
Deals 20 physical damage. Bite - Action, technique
This attack's precision roll is made against Constitution.
Applies bleeding (5 damage) for 2 rounds. Tackle - Action, technique
Target falls prone. Opportunistic Strike - Prepared action, weapon attack
Attacks the next foe who moves into, within or out of melee range, dealing 10 physical damage. Vampire Kin Level 1 - Minion Weak vampire kins are flightless beasts. They are almost exclusively found as summons from vampires. Health: 30 Movement: 6 meters Major skills: Reflexes Precision Roll: d10 Parry: 5 Warding: 5 Constitution: 5 Evasion: 7 Physical Armor: 0 Magical Armor: 0 Weapon: Claws and teeth Slash - Action, basic weapon attack
Deals 15 physical damage. Charge - Full-turn action, basic weapon attack
-2 penalty to precision roll.
Can charge for up to 12 meters and attack with Slash, receiving a -2 penalty to all resistances for 1 round. Common Horse Level 2 - Minion, mount To do: add lore Health: 80 Movement: 6 meters Major skills: Athletics Precision Roll: d10 Parry: 5 Warding: 5 Constitution: 7 Evasion: 6 Physical Armor: 5 Magical Armor: 0 Weapon: Unarmed Mount - Passive
Ridable by creatures of roughly human size and weight.
A rider who is not familiar to this horse must make a Riding skill roll against a success threshold of 6 in order to mount it. Recognize Face - Passive
To make this horse feel familiar to it, a creature can attempt a Husbandry skill roll against a success threshold of 6. This task takes one day. Strike - Action, basic weapon attack
When commanded by a rider, performing this attack requires a Riding skill roll against a success threshold of 9.
Deals 25 physical damage. Canter - Running style
This horse moves in a straight line up to 5 times its movement speed. This ability's speed can be used to flee from combat.
If this horse is fatigued, it can't canter. Gallop - Running style
When commanded by a rider, performing this attack requires a Riding skill roll against a success threshold of 6.
This horse moves in a straight line up to 10 times its movement speed.
If this horse gallops for more than 1 minute, it is fatigued for 1d4 hours, and it can't gallop while fatigued. Common Wolf Level 2 - Minion Wolves are pack animals found almost everywhere, although rarely. They are ferocious beasts and regularly ambush travelers, raid small settlements and steal farm animals. Their strength and resilience also makes them common objects of admiration among people. Health: 70 Movement: 6 meters Major skills: Reflexes, Stealth Precision Roll: d10 + 2 Parry: 6 Warding: 5 Constitution: 5 Evasion: 7 Physical Armor: 5 Magical Armor: 0 Weapon: Unarmed Strike - Action, basic weapon attack
Deals 25 physical damage. Pounce - Action, technique
This attack's precision roll is made against Evasion.
Range: 5 meters.
Minimum range: 3 meters.
This wolf leaps at its target, dealing 10 physical damage and making them fall prone. Ferocious Bite - Rapid action, weapon attack
This attack's precision roll is made against Constitution.
Applies bleeding (6 damage) for 2 rounds. Opportunistic Strike - Prepared action, weapon attack
Attacks the next foe who moves into, within or out of melee range, dealing 10 physical damage. Vampire Owl Level 3 - Transformation A vampire's true form is an owl. They are distinct from regular owls as they are significantly more intelligent, but otherwise look the same. Health: 10 Movement: 8 meters (flying) and 4 meters (walking) Major skills: Scouting, Insight Precision Roll: d10 + 1 Parry: 6 Warding: 7 Constitution: 6 Evasion: 8 Physical Armor: 0 Magical Armor: 0 Weapon: Claws Flight - Passive
This monster is normally flying.
Its walking speed is half of its flight speed. Slash - Action, basic weapon attack
Deals 10 physical damage. Mystical Deer Level 6 - Boss A large, white deer. They are thought to be normal deer infused with the magic from a magical point of interest found naturally. Health: 80 Movement: 6 meters Major skills: Lorekeeping, Magic Sense, Insight Precision Roll: d10 + 3 Parry: 7 Warding: 9 Constitution: 8 Evasion: 7 Physical Armor: 5 Magical Armor: 5 Weapon: Antlers Nature Bond - Passive
This beast gains 10 health at the start of its turns while near a naturally created and undisturbed magical point of interest. Strike - Action, basic weapon attack
Deals 30 physical damage. Crushing Charge - Full-turn action, technique
Can charge for up to 10 meters and attack with Strike. If this attack hits, it also applies stunned for 1 round.
After charging, this deer becomes fatigued for 1 round. Gaze of the Deer - Rapid action, technique
Range: 10 meters.
Applies disoriented (-2) and slowed (-2) for 2 rounds. Opportunistic Strike - Prepared action, weapon attack
Attacks the next foe who moves into, within or out of melee range, dealing 10 physical damage. Wyrm Level 6 - Minion To do: add lore Health: 80 Movement: 8 meters (flying) and 4 meters (walking) Major skills: Athlethics, Reflexes, Lorekeeping Precision Roll: d10 + 3 Parry: 7 Warding: 7 Constitution: 9 Evasion: 9 Physical Armor: 5 Magical Armor: 10 Weapon: Teeth and tail Large Creature - Passive
This creature is physically large, and it takes up a 2 meters by 2 meters space on a battle map. Chaos Affinity - Passive
Diseased status effect does not spread to this wyrm. Tail Whip - Action, basic weapon attack
This attack's precision rolls are made against Evasion.
Deals 25 physical damage to the target and 15 physical damage to a creature adjacent to the target. Breath - Rapid action, technique
This attack's precision rolls are made against Evasion.
The wyrm breathes out a blast to 15 squares in a conic shape in front of it.
Deals 20 magical damage and applies 2 rounds of burning (15 dpr).
This technique can only be used after the wyrm catches its breath. Catch Breath - Rapid action, technique
The wyrm recharges its breath ability. Legendary Earthworm Level 10 - Boss To do: add lore Health: 120 Movement: 3 meters Major skills: Athlethics Precision Roll: d10 + 5 Parry: 10 Warding: 9 Constitution: 11 Evasion: 7 Physical Armor: 10 Magical Armor: 5 Weapon: Scales, tail and teeth Large Creature - Passive
This creature is physically large, and it takes up a 2 meters by 2 meters space on a battle map. Poisonous - Passive
Touching the outer skin of this worm in any way applies 1 round of sickened (-3). Bite - Action, basic weapon attack
Range: 2 meters.
Deals 40 physical damage.
Does not trigger the passive ability Poisonous. Dig - Full-turn action, technique
This attack's precision rolls are made against Evasion.
The worm dives into earth, moves through the ground for up to 6 meters, and rises from below.
Any creature standing within the area where the worm rises take 10 physical damage and are thrown 7 meters in the air.
Triggers the passive ability Poisonous. Stone Daggers - Rapid action, weapon attack
This attack's precision rolls are made against Evasion.
Range: 10 meters.
Radius: 1 meters.
The worm conjures up and throws several jagged daggers out of stone, dealing 15 physical damage and applying bleeding (10 damage) for 3 rounds. Harden - Rapid action, technique
The worm enhances itself, gaining 10 temporary physical armor for 1 round.</description></item><item><title>Human-likes</title><link>https://sigil-test.tyghsh.cc/monsters/human-likes/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://sigil-test.tyghsh.cc/monsters/human-likes/index.html</guid><description>Shurali Level 2 - Minion The Shurali are humanoid sheep with one horn. They are pranksters known for tickling people to death. Health: 50 Movement: 6 meters Major skills: Stealth Precision Roll: d10 + 1 Parry: 5 Warding: 7 Constitution: 6 Evasion: 5 Physical Armor: 5 Magical Armor: 5 Weapon: Claws Slash - Action, basic weapon attack
Deals 20 physical damage. Tickling - Action, technique
This attack's precision roll is made against Constitution.
This monster makes a precision roll now and at the end of its target's turns. Unless any of its rolls fail, this target is prone and can't get up.
Deals 10 armor-ignoring damage per round, on the monster's turns.
This monster is unable to move or use any other ability while tickling someone. Lesser Vampire Warrior Level 3 - Minion or Boss Vampires are the reason why forests at night are dangerous. Lesser vampires are almost always found working or studying under a higher vampire. However, there are sightings of rogue vampires. Some even lead bandits or beasts. Health: 80 Movement: 6 meters Major skills: Athlethics, Insight Precision Roll: d10 + 2 Parry: 7 Warding: 7 Constitution: 6 Evasion: 7 Physical Armor: 5 Magical Armor: 0 Weapon: Various melee weapons Vampiric Affinity - Passive
This vampire's base armor is ineffective against burning, and starts burning while in direct sunlight. Owl Form - Full-turn action, technique
This vampire transforms into a Vampire Owl.
When this vampire falls below 10 health, this ability is automatically triggered even if it falls below 1 health. This can happen only once a day. Severing Strike - Action, basic weapon attack
This attack's precision roll is made against Parry.
Deals 15 physical damage and applies bleeding (7 damage) for 2 rounds. Blood Manipulation - Rapid action, technique
This attack's precision roll is made against Constitution.
Range: 5 meters.
Steals 10 health from a bleeding creature. Spread Wings - Prepared action, weapon attack
This vampire grows its wings and spreads them around itself, gaining a +1 bonus to Parry against the next physical attack. Lesser Vampire Kincaller Level 3 - Boss Vampires are the reason why forests at night are dangerous. Lesser vampires, especially magic users, are almost always found working or studying under a higher vampire. However, there are sightings of rogue vampires who lead bandits or beasts. Health: 60 Movement: 6 meters Major skills: Lorekeeping, Insight Precision Roll: d10 + 1 Parry: 7 Warding: 7 Constitution: 6 Evasion: 7 Physical Armor: 5 Magical Armor: 0 Weapon: Staff Vampiric Affinity - Passive
This vampire's base armor is ineffective against burning, and starts burning while in direct sunlight. Owl Form - Full-turn action, technique
This vampire transforms into a Vampire Owl.
When this vampire falls below 10 health, this ability is automatically triggered even if it falls below 1 health. This can happen only once a day. Drain Vitality - Action, technique
This attack's precision roll is made against Constitution.
Range: 5 meters.
Steals 20 health. Vampiric Healing - Full-turn action, technique
Radius: 10 meters.
Heals all allies the vampire can see within radius, including itself, for 10 health.
As a part of this technique, this vampire can also sacrifice a Vampire Kin within radius, which heals the vampire for an extra 10 health. Call Vampire Kins - Full-turn action, technique
Summons two Vampire Kins in adjacent squares, which the vampire can command with the speak common action.
Lasts for 24 hours or until another set of Vampire Kins are summoned.
Can be used once per day. Lesser Yooha Level 3 - Minion Yoohas are a type of dragons. They have human-like bodies with a snake head, and they are able to transform into a fully human shape. They use their shape changing abilities to lure travelers into their camps or villages and ambush them. Health: 60 Movement: 5 meters Major skills: Persuasion Precision Roll: d10 + 2 Parry: 6 Warding: 8 Constitution: 7 Evasion: 6 Physical Armor: 5 Magical Armor: 5 Weapon: Claws and teeth Human Transformation - Full-turn action, technique
This monster has a human form that they can transform into for 8 hours per day. This form is always the same and is determined by the features of the yooha. Slash - Action, basic weapon attack
Deals 20 physical damage. Charming - Rapid action, technique
Range: 5 meters.
Applies weakened defenses (-2) for 1 round. Attraction - Full-turn action, technique
Range: 5 meters.
Applies disoriented (-2) for 2 rounds. Charge - Full-turn action, basic weapon attack
-1 penalty to precision roll.
This yooha gains a +3 bonus to its movement speed, and charges at its target using its movement speed. Then, it attacks with slash.
After charging, this yooha becomes fatigued for 1 round. Yooha Chieftain Level 4 - Boss Yoohas are a type of dragons. They have human-like bodies with a snake head, and they are able to transform into a fully human shape. They use their shape changing abilities to lure travelers into their camps or villages and ambush them. Health: 70 Movement: 5 meters Major skills: Intimidation, Persuasion Precision Roll: d10 + 3 Parry: 6 Warding: 8 Constitution: 7 Evasion: 6 Physical Armor: 5 Magical Armor: 5 Weapon: Claws and teeth Human Transformation - Full-turn action, technique
This monster has a human form that they can transform into for 16 hours per day. This form is always the same and is determined by the features of the yooha. Slash - Action, basic weapon attack
Deals 25 physical damage. Poem of Recovery - Rapid action, technique
Range: 3 meters.
Heals the target creature for 6 health. Attraction - Full-turn action, technique
Range: 5 meters.
Applies disoriented (-2) for 2 rounds.
If the target is already disoriented, it is instead immobilized for 2 rounds. Charge - Full-turn action, basic weapon attack
-1 penalty to precision roll.
This yooha gains a +3 bonus to its movement speed, and charges at its target using its movement speed. Then, it attacks with slash.
After charging, this yooha becomes fatigued for 1 round. Ghost Level 5 - Minion To do: add lore Health: 50 Movement: 5 meters Major skills: Magic Sense Precision Roll: d10 + 2 Parry: 6 Warding: 6 Constitution: 9 Evasion: 9 Physical Armor: 20 Magical Armor: 0 Weapon: Unarmed Half Incorporeal - Passive
This monster's physical armor is ineffective when it is immobilized, stunned or prone. Strike - Action, basic weapon attack
Deals 15 physical damage and an extra 15 magical damage. Drain Energy - Rapid action, technique
This technique's precision roll is made against Constitution.
Reduces target's energy by 1. Charge - Full-turn action, basic weapon attack
This technique's precision roll is made against Constitution.
This ghost gains a +3 bonus to its movement speed, and charges at its target using its movement speed. Then, it attacks with Strike.</description></item><item><title>Humans</title><link>https://sigil-test.tyghsh.cc/monsters/humans/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://sigil-test.tyghsh.cc/monsters/humans/index.html</guid><description>Common Humans Nomad Level 0 - Minion Nomads are commoners and civilians of a village or a tribe and they are untrained in combat. Most of them have an area of expertise which they earn their livelihood from. Nomads usually have two locations they migrate between seasonally. Health: 50 Movement: 5 meters Major skills: Any knowledge skill Precision Roll: d10 Parry: 4 Warding: 4 Constitution: 4 Evasion: 4 Physical Armor: 0 Magical Armor: 0 Weapon: Improvised weapons Strike - Action, basic weapon attack Deals 10 physical damage. Nomad Poet Level 0 - Minion Nomads are commoners and civilians of a village or a tribe and they are untrained in combat. Most of them have an area of expertise which they earn their livelihood from. Nomads usually have two locations they migrate between seasonally. Nomad poets do not wander far from their tribe, so they are not as experienced in poetry as their higher level variants. However, they are valuable in propagating their tribe's legends and stories to the next generation. Health: 40 Movement: 5 meters Major skills: Persuasion Precision Roll: d10 Parry: 4 Warding: 4 Constitution: 4 Evasion: 4 Physical Armor: 0 Magical Armor: 0 Weapon: Unarmed Singing - Passive
The bonuses or penalties from poems last only while the poet is actively singing them. They end if the poet is stunned, falls prone, dives underwater, or is otherwise unable to perform techniques. Strike - Action, basic weapon attack Deals 5 physical damage. Poem of Fury - Rapid action, technique
Allies of this nomad within hearing range gain a +2 bonus to their damage with basic weapon attacks for 1 round. Nomad Guide Level 0 - Minion Nomads are commoners and civilians of a village or a tribe and they are untrained in combat. Most of them have an area of expertise which they earn their livelihood from. Nomads usually have two locations they migrate between seasonally. Nomad guides are the spiritual leaders and healers of their tribe. Health: 40 Movement: 5 meters Major skills: Healing Precision Roll: d10 Parry: 4 Warding: 4 Constitution: 4 Evasion: 4 Physical Armor: 0 Magical Armor: 0 Weapon: Improvised wand Strike - Action, basic weapon attack
Range: 3 meters.
Deals 5 magical damage. Simple Healing - Rapid action, technique
Grants the target 2 rounds of regeneration (2 health). Cure - Full-turn action, technique
Range: 3 meters.
Removes one debilitating or harmful status effect from the target. Passage - Full-turn action, technique
This nomad gains protected for 2 rounds. Militia Fighter Level 1 - Minion Militia consists of somewhat trained civilians and is usually the primary defense force of a tribe. They are armored and armed enough to deter bandits and weak monsters. Health: 70 Movement: 6 meters Major skills: Athletics Precision Roll: d10 Parry: 6 Warding: 6 Constitution: 5 Evasion: 6 Physical Armor: 5 Magical Armor: 0 Weapon: Hatchet Chop - Action, basic weapon attack
Deals 25 physical damage. Hook - Action, weapon attack
This attack's precision roll is against Parry.
Applies cracked armor for 1 round. Brutal Attack - Action, weapon attack
-2 penalty to precision roll.
Deals 30 physical damage. Opportunistic Strike - Prepared action, weapon attack
This militia attacks the next foe who moves into, out of or within range, dealing 10 physical damage. Militia Spearman Level 1 - Minion Militia consists of somewhat trained civilians and is usually the primary defense force of a tribe. They are armored and armed enough to deter bandits and weak monsters. Health: 70 Movement: 6 meters Major skills: Athletics Precision Roll: d10 + 1 Parry: 6 Warding: 6 Constitution: 6 Evasion: 5 Physical Armor: 5 Magical Armor: 0 Weapon: Spear Thrust - Action, basic weapon attack
Range: 2 meters.
Deals 25 physical damage, or 12 physical damage against adjacent targets. Keep At Bay - Action, weapon attack
Range: 2 meters.
This militia pushes its target 1 meter away from itself.
Deals 15 physical damage. Defensive Strike - Action, weapon attack
Range: 2 meters.
This militia attacks while protecting itself, gaining a +1 bonus to Parry for 1 round.
Deals 15 physical damage, or 7 physical damage against adjacent targets. Spear Brace - Prepared action, weapon attack
Range: 2 meters.
This militia attacks the next foe who charges or runs into or within range, dealing 25 physical damage. Militia Hunter Level 1 - Minion Militia consists of somewhat trained civilians and is usually the primary defense force of a tribe. They are armored and armed enough to deter bandits and weak monsters. Health: 70 Movement: 8 meters Major skills: Stealth Precision Roll: d10 + 1 Parry: 5 Warding: 6 Constitution: 5 Evasion: 7 Physical Armor: 0 Magical Armor: 0 Weapon: Reflex bow and dagger Unsteady Aiming (-1) - Passive
This militia's reflex bow is affected by unsteady aiming. Shoot - Action, basic weapon attack (reflex bow), projectile
Range: 10 meters.
Deals 15 physical damage. Multishot - Action, weapon attack (reflex bow), projectile
Range: 10 meters.
The militia makes two attacks, each dealing 10 physical damage. Stab - Action, basic weapon attack (dagger)
Deals 15 physical damage. Opportunistic Strike - Prepared action, weapon attack (reflex bow or dagger)
Attacks the next foe who moves into, within or out of melee range, dealing 5 physical damage. Novice Fighter Level 3 - Minion Low level fighters are heavily armored, powerful warriors. They are usually professional soldiers, guards, duelists or even raiders and bandits. Health: 80 Movement: 4 meters Major skills: Athletics, Riding Precision Roll: d10 + 1 Parry: 8 Warding: 7 Constitution: 7 Evasion: 6 Physical Armor: 15 Magical Armor: 0 Weapon: Sword and shield Critical Training - Passive
If this fighter rolls an unmodified 10 with a precision roll for a damaging weapon attack, that attack gains a +5 bonus to its damage. Slash - Action, basic weapon attack
Deals 22 physical damage. Feint - Action, weapon attack
This attack's precision roll is made against Evasion.
+1 bonus to precision roll.
Deals 16 damage. Brutal Attack - Action, weapon attack
-2 penalty to precision roll.
Deals 32 physical damage. Shield Bash - Rapid action, basic weapon attack
Deals 6 physical damage. Charge - Full-turn action, basic weapon attack
-1 penalty to precision roll.
This fighter gains a +3 bonus to its movement speed, and charges at its target in a straight unobstructed path using its movement speed. Then, it attacks with slash.
After charging, this fighter becomes fatigued for 1 round. Novice Spearman Level 3 - Minion Low level spearmen are medium armored, powerful warriors. They are usually professional soldiers, guards, duelists or even raiders and bandits. Health: 80 Movement: 5 meters Major skills: Athletics, Riding Precision Roll: d10 + 2 Parry: 7 Warding: 7 Constitution: 7 Evasion: 6 Physical Armor: 5 Magical Armor: 5 Weapon: Spear Critical Training - Passive
If this spearman rolls an unmodified 10 with a precision roll for a damaging weapon attack, that attack gains a +5 bonus to its damage. Thrust - Action, basic weapon attack
Range: 2 meters.
Deals 28 physical damage, or 14 physical damage against adjacent targets. Keep At Bay - Action, weapon attack
Range: 2 meters.
This spearman pushes its target 1 meter away from itself.
Deals 14 physical damage. Defensive Strike - Action, weapon attack
Range: 2 meters.
This spearman attacks while protecting itself, gaining a +1 bonus to Parry for 1 round.
Deals 14 physical damage, or 7 physical damage against adjacent targets. Spear Brace - Prepared action, weapon attack
Range: 2 meters.
This spearman attacks the next foe who charges or runs into or within range, dealing 28 physical damage. Charge - Full-turn action, basic weapon attack
-1 penalty to precision roll.
This spearman gains a +3 bonus to its movement speed, and charges at its target in a straight unobstructed path using its movement speed. Then, it attacks with thrust.
After charging, this fighter becomes fatigued for 1 round. Novice Archer Level 3 - Minion Novice archers wear light armor, and they can shoot targets from long distances. They are mostly found as hunters, wall defenders or outlaws. Health: 70 Movement: 6 meters Major skills: Stealth Precision Roll: d10 + 1 Parry: 7 Warding: 7 Constitution: 6 Evasion: 7 Physical Armor: 5 Magical Armor: 0 Weapon: Recurve Bow and dagger Critical Training - Passive
If this archer rolls an unmodified 10 with a precision roll for a damaging weapon attack, that attack gains a +5 bonus to its damage. Unsteady Aiming (-2) - Passive
This archer's recurve bow is affected by unsteady aiming. Shoot - Action, basic weapon attack (recurve bow), projectile
Range: 15 meters.
Deals 22 physical damage. Curved Shot - Action, weapon attack (recurve bow), projectile
Range: 5 meters.
Deals 16 physical damage, ignoring non-magical covers. Stab - Action, basic weapon attack (dagger)
Deals 16 physical damage. Opportunistic Strike - Prepared action, weapon attack (recurve bow or dagger)
Attacks the next foe who moves into, within or out of melee range, dealing 6 physical damage. Travelling Poet Level 3 - Support To do: add lore Health: 70 Movement: 6 meters Major skills: Insight, Persuasion Precision Roll: d10 + 1 Parry: 7 Warding: 8 Constitution: 6 Evasion: 6 Physical Armor: 5 Magical Armor: 0 Weapon: Scepter, charm and warhorn Wielded Charm - Passive
When this poet is wielding its charm, it gains a +1 bonus to its precision rolls. Singing - Passive
The bonuses or penalties from poems last only while the poet is actively singing them. They end if the poet is stunned, falls prone, dives underwater, or is otherwise unable to perform techniques. Echo - Action, technique
Range: 3 meters.
This poet gives its action to a creature allied to it, who takes this action immediately. The poet can use its minor action normally. Bolt - Action, basic weapon attack, projectile
Range: 5 meters.
Deals 22 magical damage. Blast - Action, weapon attack
This attack's precision rolls are made against Evasion.
Range: 5 meters
This poet creates a magical explosion, hitting all creatures within a 1 meter radius.
Each successful attack deals 11 magical damage. "Persistence" - Action, weapon attack (warhorn)
Hearing range.
Allies of this poet are unaffected by a status effect of its choosing for 1 round. Poem of Mockery - Action or rapid action, technique
This attack's precision rolls are made against Warding.
For 1 round, creatures hostile to this poet within hearing range receive 6 magical damage whenever they fail a precision roll. Village Guide Level 3 - Support To do: add lore Health: 60 Movement: 6 meters Major skills: Healing, Apothecary Precision Roll: d10 + 2 Parry: 6 Warding: 8 Constitution: 6 Evasion: 7 Physical Armor: 0 Magical Armor: 5 Weapon: Staff Unsteady Aiming (-2) - Passive
This guide's staff is affected by unsteady aiming. Bolt - Action, basic weapon attack, projectile
Range: 10 meters.
Deals 20 magical damage. Passage - Action, technique
This nomad gains protected for 2 rounds. Simple Healing - Rapid action, technique
Range: 5 meters.
Grants the target 2 rounds of regeneration (2 health). Cure - Rapid action, technique
Range: 5 meters.
Removes one debilitating or harmful status effect from the target. Divination - Rapid action, technique
Range: 5 meters.
Grants an ally protective foresight for 1 round. Trained Skirmisher Level 5 - Minion Trained skirmishers are well-armored, powerful combatants. They are usually professional soldiers who serve as lieutenants or commanders within armies. However, some of them can be found as independent mercenaries or bodyguards. Health: 80 Movement: 5 meters Major skills: Athletics, Riding Precision Roll: d10 + 1 Parry: 10 Warding: 7 Constitution: 8 Evasion: 7 Physical Armor: 10 Magical Armor: 5 Weapon: Javelin and shield Critical Training - Passive
If this fighter rolls an unmodified 9 or above with a precision roll for a damaging weapon attack, that attack gains a +5 bonus to its damage. Javelin Quiver - Passive
This fighter has 3 javelins. The ammo renews when the skirmisher is resupplied. Thrust - Action, basic weapon attack
Deals 24 physical damage. Throw Javelin - Action, basic weapon attack, projectile
Range: 5 meters.
The skirmisher throw its Javelin at a target or to a square within range.
Deals 24 physical damage. Sweep - Action, weapon attack
This attack's precision rolls are against Evasion.
This skirmisher hits 3 squares in front of itself.
Each successful attack deals 12 physical damage. Brutal Attack - Action, weapon attack
-2 penalty to precision roll.
Deals 34 physical damage. Shield Bash - Rapid action, basic weapon attack
Deals 6 physical damage. Charge - Full-turn action, basic weapon attack
-1 penalty to precision roll.
This skirmisher gains a +3 bonus to its movement speed, and charges at its target in a straight unobstructed path using its movement speed. Then, it attacks with thrust.
After charging, this skirmisher becomes fatigued for 1 round. Unique Humans Cultist Level 2 - Minion To do: add lore Health: 60 Movement: 6 meters Major skills: Lorekeeping, Magic sense Precision Roll: d10 + 1 Parry: 5 Warding: 6 Constitution: 6 Evasion: 6 Physical Armor: 0 Magical Armor: 5 Weapon: Wand Boon of the Underworld - Passive
Whenever this cultist fails a precision roll, it can sacrifice 5 health to increase the result of that roll by one. This can only be done once per roll. Bolt - Action, basic weapon attack, projectile
Range: 5 meters.
Deals 20 magical damage. Bind - Action, weapon attack
Range: 5 meters.
Applies immobilized to target for 1 round. Purge Blessings - Action, technique
This technique's precision roll is made against Constitution.
Range: 5 meters. Removes a supportive status effect from the target creature, and deals 10 magical damage if an effect was removed. Ritual of Stagnation - Full-turn action, technique
This technique's precision rolls are made against Constitution.
Radius: 1 meter. A semi-transparent fog falls upon the area around this cultist for 1 hour, weighing down the creatures within radius.
The cultist makes a precision roll against any creature starting or ending their turn within this area. If this roll succeeds, the creature receives slowed (-1) and weakened defenses (-1) for 1 round. Can be used once per day. Witch of Chaos Level 4 - Boss To do: add lore Health: 60 Movement: 6 meters Major skills: Magic sense Precision Roll: d10 + 3 Parry: 7 Warding: 7 Constitution: 7 Evasion: 6 Physical Armor: 0 Magical Armor: 5 Weapon: Staff Unsteady Aiming (-2) - Passive
This witch's staff is affected by unsteady aiming. Boon of the Underworld - Passive
Whenever this witch fails a precision roll, it can sacrifice 5 health to increase the result of that roll by one. This can be done up to twice per roll. Bolt - Action, basic weapon attack, projectile
Range: 10 meters.
Deals 24 magical damage. Absorption - Action, technique
This technique's precision roll is made against Constitution.
Range: 5 meters. Steals 10 health. Curse Transfer - Rapid action, technique
This technique's precision roll is made against Constitution.
This witch touches a creature, and transfers a debilitating or harmful status effect from itself to this creature. Call Chaos - Full-turn action, technique
Radius: 3 meters.
This witch creates an area of chaos around itself for 2 rounds. This area is considered light rough terrain, and creatures within it are moonlit unless they were already in darkness.
Additionally, a spiritling of chaos is summoned next to each creature hostile to this witch within the radius up to a maximum of 2 spiritlings for 2 rounds. Spiritlings summoned by this technique are level 4 and attack the foe closest to them.
Can be used once per day. Deflection - Prepared action, weapon attack
This witch uses its staff as a magical shield, gaining a +1 bonus to Warding against the next magical attack. Witch of the Material Level 4 - Boss To do: add lore Health: 60 Movement: 6 meters Major skills: Magic sense Precision Roll: d10 + 1 Parry: 8 Warding: 7 Constitution: 7 Evasion: 6 Physical Armor: 5 Magical Armor: 5 Weapon: Scepter and shield Bolt - Action, basic weapon attack, projectile
Range: 5 meters.
Deals 24 magical damage. Blast - Action, weapon attack
This attack's precision rolls are against Evasion. Range: 5 meters
This witch creates a magical explosion, hitting all creatures within a 1 meter radius.
Each successful attack deals 12 magical damage. Lightning Burn - Rapid action, technique
This technique's precision roll is made against Constitution.
Applies electrified (15 damage) for 1 round. If the target is already electrified, apply burning (15 damage) for 1 round instead. Water Infusion - Rapid action, technique
This witch enchants a weapon it can touch with the water element for 10 minutes. As part of a single-target damaging weapon attack, this weapon's wielder can consume this enchantment to apply soaked for 1 round. Vine Maze - Full-turn action, technique
This technique's precision rolls are made against Evasion. Range: 5 meters. Radius: 2 meters.
This witch infuses an area with the earth and nature elements, creating an entanglement of vines over moving and shifting ground for 2 rounds. It makes a precision roll against creatures walking into or ending their turn within this area. On success, the creature is immobilized for 1 round. This witch also makes a precision roll against creatures starting their turn within this area. On success, the creature falls prone. Can be used once per day. Ashik Level 4 - Support The Ashik are a pseudo-group of religious poets that travel and sing for whichever divinity they believe in. They are as peaceful as the God they take faith in, and the worst ones are often cunning enough to hide which God that is. Health: 60 Movement: 6 meters Major skills: Insight, Persuasion Precision Roll: d10 + 2 Parry: 6 Warding: 7 Constitution: 7 Evasion: 7 Physical Armor: 0 Magical Armor: 5 Weapon: War drums and dagger Wielded Dagger - Passive
When this ashik is wielding its dagger, it gains a +1 bonus to its precision rolls. Playing drums and singing - Passive
The bonuses or penalties from war drums and poems last only while the ashik is actively playing or singing them. They end if the ashik is stunned, falls prone, dives underwater, or is otherwise unable to perform techniques. Slash - Action, basic weapon attack (dagger)
Deals 15 physical damage. "Empowering" - Action, weapon attack (war drums)
Radius: hearing range.
Allies of this ashik who can hear gain a +5 bonus to their damage with their single target damaging abilities for 1 round. Poem of Dissonance - Rapid action, technique
This technique's precision rolls are made against Constitution.
Radius: hearing range.
Applies disoriented (-2) to hostile creatures for 1 round. Poem of Humility - Rapid action, technique
This technique's precision rolls are made against Warding.
Radius: hearing range.
Whenever an affected hostile creature fails a precision roll within 1 round, they take 6 magical damage.</description></item><item><title>Miscellaneous</title><link>https://sigil-test.tyghsh.cc/monsters/miscellaneous/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://sigil-test.tyghsh.cc/monsters/miscellaneous/index.html</guid><description>Magicspawn Level 0 - Minion The magicspawn are small, unconscious beings of various shapes found near magically active places. They attack anything they think is a disturbance to the place they are guarding. Health: 20 Movement: 6 meters Major skills: Magic Sense, Stealth Precision Roll: d10 Parry: 4 Warding: 5 Constitution: 4 Evasion: 5 Physical Armor: 0 Magical Armor: 0 Weapon: Unarmed Small Creature - Passive
This creature is physically small, and it takes up a 1 meter by 1 meter space on a battle map. However, another small creature can share the same space with this creature. Magic Blast - Action, basic weapon attack, projectile
Range: 10 meters. Deals 10 magical damage. Sentient Thornbranch Level 1 - Minion Some plants can gain sentience due to various magical effects. Sentient thornbranches are prime examples of such plants. They are trees which can grow up to between 5 and 10 meters tall. Thornbranches, sentient or not, produce a type of date called "thornbranch fruit". Sentient thornbranches are mostly passive and will not attack unprovoked. When provoked, however, they can be a tough opponent utilizing their namesake thorns to great effect. Health: 40 Movement: 3 meters Major skills: None Precision Roll: d10 Parry: 7 Warding: 5 Constitution: 7 Evasion: 4 Physical Armor: 10 Magical Armor: 5 Weapon: Unarmed Tree Affinity - Passive
This tree is planted to the ground. It can only move by dragging itself using its branches, and it can't fall or go prone. It also can't be pushed or pulled.
In addition, its base armor is ineffective against burning. Slash - Action, basic weapon attack
Range: 2 meters.
Deals 20 physical damage.
Applies bleeding (6 damage) for 1 round. Shoot Thorns - Action, weapon attack, projectile
This attack's precision roll is made against Evasion.
Range: 5 meters.
Radius: 1 meter.
Applies bleeding (6 damage) for 1 round to all creatures within radius. Branch Armor - Rapid action, technique
This tree gains 10 temporary physical armor for 1 round, and it is immobilized as long as this armor persists. Large Magicspawn Level 5 - Minion Large magicspawn are a very rare variant of magicspawns. They are significantly bigger and pose an actual threat unlike common magicspawns. Health: 60 Movement: 6 meters Major skills: Magic Sense, Stealth Precision Roll: d10 + 2 Parry: 7 Warding: 9 Constitution: 7 Evasion: 8 Physical Armor: 0 Magical Armor: 5 Weapon: Unarmed Magic Blast - Action, basic weapon attack, projectile
Range: 10 meters. Deals 25 magical damage. Magic Flare - Action, weapon attack, projectile
Range: 10 meters. Deals 10 magical damage each to 3 creatures within range.</description></item><item><title>Spirits</title><link>https://sigil-test.tyghsh.cc/monsters/spirits/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://sigil-test.tyghsh.cc/monsters/spirits/index.html</guid><description>Spirits are protectors of the material world, usually found near important points of interests such as a lake, an urban center or the deepest parts of a forest. They may be revered as tutelary deities, or feared as bringers of natural disasters.
Aspects Aspect of Fire Level 0 - Minion To do: add lore Health: 20 Movement: 5 meters Major skills: Magic Sense Precision Roll: d10 Parry: 4 Warding: 5 Constitution: 6 Evasion: 4 Physical Armor: 0 Magical Armor: 0 Weapon: Unarmed Small Creature - Passive
This creature is physically small, and it takes up a 1 meter by 1 meter space on a battle map. However, another small creature can share the same space with this creature. Fire Affinity - Passive
This spirit receives half damage from burning.
While this spirit is soaked or frostbitten, it is also slowed. Flames - Action, basic weapon attack, projectile
This attack's precision roll is made against Constitution.
Range: 10 meters. Applies burning (10 damage) for 1 round. Aspect of Water Level 0 - Minion To do: add lore Health: 20 Movement: 5 meters Major skills: Magic Sense Precision Roll: d10 Parry: 4 Warding: 5 Constitution: 6 Evasion: 4 Physical Armor: 0 Magical Armor: 0 Weapon: Unarmed Small Creature - Passive
This creature is physically small, and it takes up a 1 meter by 1 meter space on a battle map. However, another small creature can share the same space with this creature. Water Affinity - Passive
This spirit can't be soaked, but it takes a +5 bonus damage from electrified and frostbitten. Splash - Action, basic weapon attack
Deals 10 physical damage.
Applies soaked for 1 round. Aspect of Metal Level 0 - Minion To do: add lore Health: 20 Movement: 5 meters Major skills: Magic Sense Precision Roll: d10 Parry: 6 Warding: 4 Constitution: 5 Evasion: 4 Physical Armor: 0 Magical Armor: 0 Weapon: Unarmed Small Creature - Passive
This creature is physically small, and it takes up a 1 meter by 1 meter space on a battle map. However, another small creature can share the same space with this creature. Metal Affinity - Passive
Damage from burning ignores the armor of this creature. Lightning - Action, basic weapon attack, projectile
This attack's precision rolls are made against Evasion.
Range: 10 meters.
Applies electrified (10 damage) for 1 round. Aspect of Earth Level 0 - Minion To do: add lore Health: 20 Movement: 5 meters Major skills: Magic Sense Precision Roll: d10 Parry: 5 Warding: 4 Constitution: 6 Evasion: 4 Physical Armor: 0 Magical Armor: 0 Weapon: Unarmed Small Creature - Passive
This creature is physically small, and it takes up a 1 meter by 1 meter space on a battle map. However, another small creature can share the same space with this creature. Earth Affinity - Passive
This spirit takes half damage from electrified, except when it is also soaked. Stone Daggers - Action, basic weapon attack, projectile
This attack's precision rolls are made against Evasion.
Range: 5 meters.
This spirit shoots two daggers at the same target, each dealing 5 armor-ignoring damage. Aspect of Nature Level 0 - Minion To do: add lore Health: 20 Movement: 5 meters Major skills: Magic Sense Precision Roll: d10 Parry: 4 Warding: 5 Constitution: 6 Evasion: 4 Physical Armor: 0 Magical Armor: 0 Weapon: Unarmed Small Creature - Passive
This creature is physically small, and it takes up a 1 meter by 1 meter space on a battle map. However, another small creature can share the same space with this creature. Nature Affinity - Passive
This spirit can't receive diseased except when applied directly to it.
Whenever a creature ends their turn next to this spirit, it makes a precision roll against that creature's Constitution. On a success, the creature is applied diseased for 1 round. Thorn Whip - Action, basic weapon attack
Range: 2 meters (melee).
Deals 10 magical damage. Minor Spirits Minor Fire Spirit Level 2 - Minion To do: add lore Health: 60 Movement: 6 meters Major skills: Magic Sense, Insight Precision Roll: d10 + 1 Parry: 5 Warding: 7 Constitution: 6 Evasion: 5 Physical Armor: 0 Magical Armor: 5 Weapon: Unarmed Fire Affinity - Passive
This spirit receives half damage from burning.
While this spirit is soaked or frostbitten, it is also slowed. Burning Claw - Action, basic weapon attack
Deals 10 physical damage.
Applies burning (10 damage) for 2 rounds. Conflagration - Rapid action, technique
This ability's precision rolls are made against Evasion. Radius: 2 meters.
Burning creatures within radius take 10 magical damage. Flaming Trail - Full-turn action, technique
This ability's precision rolls are made against Constitution.
This spirit moves up to its movement speed, leaving a trail of fire behind the squares it passes through. This trail stays alight for 1 round and deals 10 magical damage whenever a creature steps into a burning square.
Creatures with fire affinity are unaffected by this technique. Opportunistic Claw - Prepared action, weapon attack
Attacks the next foe who moves into, out of or within range, dealing 10 physical damage. Minor Water Spirit Level 2 - Minion To do: add lore Health: 60 Movement: 6 meters Major skills: Magic Sense, Insight Precision Roll: d10 + 1 Parry: 5 Warding: 7 Constitution: 6 Evasion: 5 Physical Armor: 0 Magical Armor: 5 Weapon: Unarmed Water Affinity - Passive
This spirit can't be soaked, but it takes a +5 bonus damage from electrified and frostbitten. Ice Shards - Action, basic weapon attack, projectile
This spirit shoots two shards of ice at its target creature. Each shard deals 10 magical damage.
if both shards hit, target is frostbitten (5 damage) for 1 round. Waterjet - Rapid action, technique, projectile
This attack's precision roll is made against Evasion.
Range: 2 meters.
This spirit creates a jet of water, dealing 5 physical damage and pushing its target for up to two meters.
Applies soaked for 1 round. Opportunistic Splash - Prepared action, weapon attack
Range: 2 meters (melee)
Attacks the next foe who moves into, out of or within range, dealing 10 physical damage. Minor Metal Spirit Level 2 - Minion To do: add lore Health: 80 Movement: 4 meters Major skills: Magic Sense, Insight Precision Roll: d10 + 1 Parry: 7 Warding: 5 Constitution: 6 Evasion: 5 Physical Armor: 5 Magical Armor: 0 Weapon: Unarmed Metal Affinity - Passive
Damage from burning ignores the armor of this creature. Slash - Action, basic weapon attack
Deals 25 physical damage. Lightning - Action, weapon attack, projectile
This attack's precision roll is made against Evasion.
Range: 5 meters.
Applies electrified (10 damage) for 2 rounds. Metalskin - Rapid action, technique
This spirit's exterior grows sharp spikes for 1 round. Whenever it is hit with a melee attack while these spikes are active, the attacker is dealt 5 physical damage without precision rolls. Charge - Full-turn action, basic weapon attack
-1 penalty to precision roll.
This spirit gains a +3 bonus to its movement speed, and charges at its target in a straight unobstructed path using its movement speed. Then, it attacks with Slash.
After charging, the spirit becomes fatigued for 1 round. Common Spirits Common Fire Spirit Level 4 - Minion To do: add lore Health: 60 Movement: 6 meters Major skills: Magic Sense, Insight Precision Roll: d10 + 2 Parry: 6 Warding: 8 Constitution: 7 Evasion: 6 Physical Armor: 0 Magical Armor: 5 Weapon: Unarmed Fire Affinity - Passive
This spirit receives half damage from burning.
If this spirit is soaked or frostbitten, it is also slowed. Burning Claw - Action, basic weapon attack
Deals 12 physical damage.
Applies burning (12 damage) for 2 rounds. Conflagration - Rapid action, technique
This ability's precision rolls are made against Evasion. Radius: 3 meters.
Burning creatures within radius take 12 magical damage. Elemental Armor - Rapid action, technique
This spirit empowers itself, gaining 5 temporary magical armor for 2 rounds. Flaming Trail - Full-turn action, technique
This ability's precision rolls are made against Constitution.
This spirit moves up to its movement speed, leaving a trail of fire behind the squares it passes through. This trail stays alight for 1 round and deals 10 magical damage whenever a creature steps into a burning square.
Creatures with fire affinity are unaffected by this technique. Opportunistic Claw - Prepared action, weapon attack
Attacks the next foe who moves into, out of or within range, dealing 12 physical damage. Common Water Spirit Level 4 - Minion To do: add lore Health: 60 Movement: 6 meters Major skills: Magic Sense, Insight Precision Roll: d10 + 2 Parry: 6 Warding: 8 Constitution: 7 Evasion: 6 Physical Armor: 0 Magical Armor: 5 Weapon: Unarmed Water Affinity - Passive
This spirit can't be soaked, but it takes a +5 bonus damage from electrified and frostbitten. Ice Shards - Action, basic weapon attack, projectile
This spirit shoots two shards of ice at its target creature. Each shard deals 12 magical damage.
if both shards hit, target is frostbitten (6 damage) for 1 round. Waterjet - Rapid action, technique, projectile
This attack's precision roll is made against Evasion.
Range: 3 meters.
This spirit creates a jet of water, dealing 6 physical damage and pushing its target for up to three meters.
Applies soaked for 1 round. Elemental Armor - Rapid action, technique
This spirit empowers itself, gaining predictive foresight for 2 rounds. Opportunistic Splash - Prepared action, weapon attack
Range: 2 meters (melee).
Attacks the next foe who moves into, out of or within range, dealing 12 physical damage. Common Metal Spirit Level 4 - Minion To do: add lore Health: 80 Movement: 4 meters Major skills: Magic Sense, Insight Precision Roll: d10 + 2 Parry: 8 Warding: 6 Constitution: 7 Evasion: 6 Physical Armor: 5 Magical Armor: 0 Weapon: Unarmed Metal Affinity - Passive
Damage from burning ignores the armor of this creature. Slash - Action, basic weapon attack
Deals 25 physical damage. Lightning - Action, weapon attack, projectile
This attack's precision roll is made against Evasion.
Range: 5 meters.
Applies electrified (12 damage) for 2 rounds. Metalskin - Rapid action, technique
This spirit's exterior grows sharp spikes for 1 round. Whenever it is hit with a melee attack while these spikes are active, the attacker is dealt 6 physical damage without precision rolls. Elemental Armor - Rapid action, technique
This spirit empowers itself, gaining 5 temporary physical armor for 2 rounds. Charge - Full-turn action, basic weapon attack
-1 penalty to precision roll.
This spirit gains a +3 bonus to its movement speed, and charges at its target in a straight unobstructed path using its movement speed. Then, it attacks with Slash.
After charging, the spirit becomes fatigued for 1 round. Major Spirits Major Fire Spirit Level 8 - Minion To do: add lore Health: 80 Movement: 6 meters Major skills: Magic Sense, Insight Precision Roll: d10 + 4 Parry: 8 Warding: 10 Constitution: 9 Evasion: 8 Physical Armor: 0 Magical Armor: 5 Weapon: Unarmed Fire Affinity - Passive
This spirit receives half damage from burning.
If this spirit is soaked or frostbitten, it is also slowed. Burning Claw - Action, basic weapon attack
Deals 15 physical damage.
Applies burning (15 damage) for 2 rounds. Blazing Ground - Action, technique
This ability's precision rolls are made against Evasion. Radius: 3 meters.
The ground around this spirit turns into blazing embers for 2 rounds. It makes a precision roll against creatures walking into or ending their turn within this area. On success, that creature starts burning (15 damage) for 2 rounds. Conflagration - Rapid action, technique
This ability's precision rolls are made against Evasion. Radius: 3 meters.
Burning creatures within radius take 15 magical damage. Elemental Armor - Rapid action, technique
This spirit empowers itself, gaining 5 temporary magical armor for 3 rounds. Flaming Trail - Full-turn action, technique
This ability's precision rolls are made against Constitution.
This spirit moves up to its movement speed, leaving a trail of fire behind the squares it passes through. This trail stays alight for 1 round and deals 10 magical damage whenever a creature steps into a burning square.
Creatures with fire affinity are unaffected by this technique. Opportunistic Claw - Prepared action, weapon attack
Attacks the next foe who moves into, out of or within range, dealing 15 physical damage. Major Water Spirit Level 8 - Minion To do: add lore Health: 80 Movement: 6 meters Major skills: Magic Sense, Insight Precision Roll: d10 + 4 Parry: 8 Warding: 10 Constitution: 9 Evasion: 8 Physical Armor: 0 Magical Armor: 5 Weapon: Unarmed Water Affinity - Passive
This spirit can't be soaked, but it takes a +5 bonus damage from electrified and frostbitten. Ice Shards - Action, basic weapon attack, projectile
This spirit shoots two shards of ice at its target creature. Each shard deals 15 magical damage.
if both shards hit, target is frostbitten (10 damage) for 1 round. Waterjet - Rapid action, technique, projectile
This attack's precision roll is made against Evasion.
Range: 3 meters.
This spirit creates a jet of water, dealing 8 physical damage and pushing its target for up to three meters.
Applies soaked for 1 round. Elemental Armor - Rapid action, technique
This spirit empowers itself, gaining predictive foresight for 2 rounds. Opportunistic Splash - Prepared action, weapon attack
Range: 2 meters (melee).
This spirit attacks the next foe who moves into, out of or within range, dealing 15 physical damage. Rain - Full-turn action, technique
Radius: 3 meters.
This spirit creates a large and stationary weather event around itself. Any creature who starts or ends their turn within this area are applied soaked for 1 round without requiring precision rolls unless they have cover from weather. This technique can only be used outside or interiors with sufficient space.</description></item></channel></rss>