Intellect Devourer Deadener: Difference between revisions

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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Up to once per round, after a successful Mind Ray attack, the Intellect Devourer may choose to insult the fabric of their target's very existence. The Intellect Devour uses their Telepathy to drive home a simple command to the victim, usually along the lines of 'move away', 'walk to me', "drop your items', or 'attack your ally'.  This is embodied as the [[Influenced]] condition placed by the Devourer. There is no saving throw against this ability. If a creature gets the Influenced condition twice, it does not stack, only the last command holds sway.  
| Ability-1-Description = Up to once per round, after a successful Mind Ray attack, the Intellect Devourer may choose to insult the fabric of their target's very existence. The Intellect Devourer uses their Telepathy to drive home a simple command to the victim, usually along the lines of 'move away', 'walk to me', "drop your items', or 'attack your ally'.  This is embodied as the [[Influenced]] condition placed by the Devourer. There is no saving throw against this ability. If a creature gets the Influenced condition twice, it does not stack, only the last command holds sway.  


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:
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| CombatTactics =  Intellect Devourer Deadeners are basic combatants if found outside of a thefted body. They are far better at ranged attacks than melee, and will do their best to begin combat at range, and will strive to keep enemies at bay by using their Deadened Flesh control power to make the closest attackers run away, drop their weapons, or attack their friends. That's about the limits of their combat prowess.
| CombatTactics =  Intellect Devourer Deadeners are basic combatants if found outside of a thefted body. They are far better at ranged attacks than melee, and will do their best to begin combat at range, and will strive to keep enemies at bay by using their Deadened Flesh control power to make the closest attackers run away, drop their weapons, or attack their friends. That's about the limits of their combat prowess.


However, if they begin a fight inside the body of another creature, all bets are off as regards tactics, except, they always work to stay at range. They will recklessly use up their most potent abilities and often will seek to flee immediately, as they have no wish to take damage and thus, lose their ride. The variety of encounters that can be made with Intellect Devour Deadeners is almost without limit, and GM's are encouraged to be creative, always with an eye to fun and challenge. Note that Intellect Devourers gain no defensive advantage from Body Thief: All damage they take is suffered upon their normal base hit points, and any damage whatsoever ends that ability immediately.  
However, if they begin a fight inside the body of another creature, all bets are off as regards tactics, except, they always work to stay at range. They will recklessly use up their most potent abilities and often will seek to flee immediately, as they have no wish to take damage and thus, lose their ride. The variety of encounters that can be made with Intellect Devourer Deadeners is almost without limit, and GM's are encouraged to be creative, always with an eye to fun and challenge. Note that Intellect Devourers gain no defensive advantage from Body Thief: All damage they take is suffered upon their normal base hit points, and any damage whatsoever ends that ability immediately.  





Revision as of 14:34, 17 November 2021