Scarebeasts
The Scarebeast is a rare incarnation of fear, which seeks out the weak and turns them dead. They are hulking, towering, straw beasts which tend to be best against targets who are isolated. While seemingly made of straw, this is not accurate 100% of the time. They are in fact made of insecurity, and thus tend to dominate Midwestern, rural areas, or clubs filled with bald 30 year old men. Although in the later situation, they're in the clubs to restate Andrew Tate talking points and watching people buy into them. They are almost fully regenerated if they ever hear the phrase, "everyone sucks but me," or, "that's why I'm an alpha male."
Scarebeast | Midnight Muggers | |
Acrobatics | 9 | 23 |
Animal Handling | 7 | 15 |
Arcana | 10 | 29 |
Athletics | 9 | 23 |
Charisma | 3 | 5 |
Constitution | 7 | 18 |
Deception | 17 | 38 |
Dexterity | 14 | 30 |
Health | 130 | 320 |
Insight | 8 | 18 |
Intelligence | 7 | 20 |
Intimidation | 22 | 41 |
Investigation | 3 | 8 |
Mana | 40 | 100 |
Medicine | 4 | 7 |
Nature | 14 | 29 |
Perception | 10 | 16 |
Performance | 6 | 13 |
Persuasion | 2 | 6 |
Religion | 10 | 14 |
Sleight of Hand | 8 | 15 |
Stealth | 6 | 14 |
Strength | 12 | 26 |
Survival | 9 | 22 |
Will | 60 | 110 |
History | 11 | 19 |
Wisdom | 15 | 19 |
Agile | 6 | 9 |
Slippery | 10 | 14 |
Share this file with player characters who have a combination of history and arcana totaling 26 or more.
For Shamans: Aspect of Scarebeast
+7 intimidation.
You deal double damage to targets who can't see an ally of theirs.
Attacks;
Terror Swipe: Swipe up to two total targets, each of which can't be more than 2 squares away from you or each other. The bones come out of the straw of the scarebeast, dealing incredible damage, doubled when there the target or targets each can't see any allies. If the allies can see each other, then this effect of doubling does not occur.
Accuracy: dexterity
Dodge: athletics d12 + agile
Damage: 85/175
Drink Insecurity: The scarebeast settles onto a target who is not adjacent to any other of its allies. It opens its mouth, revealing the decaying rot inside, filled with worms, grubs, and opinions. The worse their wisdom, the more damage this does. The damage is doubled if the target can't see any of its allies.
Accuracy: Intimidation
Dodge: insight 2d10+ slippery
damage: (20-target wisdom)x5/(30-target wisdom)x 7
Haunt: From visible range, scare a target to the depths of their being. This counts as a mental magic spell. A target hit by this spell will be unable to do anything but take consumables and look away from the scarebeast until the target rolls above a 20 in wisdom, or until the scarebeast who haunted them dies. You may roll wisdom to end the fear effect only once a round, at the beginning of your first initiative that round. Critically failing on your wisdom roll will have the target run directly away, as much as possible without exerting or pacing themselves.
Accuracy: Intimidation
Dodge: Intelligence 4d4 + Slippery
Damage: 5d20
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