The Apparition

Name: The Apparition
Purpose: Final Boss
Nature: The physical form of the sorrow brought on by the pendant and the lives taken by its carriers. Seeks to end all life around it.
Description/History: It first appears as a ghostly, long-haired woman emerging from the pit - quite beautiful were it not for a massive, gaping wound in her chest. Upon appearing she will wail and transform into a mass of tendrils and ghostly features, the tendrils slapping onto the side of the chasm and blocking the exits for the players.
GM: Hankolijo
Uses: Never Go Mining With A C-Section Baby
Recovery: Obtained from remains found at the bottom of the chasm located in the Rockaven mines. Supposedly the bones of the woman whose ghost created the Apparition they have otherwise been deemed non-anomalous.
Other: -

Health
  • Physical Health: 30

Melee: 6
Resilience: 6

Skills:

  • Smother: Upon a successful attack, covers the character in ooze which remains there until the creature is slain. Lowers speed, melee and perception by 1. The ooze can be removed but requires a player to use up their action for a turn to do it - though another person can do it for them.
  • Blatant(2): Its intent will always be revealed by an insight roll, and a roll of 3 will result in a melee debuff of 1, while a roll above 4 will lower it by 2 for the turn.
  • Wail: Rather than attacking the Apparition can release a wail which terrifies all who hear it. If the player rolls below 5 on a saving determination roll, they take a -1 hit to their defensive rolls.
  • Tendrils: The apparition can send out separate tendrils to fight for it. Doing so takes up a turn and summons 2d3 tendrils. Takes 2 damage whenever a tendril is killed.
  • Lingering: Does nothing every 3 turns.

Attacks
*Tendril wave: 3d2
*Haunt: Mental attack, does 1d6 mental damage.
*Swipe: Attacks 3 people at once, 2d2 damage

Engagement Style: Will do a mix of debuffs and attacks to keep the players on their toes.

Name: Tendrils
Purpose: The Apparition's weaker form.
Nature: Attacks wildly and has no sense of direction.
Description/History: A thick, intangible tendril emerging from the ground, glowing and secreting a white, viscous substance onto the floor.
Other: Blerp.

Health
  • Physical Health: 7

Resilience: 4
Melee: 4

Skills:

  • Smother: Upon a successful attack, covers the character in ooze which remains there until the creature is slain. Lowers speed, melee and perception by 1. The ooze can be removed but requires a player to use up their action for a turn to do it - though another person can do it for them.
  • Blatant: Its intent will always be revealed by an insight roll, and a roll above 3 will result in a melee debuff of 1.

Attacks
*Slap: 1d2
*Bash: 2d2, requires a turn of windup.

Engagement Style: Just flails the fuck around, but can move slowly towards the players.

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