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Necromorph tormentor
Necromorph tormentor







necromorph tormentor

Any Bludgeoning, Piercing, and Slashing damage is applied to the armor hit points first, while any other damage is applied to its hit points. The spawn is covered in bonelike protrusions that act as armor, giving it 50 armor hit points. I also wanted to stay away from requiring a certain damage requirement to kill a creature when at 0.)Īrmor. (This would be for tougher creatures, like brutes or twitchers. The spawn dies only if it is hit by an attack dealing radiant, necrotic, fire or cold damage while the spawn has 0 hit points. If the spawn takes radiant, necrotic, fire or cold damage, it regains only 5 hit points at the start of its next turn. The spawn regains 10 hit points at the start of its turn. (This would be for very basic enemies, like slashers) The spawn regains 10 hit points at the start of its turn if it has at least 1 hit point. Apologies in advance for the long wall of text. The actual numbers don’t matter too much, but I am worried about accidentally TPKing the party if this proves too much to handle and about lessening the usefulness of the fighter and rogue of the group. There are two types of traits that I am using in place of dismemberment (as that seems much more complicated than its worth, especially to keep track of multiple creatures using it at the same time) and armored sections (ie you can only shoot the weak spots enemies). I am running a campaign where the party is going up against what is essentially the Sakic Cult from SCP but their minions are reflavored necromorphs from dead space.









Necromorph tormentor