Manes
Level 6
Ancestral spirits
25 Hit Points
Initiative: d20 Speed: 30
- Guard 20
- Toughness 18
- Resolve 17
Feats
Your defense scores are increased by 9 against the chosen energy type.
Whenever a damaging attack exceeds the target's defense by 5 or more, you may automatically inflict that bane. When making a bane attack to inflict the chosen bane, you gain advantage 2 on the bane attack roll.
You are immune to damage of the chosen damage type.
Favored Attacks
Banes
- Demoralized (Resist (minor) ends (Fail x 3 = 1 minute))
- Might (+2d10) vs. Resolve at PL 6
- Disarmed (Instantaneous)
- Might (+2d10) vs. Guard at PL 6
- Movement (+2d10) vs. Guard at PL 6
- Fear (Special)
- Might (+2d10) vs. Resolve
- Forced Move (Instantaneous)
- Might (+2d10) vs. Guard at PL 6
- Movement (+2d10) vs. Guard at PL 6
- Immobile (Resist ends (special) (Fail x 3 = 1 minute))
- Might (+2d10) vs. Guard
- Movement (+2d10) vs. Guard
- Knockdown (Instantaneous)
- Might (+2d10) vs. Guard
- Movement (+2d10) vs. Guard
- Provoked (Resist (minor) ends (Fail x 3 = 1 minute))
- Might (+2d10) vs. Resolve at PL 7
- Silenced (Resist ends (Fail x 3 = 1 minute))
- Might (+2d10) vs. Toughness
- Slowed (Resist ends (Fail x 3 = 1 minute))
- Might (+2d10) vs. Guard
- Movement (+2d10) vs. Guard
- Stunned (Resist ends (Fail x 3 = 1 minute))
- Might (+2d10) vs. Toughness
Boons
- Absorb Object
- Movement (+2d10)
- Aura
- Movement (+2d10) up to PL 6
- Blindsight
- Perception (+2d6)
- Flight
- Movement (+2d10) up to PL 6
- Haste
- Movement (+2d10) up to PL 6
- Resistance
- Movement (+2d10) up to PL 7
- Telekinesis
- Movement (+2d10) up to PL 7
- Teleport
- Movement (+2d10) up to PL 7
NPC Generator
Every reload creates a new, procedurally generated NPC.
Legendary creature names and descriptions sourced from Wikipedia.
