"It's something that the Bestiary doesn't cover," N muttered as he cleaned his glasses with the back of his tie. "Probably a weird version of a normal monster or...." N looked at the statue with an inquisitive look. "...a talking statue?"
"Hmpf. Unless this thing can bypass the Life charms, it's no threat to us." N lazily brandished the pen-knife like a rapier. "Shall we draw it out into the open?"
A thick, purplish smoke comes pouring out of the mouth of the Statue as your Bestiaries finally open. The statue's eyes glow a sinister orange, and its body lights up in strange runes.
Old Idols are immobile, animate statues with a profound mastery of hex magic (indeed, they're likely to be the first enemies the party encounters who know such spells), as well as potent shadow abilities. Despite their formidable abilities, they are surprisingly fragile for stone statues, and being immobile, can generally be disabled by a few well-placed blasts of any destructive magic. Old Idols can speak, but rarely choose to do so except to issue warnings and cast curses. Others, with more specific tasks, may be more talkative.
Old Idols vary widely in appearance, but are all covered in glyphs that glow orange when they're active, and have glowing eyes of the same color. Old Idols also always carry a gem in their mouth that is key to their animation, but it can not usually be removed until the statue is destroyed.
Old Idols are believed to have once been temple guardians of some sort, but how their kind ended up in the civilization-devoid rocky caves above the dungeon proper remains a mystery. They have stronger cousins further down in the dungeon that defend the tombs of the Priests of Al'Khazur. Some believe that these lesser statues are a sort of warning from the long-dead clergy.
Spell List:
Hexes The Bane of Eyes -- The caster targets an enemy and renders them temporarily blind, making them unable to attack or cast spells next round. 20% Success chance. [MP: 20] [Range: Any LOS]
Befuddle -- The caster targets a spellcasting enemy, and adds an additional 20% failure chance to all of their spells for the next 1d4 rounds. [MP: 20] [Range: Any LOS]
Bloodmana Hex -- The caster targets a spellcasting enemy, and inflicts them with a dangerous magical toxin that causes their spells to use HP instead of MP. Witches gain the ability to self-heal in a manner similar to their Gather Ambient Mana passive while under the effects of this spell. This effect lasts for 1d4-1 rounds, and is succeptible to toxin cleansing. [MP: 40] [Range: Any LOS]
Shadow Sacrificial Incense -- A supernaturally thick, tarry indigo smoke pours out from the Idol's mouth. Dealing 1d4 Shadow damage per round to any breathing creatures caught in the cloud. An Idol may use this ability only once per day. Against enemies immune to Shadow damage, the cloud instead deals Venom damage. The cloud persists for 1d4 rounds before thinning out to the point of being ineffectual. The cloud can be dispelled by certain antidote magics found in the Venom school, as well as suppressed via certain Water and Air magics.[MP: 60] [Range 3: Cone, Expands]
Bolt of Shadow-- The caster fires out a concentrated bolt of hard shadow. Dealing 1d12 Shadow damage to its target. Against Light-using casters, this spell always deals the maximum damage, and is irresistable. [MP: 30] [Range 3: Line]
From Beneath the Dark -- The caster targets an area, out of which black tentacles of physical shadow rise. These tentacles deal 1d6 Shadow damage to any creature ensared by them, and have a 20% chance to trip their targets, shuffling their phase to the end of the current phase order. [MP: 40] [Range, Initial Targeting: Any LOS | Range 1: Ring]
"Now you're deciding to show restraint, Mr. Coal?" N cracked something of a smile. He felt rather confident about this and he couldn't tell why. Underneath his skin, there was a sense that something was going to go terribly wrong, but he couldn't hear it.
Kenneth began to move slowly away from the idol, hands resting loosely at his sides, expression impassive, posture neutral. No fear, no eagerness, only a calm indifference.
Comments
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
"Halt"
your copies of the Bestiary flutter.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
your Bestiaries begin acting up again.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
"Leave now. This is your final warning."
(Nathan)
Your Bestiary closes as soon as you open it, only to start fidgeting again as soon as the voice returns.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
A thick, purplish smoke comes pouring out of the mouth of the Statue as your Bestiaries finally open. The statue's eyes glow a sinister orange, and its body lights up in strange runes.
-----
Old Idol
Level: 3
L: 3-5 (The Rocky Caves)
Type: Construct / Spellcaster
HP: 1d40+20
MP: 100
ATK: 0 (0)
DEF: -
Mg.ATK: 50
Mg.DEF: -
Special Drops: Magic Gem
Schools: Hex, Shadow
Old Idols are immobile, animate statues with a profound mastery of hex magic (indeed, they're likely to be the first enemies the party encounters who know such spells), as well as potent shadow abilities. Despite their formidable abilities, they are surprisingly fragile for stone statues, and being immobile, can generally be disabled by a few well-placed blasts of any destructive magic. Old Idols can speak, but rarely choose to do so except to issue warnings and cast curses. Others, with more specific tasks, may be more talkative.
Old Idols vary widely in appearance, but are all covered in glyphs that glow orange when they're active, and have glowing eyes of the same color. Old Idols also always carry a gem in their mouth that is key to their animation, but it can not usually be removed until the statue is destroyed.
Old Idols are believed to have once been temple guardians of some sort, but how their kind ended up in the civilization-devoid rocky caves above the dungeon proper remains a mystery. They have stronger cousins further down in the dungeon that defend the tombs of the Priests of Al'Khazur. Some believe that these lesser statues are a sort of warning from the long-dead clergy.
Spell List:
Hexes
The Bane of Eyes -- The caster targets an enemy and renders them temporarily blind, making them unable to attack or cast spells next round. 20% Success chance. [MP: 20] [Range: Any LOS]
Befuddle -- The caster targets a spellcasting enemy, and adds an additional 20% failure chance to all of their spells for the next 1d4 rounds. [MP: 20] [Range: Any LOS]
Bloodmana Hex -- The caster targets a spellcasting enemy, and inflicts them with a dangerous magical toxin that causes their spells to use HP instead of MP. Witches gain the ability to self-heal in a manner similar to their Gather Ambient Mana passive while under the effects of this spell. This effect lasts for 1d4-1 rounds, and is succeptible to toxin cleansing. [MP: 40] [Range: Any LOS]
Shadow
Sacrificial Incense -- A supernaturally thick, tarry indigo smoke pours out from the Idol's mouth. Dealing 1d4 Shadow damage per round to any breathing creatures caught in the cloud. An Idol may use this ability only once per day. Against enemies immune to Shadow damage, the cloud instead deals Venom damage. The cloud persists for 1d4 rounds before thinning out to the point of being ineffectual. The cloud can be dispelled by certain antidote magics found in the Venom school, as well as suppressed via certain Water and Air magics.[MP: 60] [Range 3: Cone, Expands]
Bolt of Shadow-- The caster fires out a concentrated bolt of hard shadow. Dealing 1d12 Shadow damage to its target. Against Light-using casters, this spell always deals the maximum damage, and is irresistable. [MP: 30] [Range 3: Line]
From Beneath the Dark -- The caster targets an area, out of which black tentacles of physical shadow rise. These tentacles deal 1d6 Shadow damage to any creature ensared by them, and have a 20% chance to trip their targets, shuffling their phase to the end of the current phase order. [MP: 40] [Range, Initial Targeting: Any LOS | Range 1: Ring]
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
(Nathan)
The smoke engulfs you.
-------
Phase Order:
-------
Old Idol
Level: 3
L: 3-5 (The Rocky Caves)
Type: Construct / Spellcaster
HP: 1d40+20
MP: 100
ATK: 0 (0)
DEF: -
Mg.ATK: 50
Mg.DEF: -
Special Drops: Magic Gem
Schools: Hex, Shadow
------
Nathan Coal
Fire/Summoning Wizard
HP: 20
MP: 50 (-30)
ATK: 0 (1d4, Crafted Earth Staff)
DEF: 10
Mg.ATK: 60
Mg.DEF: 19 [CHIPPED -1]
-----
(Nathan)
The Imp is summoned. [4 Turns Remaining]
(Demei)
You whack the statue!
-------
Phase Order:
-------
Old Idol
Level: 3
L: 3-5 (The Rocky Caves)
Type: Construct / Spellcaster
HP: 32 (-8)
MP: 100
ATK: 0 (0)
DEF: -
Mg.ATK: 50
Mg.DEF: -
Special Drops: Magic Gem
Schools: Hex, Shadow
------
Nathan Coal
Fire/Summoning Wizard
HP: 20
MP: 50 (-30)
ATK: 0 (1d4, Crafted Earth Staff)
DEF: 10
Mg.ATK: 60
Mg.DEF: 19 [CHIPPED -1]
------
Demei Salaahh
Water Skald
HP: 60
MP: 20
ATK: 60 [1d12 Mace, 1d6 Gauntlet]
DEF: 30
Mg.ATK: 30
Mg.DEF: 30
------
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
"Magelight" he shouted, aiming for the statue's head.
(N.)
The light orb connects with the statue, but does not do any damage. The statue chuckles.
(Magelight)
3 Turns Remaining
-----
Phase Order:
-------
Old Idol
Level: 3
L: 3-5 (The Rocky Caves)
Type: Construct / Spellcaster
HP: 32 (-8)
MP: 100
ATK: 0 (0)
DEF: -
Mg.ATK: 50
Mg.DEF: -
Special Drops: Magic Gem
Schools: Hex, Shadow
------
Nathan Coal
Fire/Summoning Wizard
HP: 20
MP: 50 (-30)
ATK: 0 (1d4, Crafted Earth Staff)
DEF: 10
Mg.ATK: 60
Mg.DEF: 19 [CHIPPED -1]
------
Demei Salaahh
Water Skald
HP: 60
MP: 20
ATK: 60 [1d12 Mace, 1d6 Gauntlet]
DEF: 30
Mg.ATK: 30
Mg.DEF: 30
------
N. Lancaster
Light/Barrier Wizard
HP: 20
MP: 70 (-10)
ATK: 0 (1d4, Pen-Knife)
DEF: 10
Mg.ATK: 50
Mg.DEF: 30
-----