18.18 Halfsouls

Halfsouls Lore

Souls DV 12: A halfsoul is an undead creature that was incorrectly resurrected, returning only half of the original creature’s soul to its body. This splitting of the soul has disastrous consequences, leaving both halves wracked by pain and confusion. Although a halfsoul has all of the original abilities of the creature, it is violent and insane, with only fragmentary glimpses of its original personality.

Souls DV 17: Halfsouls can be created by resurrection rituals that are interrupted shortly before completion. They can also be the result of botched necromantic rituals that were intended to splinter a soul, such as rituals to create skeletons and zombies.

Halfsoul Telekine

Level 15 Sniper – Elite

Medium undead

HP 264 IP 132

Defenses Armor 15 Brawn 12 Fort 13 Ment 17 Ref 16

Impervious Emotion

Movement 30 ft.

Senses Blindsense (60 ft.) Blindsight (15 ft.) Awareness +15

Other skills Knowledge (arcana) +16

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Attributes -1, 4, 1, 6, 5, 7

Alignment Chaotic neutral

Accuracy +11; Brawling +8

Power 8; 16 ✨

Traits Nonliving

Halfsoul Telekine Abilities

Kinetic Cudgel

Elite action

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The halfsoul telekine makes a +11 attack vs. Brawn against something within Short (30 ft.) range.

Hit: 1d8+2d6+16 damage.

Injury: The target is briefly stunned (-2 defenses).

Mighty Blastwave

Elite action

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The halfsoul telekine makes a +11 attack vs. Reflex and Brawn against everything in a Small (15 ft.) cone from itself.

Hit: 10d6 damage.

Injury: The halfsoul telekine flings the target up to 15 feet away from it.

Miss: Half damage.

Sturdy Wall of Force

Elite action

Tags: Barrier, Manifestation, Sustain (attuneable, minor)

Cost: The halfsoul telekine briefly cannot use this ability or any other Barrier ability.

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The halfsoul telekine creates a Medium (30 ft. long) wall of magical energy within Short (30 ft.) range. The wall is visible as a shimmering magical field that does not block sight. Nothing can pass through the wall until it is destroyed. It has 80 hit points, and is destroyed when its hit points become negative.

Mighty Compression

Standard action

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The halfsoul telekine makes a +11 attack vs. Brawn against something within Short (30 ft.) range.

Hit: 8d6 damage. During its next action, the target takes 8d6 damage again.

Critical hit: All instances of damage are doubled, not just the initial damage.

Neck Snap

Standard action

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The halfsoul telekine makes a +7 attack vs. Brawn against something within Medium (60 ft.) range.

Hit: 9d10 damage.

Elite Cleanse

Triggered

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At the end of each round, roll 1d10. On an 8 or 9, the halfsoul telekine can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.

Hydra Maggot

Level 7 Brute – Elite

Large mortal

PIC

HP 129 IP 96

Defenses Armor 13 Brawn 15 Fort 10 Ment 8 Ref 12

Immune Prone

Movement 40 ft.; Climb +12

Senses Darkvision (60 ft.)

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Attributes 6, 6, 1, -8, 2, -1

Alignment Neutral

Accuracy +4; Brawling +6

Power 11; 4 ✨

Traits Beast Legless

Hydra Maggot Lore

Nature DV 8: A hydra maggot is a Large maggot-like creature that wriggles across the ground in search of food. It is named for the cluster of tentacles that sprout from its heads, which it uses to grab foes so it can eat them.

Nature DV 13: Hydra maggots are carnivorous, but are not picky, and will feast on rotting carcasses just as happily as they feast on fresh meat. When hydra maggots attack, they can shape the tip of their tentacles into a point, allowing them to impale their foes. Their tentacles are quite adept at slipping past defenses and through cracks in armor.

Hydra Maggot Abilities

Impaling Tentacles

Elite action

Tags: Sweeping (7)

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The hydra maggot makes a +4 melee strike vs. Reflex with its tentacle.

Hit: 1d6+11 damage.

Grappling Bite

Standard action

Tags: Size-Based

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The hydra maggot makes a +5 melee strike vs. Armor with its bite.

Hit: 1d8+11 damage. If the attack result also hits the target’s Brawn defense, it is grappled.

Critical hit: If the attack result is also a critical hit against the target’s Brawn defense, the hydra maggot controls the grapple.

Maggot Breath

Standard action

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The hydra maggot makes a +5 attack vs. Fortitude against all enemies within a Medium (30 ft.) cone from itself.

Hit: The target is briefly stunned (-2 defenses).

Elite Cleanse

Triggered

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At the end of each round, roll 1d10. On an 8 or 9, the hydra maggot can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.