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.
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 |
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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.
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 |
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Accuracy +4; Brawling +6 | Power 11; 4 ✨ |
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.