Grand Shoth
Grand Shoth
- Health
- 50
- Attack
- 11
- Defense
- 11
- Damage
- 10–13
- Initiative
- 8
- Speed
- 5
- Morale
- 0
- Luck
- 0
Grand shoth are an experiment in binding. While some shoth are controlled through telepathy or communion, these creatures are bound purely though the Sacred Language.
Passive abilities
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Flying Movement ignores obstacles and traps.
- Frost When this creature attacks, the target doesn’t generate Focus.
Active abilities
-
Summoning Rite: Grand Shoth Once per battle, summons a stack of Grand Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.
Immunities
About class "Magic Creature"
A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.
Unspeakable Shoth
- Health
- 50
- Attack
- 11
- Defense
- 11
- Damage
- 10–13
- Initiative
- 8
- Speed
- 8
- Morale
- 0
- Luck
- 0
With the right incantations, shoth can be turned into incredibly precise and focused weapons, capable of striking without mercy. ...What happens if a spell scroll is torn off?
Passive abilities
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Flying Movement ignores obstacles and traps.
- Double Strike Strikes twice when performing attacks.
- Frost When this creature attacks, the target doesn’t generate Focus.
Active abilities
-
Summoning Rite: Unspeakable Shoth Once per battle, summons a stack of Unspeakable Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.
Immunities
About class "Magic Creature"
A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.
Unthinkable Shoth
- Health
- 50
- Attack
- 11
- Defense
- 11
- Damage
- 10–13
- Initiative
- 13
- Speed
- 6
- Morale
- 0
- Luck
- 0
It would seem that some shoth are fighting back against their bindings, partially unravelling in the process. This makes them more chaotic and more dangerous — and very efficient in some situations.
Passive abilities
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Flying Movement ignores obstacles and traps.
- Frost When this creature attacks, the target doesn’t generate Focus.
Active abilities
-
Summoning Rite: Unthinkable Shoth Once per battle, summons a stack of Unthinkable Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle. -
Black Ice Shard Deals 100% of a basic attack ([ 10–13 × amount of units ]) as Pure Damage to the target.- Of attack damage:100%
- Target:single
Immunities
About class "Magic Creature"
A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.