paradrew101 streamer · GTA VI
Grand Shoth
Schism · Tier 4

Grand Shoth

Grand Shoth
Base

Grand Shoth

Magic Creature
450 gold
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
    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.
    Concentration: 2 Cooldown: 2 round(s) Charges: 1

Immunities

Magic CreatureCurse
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
Upgrade

Unspeakable Shoth

Magic Creature
630 gold
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
    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.
    Concentration: 2 Cooldown: 2 round(s) Charges: 1

Immunities

Magic CreatureCurse
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
Alt. upgrade

Unthinkable Shoth

Magic Creature
630 gold
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
    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.
    Concentration: 2 Cooldown: 2 round(s) Charges: 1
  • Black Ice Shard
    Black Ice Shard Deals 100% of a basic attack ([ 10–13 × amount of units ]) as Pure Damage to the target.
    Concentration: 3 Cooldown: 3 round(s)
    • Of attack damage: 100%
    • Target: single

Immunities

Magic CreatureCurse
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.

Tier 4 units

One tier is one dwelling level in town, so units are worth comparing inside a tier. The numbers are for the base form, before upgrades.

Unit Faction Health Attack Defense Damage Initiative Speed
Fire Larva Hive 8 4 4 4 4 4
Scorpion Hive 45 11 11 10–12 3 4
Minotaur Dungeon 40 11 11 12–14 5 5
Lightweaver Temple 35 10 10 11 4 2
Naiad Grove 35 11 9 10–12 5 5
Graverobber Necropolis 30 11 9 6–8 4 3
Kittenhorn Neutral 40 10 10 10–15 6 6
Primal Remnant Neutral 50 9 18 13–14 6 5
Starchild Neutral 35 13 9 12–18 5 3
Unicorn Neutral 40 16 13 10 10 6
Grand Shoth Schism 50 11 11 10–13 8 5
← All units

Type at least two characters