01 June 2020

Earthdawn 4E: Anatomy of a Creature 31 - Moltres (Legendary Fire Eagle)

This is the thirty-first 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Continuing with examples of legendary opponents, here's a legendary fire eagle to showcase how broken of a human I am and there's nothing I won't stoop to.


Moltres (Legendary Fire Eagle)

This legendary fire eagle ranges over Death's Sea, Scarlet Sea, Dragon Peaks, Twilight Peaks and even the Badlands. She her unmistakable sleek and deadly form has never been seen over the Mist Swamp, but this may have to due to visibility and distance than any conspiratorial reason. Though this has had no impact on supposition why she is never seen there.

The legends and stories of Moltres likely outnumber her actual sightings, with stories of her saving beleagured airships from Crystal Raiders, to destroying fire mining operations from Travar. She is hailed as villain and savior in equal measure, as well as her degree of intelligence, though all agree on her unbridled power. Moltres moves faster than a merchant in Travar to capitalize on arbitrage before their peers.

Challenge: Warden (Legendary Tenth Circle)
DEX: 11         Initiative:                  25        Unconsciousness:      400
STR: 7           Physical Defense:   24       Death Rating:               450
TOU: 10        Mystic Defense:       24       Wound Threshold:     20
PER: 8          Social Defense:        21        Knockdown:                  22
WIL: 7           Physical Armor:     13        Recovery Tests:            3
CHA: 6         Mystic Armor:          17        Karma:                             4 (16)
Movement: 4 (Flying 20)
Actions: 3; Bite: 26 (26), Claws ×2: 30 (22)
Powers:
Aerial Ace (20, Simple): Moltres flies 20 yards and makes an attack. This is in addition her normal Movement. This can be part of a Dive, but cannot be split. This cannot be used in consecutive rounds.
Dive (15)
Burning Aura (15): Moltres radiates heat. All creatures within 6 yards suffer Step 15/Physical fire damage. Clothing, paper, and other easily flammable objects usually burst into flame when exposed to this power.
Enhanced Sense [Sight] (4): Moltres does not suffer penalties to vision-based Perception tests.
Fire Trail (25): Moltres leaves a trail of fire that follows it, burning targets in its wake. Targets affected by Fire Trail take Step 25/Physical damage.
Immune to Fire: Moltres suffers no damage from mundane fire attacks, and gains +20 Physical and Mystic Armor against magical or elemental fire.
Indomitable: The absolute value of Action test and Defense penalties applied to Moltres are halved (e.g, half of -3 is -2 since the absolute value of -3 is 3 and half of 3 is 1.5, which rounds to 2). This includes penalties from Harried and explicitly does not include bonuses applied against Moltres.
Insubstantial: See Gamemaster’s Guide, p. 372.
Invincible (Simple): Moltres recovers from one Wound.
Swooping Attack: 
Moltres may split its movement (Player’s Guide, p. 386) and not suffer any penalty, and it does not spend Strain
Sky Attack: Moltres can target Mystic Defense instead of Physical Defense when using Dive.
Things are Really Heating Up (20, Free): This is triggered the first time one of the following happens: Moltres has 5 Wounds or Moltres's current damage is over 200. The flames around Moltres intensify and a mystic shockwave erupts. Moltres's Burning Aura becomes Step 20. The wave dispels any spells with a Dispel Difficulty 20 or less within 100 yards. This can be used once per encounter.
Unconquerable (Simple): Moltres ends an ongoing effect that functionally prevents them from taking actions. These effects include grappling, spells like Crushing Hand of Earth, Spell Cage, talents like Spirit Hold, etc. This power can also be used when Moltres takes an Unrelenting action, but they must make a test as normal. Unflinching applies to this test.
Unflinching (3): Moltres gains a +15 bonus to any test to resist ongoing effects.
Unrelenting (2): After a character opposing Moltres takes their turn, Moltres may take two Standard actions and a Movement action (at half movement rate) against that character. These cannot be continuations of actions taken on Moltres’s turn (e.g., continuing to weave threads for a spell) and must include the character as a target (though the action can affect multiple targets). If Moltres cannot reach or affect the character, it may target a different character.

Unyielding (Simple): Moltres stands up. This can be used once per round at the beginning of their turn or before they take an Unrelenting action.
Vulnerable to Water: Attacks with the water or cold keyword against Moltres ignore any protection provided by armor.
Willful (3)
Special Maneuvers:
Clip the Wing (Opponent)
Enrage (Opponent)
Ethereal Attack (Moltres): Moltres can spend an additional success to cause an attack to affect Mystic Armor instead of Physical Armor.
Hot Stuff Coming Through (Moltres, Swooping Attack): Moltres may spend an additional success on an Attack test to affect the target with Fire Trail. This may be used on a target once per round.
Provoke (Opponent, Close Combat)

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