Board Thread:Adventure RP Games/@comment-28692716-20190910183917/@comment-28692716-20190929192833

(I'll say 5)

The creature skulks forwards, its many hands stamping the ground beneath it to keep itself moving forwards. It seems it just wants to hurt someone right now.



High Five Hand Tree Hand Snake
 * HP: 10 (40)
 * Attack: 7 (14)
 * Defense: 8 (4)
 * Will: 3 (9)
 * Dexterity: 6 (2)
 * Speed: 5 (25)
 * Skills
 * Swallow (3 Cooldwon) - High Five's mouth stretches wide open, its many hands grabbing the victim and pulling them into the gap that seems to expand wide enough to fit them. Said party member is left in its confines.
 * Shed (2 Cooldown) - High Five seems to loosen its grip. Until its next action, any damage it takes causes a Hand Snake to spawn.
 * Face of Fear (2 Cooldown) (10 feet) - High Five brandishes its terrifying form to a target, filling them with fear. One random skill receives +1 Cooldown.
 * Passives
 * Five Snakes - For each 10 damage it takes, its body hurls up a Hand Snake.
 * Swallowed - If this thing uses "Swallow", they'll take 5 damage at the end of the turn. Players will have to deal 15 damage, though that damage doesn't affect High Five's HP.
 * HP: 2 (8)
 * Attack: 4 (8)
 * Defense: 2 (1)
 * Will: 12 (32)
 * Dexterity: 3 (1)
 * Speed: 0 (0)
 * Skills
 * Zip Motion (3 Cooldown) (30 range) - One of the hands commands silence, forcing the afflicted party member to be unable to use Skills for the duration of the round.
 * Doom Motion (4 Cooldown) (20 range) - One of the hands wishes death upon a target, inflicting Doom upon them, meaning they'll die if they take (20-Will) hits.
 * Straight Beam (2 Cooldown) (30 range) - One of the hands points 30 feet away, firing a straight beam towards where they're pointing. Deals 3 damage to those that are between the Hand Tree and where it points.
 * HP: 3 (15)
 * Attack: 6 (12)
 * Defense: 0 (0)
 * Will: 3 (9)
 * Dexterity: 9 (3)
 * Speed: 8 (40)
 * Skills
 * Coil (3 Turn Cooldown) - The Hand Snake coils around a target it's adjacent to, and holds them in place until the end of the round. It can be attacked, and it loses all of its other actions for the round as consequence. This prevents coiled enemies from moving.
 * Whiping Blow (2 Turn Cooldown) - The Hand Snake whips in a circle around itself, whipping anything within 5 feet of it. Deals Basic Attack/3 damage to anyone in range.
 * Passives
 * Snaking - The creature is thin enough to move through most things. Player units cannot block this thing.