You are affected by the Curse Of Ymir, and able to transform into one of the Nine Titans as a result. You must injure yourself in order to evoke the transformation by taking 1 hit points of damage or more, and it will cost an action to transform - following this action, you will fully transform on your very next turn, and be fully capable of acting. The shifters INT, WIS, and CHA scores stay the same. Once the Titan shifter wants to revert back to humanoid form, he or she will pop out of the Titan's nape, and the body will slowly melt into steam. They gain a STR, DEX, and CON of 28, 22, and 24, respectively. The Attack Titan has 200 hit points, and an AC of 20.
Regeneration. The Attack Titan regains 10 hit points at the start of its turn, and the humanoid inside regains half of these hit points. If the Attack Titan takes any form of damage to the nape of its neck, this trait doesn't function at the end of the Attack Titan's next turn. The Attack Titan only dies if the humanoid inside it dies.
Curse of Ymir. 13 years after its first transformation, the Titan shifter will die.
Weak Point. The nape of the Attack Titan's neck is a weak point. An attack which specifically targets the Attack Titan's nape deals damage to the person inside. If the person inside dies, the Titan dies instantly. You must climb up the Attack Titan to the nape with a Melee attack, or you can try to shoot it with a ranged weapon at disadvantage.
ACTIONS:
Transformation. The shifter of the Attack Titan may transform once per day, with the limit resetting at dawn. Upon transforming, the shifter forces all creatures in a 20 foot radius to roll a DC 17 Dexterity saving throw. Upon failure, they will take 3d12 damage, or half as much on a successful save.
Punch. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. HIT: 63 (3d12 + 9) Bludgeoning damage and if the target is Huge or smaller, they must make a DC 22 strength save or be knocked prone.
Kick. Melee Weapon Attack: +10 to hit, reach 25 ft., one target. HIT: (3d10 + 9) Bludgeoning damage, and if the target is large or smaller they must make a DC 22 strength save or be launched 20 ft.
Bite Melee Weapon Attack +10 to hit, reach 10ft., one target. HIT: (3d12 + 9) Piercing damage, and If the target is medium or smaller it is restrained.
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