Traits
5th Crubellrade Of The Crubellion. Finn has access to all Crubellion systems, materials, and reinforcements. He has positive relationships with several voidal security groups and the VOASOL Corporation.
Demi-Voidal. Crubellion Finn originates from a different dimension, specifically [DandyWorld_AU-Extremities], a triple off branch of [DandyWorld_CoreDimension].
VOASOL's Favor. The VOASOL Corporation provides Crubellion Finn with significantly more lenient deals, trades, and offers than others.
Tinker's Favor. Crubellion Finn is a Favored Voidal of Core Creator O-13. If one kills Crubellion FInn, the killer will forever be an enemy of Core Creator O-13.
Passive Abilities
ZILE Attunement. Finn is immune to magical attacks and influence. He is immune to magical effects and can not see illusions created by magic. He is also unaffected by magical barriers and will move through them as if they were not there.
Ichor Immunity. Crubellion Finn is immune to the effects of Ichor.
Radiation Immunity. Finn is immune to the effects of radiation.
Regenerative Alloy (Tier 10). At the start of Crubellion Finn's turn, he regenerates 10d20 hit points.
Double Attack. Crubellion Finn takes two additional actions, excluding this one. NOTE: Debuffing Shots can not be used if Double Attack is used.
ZILE Claws. Finn uses his claws to slash at a single target 3 times. Each successful slash deals 2d20 ZILE/Slashing damage. Due to being a ZILE based attack, the following will take triple damage; Beings reliant on magic to exist/survive/live, being that are made by or from magic, and beings who are more than moderately magical in nature. The following will take double damage from this attack; Beings that have more than 3 magical things equipped, beings that have a magical coating of any kind, and beings who's appearance is being changed via use of magic.
Tracking Shots. Finn uses a pistol-like gun to fire 6 bullets. Each bullet deals 2d20 Piercing damage as the bullet embeds itself within whatever it hit. Until remove the bullet from their body, Crubellion Finn will constantly know their location.
Explosive Shots. Finn uses a pistol-like gun to fire 6 explosive bullets. Each bullet deals 2d20 Bludgeoning damage and embeds itself within whatever it hits. After a few seconds, the bullet will explode, dealing 2d20 Fire/Radiant damage to whatever it is embedded in.
Nuclear Grenade. Finn throws a nuclear grenade. Anything within 10 feet of the explosion take 10d20 Fire/Radiant damage and is inflicted with a layer of exhaustion.
Sawblade Launcher. Finn uses a modified sawblade launcher to fire 3 sharp sawblades. Each sawblade deals 3d20 Slashing damage.
Specialized Shots. Finn uses a revolver-like gun to fire 6 specialized bullets. Each bullet deals 2d20 of the damage type chosen before firing. Crubellion Finn may choose from the following bullet types before firing;
- Burning Bullet (Piercing + Fire)
- Dense Ice Bullet (Piercing + Cold)
- Bludgeoning Bullet (Bludgeoning + Force)
- Tesla Bullet (Piercing + Lightning + Radiant)
- (Bludgeoning + Thunder/Sound)
- (Piercing + Necrotic + Poison)
Debuffing Shots. Can not be used if Double Attack is used. Finn uses a revolver-like gun to fire 6 debuffing bullets. Each bullet deals 2d20 Piercing damage and randomly inflicts ONE of the following debuffs;
- Plus 50% slower movement (stacks up to 200%)
- Plus 50% less accuracy (stacks up to 200%)
- Plus 0.5 damage taken from bullets (stacks up to 10 times damage taken)
- 50% damage dealt (does not stack)
- Minus 1 on throws involving Dexterity (stack up to -10)
- Minus 1 on throws involving Strength (stacks up to -10)
- Minus 1 on throws involving Charisma (stacks up to -10)
- Minus 1 on throws involving Constitution (stacks up to -10)
- Minus 1 on Perception Checks (stacks up to -10)
- Disadvantage on Saving throws that involve dodging (does not stack)
Note For DM (Debuffing Shots):
Regarding the 10 possible debuffs, the DM may replace any of them with their own unique debuff, or simply modify an existing one. They may also choose to have 4, 6, 8, 12, 14, 16, 18, or 20 possible debuffs instead of just 10 possible debuffs.
Analyze Situation. At any time, Crubellion Finn can analyze his surroundings. This gives him a layout of his allies, enemies, and the terrain, allowing him to create complex plans in the midst of battle.
Untrickable Sight. Crubellion Finn is able to detect any and all beings within his sight. Magic, illusions, disguises, etcetera, have absolutely NO effect on Crubellion Finn.
Final Revenge. If Crubellion Finn is killed, everyone that intentionally assisted in killing him will be inflicted with the Crubellrade's Vengeance. If any being from the Void Of Creation encounters someone inflicted with Crubellrade's Vengeance, they will immediately know that you killed a Crubellrade of the Crubellion. Voidal merchants, dealers, etc, will not be willing to interact with beings inflicted with Crubellrade's Vengeance.
Lair Bonus Actions
Sinkhole. Crubellion Finn can only use this Bonus Action if the Lair Action, Last Resort, is used. This ability will automatically activate when Last Resort is used.
Counter-Counter. If one attempts to counter Finn, he will counter the counter with an Action of his choosing. Will not activate if Counter-Counter or Counterceptive is countered.
Counterceptive. If one attempts to counter Finn again after the Reaction, Counter-Counter, is activated, he will counter the counter with an Action of his choosing. Activates when Counter-Counter is countered.
ZILE. All forms of Magic, excluding ZILE magic as it is not actually magic, have absolutely NO effect on Crubellion Finn.
Disable Magic. If one attacks Crubellion Finn with a magical item or artifact, the item or artifact used will no longer be magical and small amounts of liquid (Pitch black) ZILE leaks from it. This Counter can only be used once per round.
Contaminant Conversion. If Crubellion Finn is attacked with any sort of poison, venom, pathogen, etcetera, this Reaction will activate. The contaminants will be converted into a Potent Fog Charge. Each time this Reaction activates, Finn will gain a Potent Fog Charge.
Crubellion Finn takes one Mythic Action at the beginning of his turn.
Planned Risk. Must be the only Action taken this turn. Crubellion Finn skips this turn, but will deal triple damage on his next turn.
Identify Weakness. Crubellion Finn swiftly analyzes a single target, identifying two of the target's weaknesses and/or Damage Vulnerabilities.
Potent Fog. Uses 2 Potent Fog Charges to activate. A potently poisonous and slightly acidic gas is expelled from Finn's mask. Anything that does not have an advanced filter or extreme immunity against acidic poison will be effected by the fog. Fog Effects. Deals 6d20 Poison/Acid damage, inflicts a layer of Exhaustion, and inflict Poison (Effect of Poison condition depends on what contaminants were used to make the Potent Fog Charges). 50% chance to cause the inflicted to be unable to speak.
Description
Origin. Crubellion Finn is originally from a different dimension, but was reborn into a voidal. His original dimension was [DandyWorld_AU-Extremities], a variant of the core dimension [DandyWorld_CoreDimension]. This variant of the dimension has the same base principles as the original, except they have gone to the extreme, the toons and twisteds are over 1,000 times more powerful than those in the original, and the traits of some toons have significantly changed.
SImilar to the original, this variant of Finn will crack aquatic puns whenever they can, but they will also make engineering and technical jokes. This Finn was significantly more intelligent and skilled than the original, being extremely proficient in;
- 1. Engineering. Construction, planning, and architectural repairs.
- 2. Technical. System installment and modifying, programming, and hacking.
- 3. Electrical. Electrical repairs and wiring, rewiring, and identifying what specific wires or other electrical components are being used for.
- 4. Mechanics. Machine repair and modification, mechanical construction, identifying key parts and weaknesses of machines and mechanical constructs, and sabotaging of machines.
- 5. Cybernetics And Prosthetics. Cybernetic enhancement/repair/modifying and prosthetic installment/repair/modifying.
- Combined Skill Of 1, 2, 3, 4, 5. Creation of mechanical constructs, robots, and animatronics.
- 6. Genetically Modifying. Modification of organic beings, gene insertion and deletion, modification of bacterial creatures, and modification of diseases/pathogens and viruses.
- 7. Bioengineering. Artificial creation of organic compounds and Small creatures, bacteria creation, and vaccine creation.
- 8. Chemical Production And Containment. Chemical identifying and creation, identifying unknown substances, neutralization of chemicals and bases/acids, creation of antidotes for artificial and organic poisons/venoms/toxins.
- Combined Skill Of 6, 7, 8. Creation of organic poisons, venoms, toxins, diseases, pathogens, viruses, and bacteriophages.
- 9. Calculating And Strategizing. Identifying the traits of others, identifying the strengths and weaknesses of others, creating complex plans, accurate pattern recognition, accurate estimation of enemy movement and location (Paired with the pattern recognition), accurately predicting if a fight is unlikely to be won before fighting, identification of individuals with trump cards and individuals that are hiding their full power, identification of ambushes and traps, knowing when to retreat or back down, etcetera.
- 10. Marksmanship. Aiming, leading, reloading, shooting, etcetera.
- Combined Skill Of 1, 4, 9,10. Ranged weapon repair and modification, identifying weaknesses and strengths of any ranged weapon.
- Other. General weapon identification and appraisal
After joining the voidal group Crubellion, he also became proficient in the following;
- Safety Measures. Identification of Rabivae members, identification of Rabivae technology and equipment, ability to sense the Stench Of Rabivae, and stealth techniques.
- ZILE. Use of ZILE "magic", use of "magic" that originates from the Void Of Creation, negation of magic, and absorption of magic.
- Crubellion Skills. Accurate species identification, knowledge of voidal parasitic regions (Such as SIlent Plains and Squile Nests), knowledge of the weaknesses of magical equipment, extensive knowledge on voiderites and vocites, decent knowledge on voidal metals, general but accurate knowledge of the 13 Core Creators, and knowledge of the scale of power in the Void Of Creation.
Crubellion Finn was a prodigy in his dimension and remains one in the Void Of Creation.
Appearance
Crubellion Finn has the base of their original non-voidal counterpart, however, several modifications have been made. Only the difference from the non-voidal counterpart will be stated. Legs. The legs are mechanical being made of a ZILE-Codisite-Titanium alloy, otherwise known as zicoditanium alloy. This makes the legs extremely strong and durable (Titanium), extremely light (Codisite), and immune to magic influence (ZILE). Arms: Pitch black fins extend from the back of the wrists. The hands and wrists are pitch black, being made of ZILE. The hands are sharp claws. The rest of the arm is reinforced with zicoditanium alloy. Height. The limbs and torso are longer than original Finn's, making Crubellion Finn 8-9 feet tall. Head. Crubellion Finn has a technologically advanced mask instead of a mouth, which he made himself. This mask filters everything he breathes. It also extends into the body, filtering out any poisons, venoms, pathogens, etc. within Finn. The filtered out contaminants are made into a highly acidic and poisonous gas. The gas is thick and has a clear color. Head Fins. On the sides of Crubellion Finn's head is a pair of fins, similar to his pre-voidal appearance. The fins are prismatic colored and the harder parts are sharp at the end. Body. The body of Crubellion Finn is highly reinforced with zicoditanium alloy. The entire body is also tinted black due to the water within Finn being mixed with a small amount of ZILE, to prevent magic from influencing the water. Tail. Crubellion Finn has a prismatic colored tail, with two pairs of fins on the sides and top of the tail. The end of the tail is similar to a merfolk's tail. The tail is around 6 feet long.
Loot
- Shard of Zicoditanium Alloy = 1-4
- Codiste Shard = 0-20 with 8 being most likely
- Guaranteed Loot = Permanently hunted by the Crubellion, Voidal security groups will always attack on sight, The VOASOL will not interact with any beings related to the slayer of Crubellion Finn
A Warning From Me
Hello there. As Core Creator O-13, I highly suggest you don't kill Crubellion Finn. Doing so will not only make you enemies with several voidal groups, including the VOASOL Corporation, but it will also make you enemies with several Creator Level voidals that Crubellion Finn was friends with. If you still wish to kill Crubellion Finn, I must inform you that the Crubellion have a Sentry Of Tinker.
Lair and Lair Actions
Crubellrade Finn's Outpost
Description. Finn's Outpost is wherever Finn has chosen to temporarily live. The outposts are rarely built by Finn himself and are usually abandoned structures, which he has already thoroughly analyzed.
Traps. Many traps lie within 400 feet of the outpost, known as the trap zone. The different traps, their positions, and what they do, are listed below. This is an example of how it is structured: (Name Of Trap. Description and possible locations. /// Location in the trap zone [][] What will trigger the trap. [][] What the trap does once triggered.
- Alarm. The Alarm trap is a camera-like device located within the trees, rocks, or other terrain, and is always in an effective viewing spot. [][] The trap will activate (but not trigger) if it detects movement. Once activated, it will analyze what made the movement. If what made the movement is an intelligent being, the trap will trigger. Alarm Traps are not fooled by magic, and are immune to it. [][] Once triggered, Finn will be notified. All Alarm traps will activate, carefully observing the intruder and giving Crubellion Finn a constant update on the intruder's location.
- First Warning. The First Warning trap is a small speaker connected to Alarm traps. [][] They trigger when the Alarm trap they are connected to, detects an intruder. [][] Once triggered, a First Warning trap will use a monotone robotic voice, to inform the intruder that they are intruding.
- Second Warning. The Second Warning trap is a small speaker connected to Alarm traps. [][] They trigger when the Alarm trap they are connected to, detects an intruder. [][] Once triggered, a Second Warning trap will use a monotone robotic voice, to inform the intruder that they are continuing to intrude and they will be harmed if they continue further.
- Barred Capture. When not triggered, the Barred Capture trap is marked with 4 stones at each corner of the trap, the stones of which can not be moved. The trap is a 3-5 foot square. When triggered, the trap is a 10 foot tall cage with vertical and horizontal bars, which prevent the escape of beings that can't pass through a 3x3 inch hole. The cage is made of high quality steel infused with Solid ZILE, making it immune to magic and slightly more durable. [][] An intelligent being stepping in the area marked by the four stones will trigger the trap. [][] Once triggered, the cage will emerge from the 4 stones, fully forming around whatever activated the trap within 1 second. The Alarm traps observing the Barred Capture trap will trigger, and Finn will be informed of the trapped intruder's location. If the intruder escapes the trap, the Alarm traps will obviously notice and will inform Finn.
- Roped Capture. When not triggered, the Rope Capture trap is a small ring of rope on the ground, 1-3 feet wide. When triggered, the trap is a large amount of ropes made of various materials. [][] An intelligent being steppin within 1 foot of the ring of rope will trigger the trap. [][] Once triggered, large amount of ropes (15-40 individual ropes) will emerge from the small ring of rope, wrapping around the intruder. Each individual "rope" is made of one or more of the following materials; gold wire, steel wire, titanium chain, silver wire, pure iron wire, pure iron chain, lead wire, carbon alloys, rope fibers, rubber, and wooden strands. All of the ropes are infused with Solid ZILE and thus, are immune to magic.
Below are traps that can deal damage.
- Turret. Turret traps are goblin-sized automatic gun turrets. They are constantly making a quiet droning noise. An undamaged Turret has 1,000 hit points. [][] They immediately trigger upon sighting a being that is not authorized by Crubellion Finn. They are immune to magic and can not be fooled or manipulated by magic or magical equipment. [][] Once it detects an intruder, a Turret trap will immediately fire upon them. Turret traps are constantly on and thus, they will attack during the turns of others. The turret can shoot 100 times per turn, meaning targeted intruders will get shot up to 100 times per turn (5d20). Each bullet deals 1d20 Physical damage (Piercing/Slashing/Bludgeoning).
- Hunter. Hunters are mechanical wolves that patrol near the outpost. An undamaged Hunter has 200 hit points. [][] They trigger when they detect an intruder. [][] When triggered, Hunters will attack the intruder. During its turn, a Hunter will attempt to slash or bite the intruder. A slash deals 1d20+5 Slashing damage and a bite deals 1d20+5 Piercing damage.
- Dart. Dart traps are well hidden traps that blend perfectly into the surface they are mounted on. They are immune to influence from magic and magical equipment. [][] They trigger when an organic being, not authorized by Crubellion Finn, is in their line of fire. [][] Once triggered, Dart traps immediately fire a poison dart. The poison dart will inflict 12d6 poison damage to any organic being it hits. Any organic being hit by the dart will become slightly more reckless and notably less paranoid. There is a 5% chance that the dart also inflicts a layer of Exhaustion. If the hit individual succeeds a DC 20 Constitution saving throw, they will take half as much damage and won't get debuffed.
- ZILE Mines. ZILE Mines are pitch black landmine-like devices. [][] They trigger when a magical being move over them. [][] When triggered, ZILE Mines will release large amount of Gas ZILE, a thick pitch black gas that inflicts magical beings with ZILE Poisoning (Rapid). ZILE Poisoning (Rapid) will rapidly replace the magic within the inflicted, with Poison ZILE. For beings that do not require magic to live or exist, ZILE Poisoning will only remove the inflicted's ability to use magic, though it will also make them resistant to magic. For beings that do require magic to live or exist, the rapid removal of their magic will have a more lethal effect.
Below is the locations of traps in the trap zone, relative to the outpost.
- 300-400 ft from outpost: Alarm traps + First Warning traps
- 250-300 ft from outpost: Alarm traps + Second Warning traps
- 200-250 ft from outpost: Alarm traps + Barred Capture traps + Roped Capture traps + ZILE Mines
- 150-200 ft from outpost: Alarm traps + Barred Capture traps + Roped Capture traps + Dart traps + ZILE Mines
- 100-150 ft from outpost: Alarm traps + Barred Capture traps + Roped Capture traps + Turrets + Hunters + Dart traps + ZILE Mines
- 0-100 ft from outpost: Alarm traps + Turrets + Hunters + Dart traps + ZILE Mines
Lair Actions
If Crubellion Finn is within his outpost, he may use one of the following Lair Actions during each of his turns.
Hunter Call. 3 Hunters arrive on the field to assist Finn in battle.
ZILE Mist. A ZILE mist forms around and within the outpost. All magic is negated within the ZILE mist. All magical artifacts and equipment will slowly lose their magical nature until they become non-magical artifacts or equipment. Being that require magic to live and/or exist, will take 1d12 Guaranteed damage every turn they are within the mist. If a being is only partly made of magic, then the parts made of magic will slowly fade until they leave the mist. If equipment loses all of its magic power, it can not be regained, although there is a small chance that it becomes "coated" by ZILE, permanently making it resistant to all magic influence. NOTE: ZILE "magic" is excluded, as it is not actually magic. It is only called "magic" because the various forms of ZILE, is what the Void Of Creation uses instead of magic and mana.
Last Resort. Requires Finn to be at or below 600 hit points. Crubellion Finn takes out a Tier II Ichor Bomb from a satchel, activates it, and traps his enemy within the outpost by causing the entire area to sink 50 feet into the ground. [][ [Description of the Tier II Ichor Bomb] It is a metallic sky blue 3x3x3 ft cube with a clear transparent material on 5 sides. (Control Panel) On the side without transparent material, there is 2 pairs of 3 switches across the top (Left Switch Set + Right Switch Set), with a red light between the 2 pairs (Notifying Light). Across the middle, there is a black digital bar that extends to 6 inches from the left and right sides (Progress Bar). Across the bottom, from left to right, there is yellow circle button, a purple triangle button pointing left, a purple rectangle button, a purple triangle button pointing right, and a yellow circle button. The rectangle button has 6 white pathways that go behind the Progress Bar and connect to the 6 switches across the top. The triangle buttons have gray paths that extend to the Left Switch Set. The circle buttons have dark gray paths extending to the Right Switch Set. Below is the purpose of these items;
- Left Switch Set. The 1st switch halves the effect of the triangle buttons when active. The 2nd switch will double the effect of the triangle buttons when active. The 3rd switch will disable the left triangle button.
- Right Switch Set. The 1st switch enables the circle buttons when active. The 2nd switch causes the circle buttons to immediately detonate the bomb when active. The 3rd switch causes the circle buttons to relate to enabling the rectangle button when active. If the 3rd and 2nd switch are active at the same time, the ichor bomb will detonate.
- Progress Bar. The bar will slowly turn white, from left to right. Once it is completely white, the Ichor bomb will detonate.
- Circle Buttons. These buttons have no purpose without the 2nd OR 3rd switch on the Right Switch Set.
- Triangle Buttons. The left button disables itself when used, but halves the completion of the Progress Bar. The right button doubles the speed of completion on the Progress Bar.
- Rectangle Button. This button begins disabled, and will not enable unless the following conditions are met. >>On the Left Switch Set, the 2nd and 3rd switch must be active, and the first switch must be inactive. >>On the Right Switch Set, the 1st and 3rd switch must be active, and the 2nd switch must be inactive. >>Once the correct switch are active, press both of the circle buttons at the same time to enable the rectangle button. When enabled, the rectangle button permanently deactivates the ichor bomb and neutralizes the Ichor within it.
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Posted Mar 28, 2025I'm serious, kill my boy and I will assist the Crubellion with your elimination.