Mod | Save | ||
---|---|---|---|
STR | 28 | +9 | +17 |
DEX | 14 | +2 | +2 |
CON | 26 | +8 | +16 |
Mod | Save | ||
---|---|---|---|
INT | 18 | +4 | +4 |
WIS | 16 | +3 | +3 |
CHA | 1 | -5 | -5 |
Adapted Parasite (SRP-74). Adapted parasites will not attack beings controlled by the SRP-74 parasite, nor will they attack beings that serve SRP-74. Otherwise, it will attack the creature on sight.
COTH. Any organic matter hit by an adapted parasite, even if undamaged, gets inflicted with COTH for 12 hours.
Adapted Fear. Cowardly individuals that see an adapted longarms will be inflicted with Frightened until they are more than 750 feet away from the adapted longarms.
Climbing. The adapted longarms can use its tendrils to effortlessly climb walls.
Destructive Power. The adapted longarms can break anything that is weaker than adamantine.
Ineffective Shielding. Magical shields that are not fire-based or burning, are half as effective against primitive longarms.
COTH Effect. The COTH effect can only be inflicted onto organic matter. If a creature with COTH dies, they will become an assimilated creature, fighting for the SRP-74 parasite. COTH is a contagious effect and is spread when an inflicted creature harms another creature. It can also be spread through bodily fluids.
Wave. A force wave with a width of 7 feet travels across the ground, following the enemy closest to it. Anything hit by the force wave is dealt 5d10 force damage. The force wave lasts 30 seconds and can not go through walls.
Slash. Range: 30 ft. The adapted longarms uses its tendrils to attack a single target twice. Each slash deals 5d20 Bludgeoning damage and has a 25% chance to knock the victim prone.
Tearing Hold. Range: 15 ft. The adapted longarms grabs a prone target and attempts to bite off a large portion, dealing 12d20 Piercing damage. The target must succeed a Constitution saving throw (difficulty chosen by the DM) or lose a large portion of their body.
Terrain Tear. When chasing a creature, the adapted longarms effortlessly breaks through anything notably weaker than adamantine. This includes mountains, trees, shields, buildings, etc. This ability is passive and does not tire the adapted longarms.
Shield Break. If a shield is used against an adapted longarms and is weaker than adamantine, the adapted longarms has an 90% chance to break through the shield, unless the shield's durability is genuinely and truly infinite.
Description
SRP-74 Infection
SRP-74 is a parasitic infection from the modded dimension [MC_ScapeRunParasites_74], the 74th MC dimension to have this category of parasites.
Interdimensional Access. The SRP-74 parasite gained access to interdimensional travel when a careless dimension hopper teleported to [MC_ScapeRunParasites_74], linking the infected dimension to the dimension they came from, a dimension which happened to have several hundred portals to other dimensions.
SRP-74 World Portals. Albeit a very rare occurrence, SRP-74 World Portals are interdimensional portals that connect a completely assimilated dimension to a newly infected one.
Appearance
The picture provided is of an adapted longarms in the dimension [MC_ScapeRunParasites_74].
I do not know how to describe this. If you wish to provide a description on its appearance, I am willing to use it.
ADAPTION
The DM may choose to create their own system for parasite adaption.
When damaged, the Adapted Tier parasite will slightly adapt to the type of damage it took, unless the parasite is on fire or the damage type was Fire or Fire esc. If it is not fire/flaming, magma, lava, burning, molten metals, etcetera; it can be adapted to.
Semi-adaption = The Adapted Tier parasite has gained Resistance to the damage/ability. The damage/ability is half as effective against the Adapted Tier parasite. After the parasite has 250 Adaption Points for a specific damage/ability, it gains Semi-Adaption for that damage/ability.
Full-adaption = The Adapted Tier parasite has gained immunity to the damage/ability. The Adapted Tier parasite will take no damage from, and will not be effected by, the damage/ability. After the parasite has 500 Adaption Points for a specific damage/ability, it becomes fully adapted to that damage/ability.
Damage Adaption. 1 Adaption Points for each 1 point of damage the Adapted Tier parasite takes from the damage type, ie. The parasite takes 50 lightning/electric damage, it gains 50 Adaption Points towards lightning/electric damage. When the Adapted Tier parasite is attacked and hit, it gains 5 Adaption Points towards the damage types it was attacked with, even if the attack dealt no damage. If the attack misses, and the Adapted Tier parasite does not take damage nor gets inflicted with anything, it will not gain Adaption Points.
Ability Adaption. When an ability is used on an Adapted Tier parasite, it gains 10 Adaption Points towards that ability.
Some of the damages/abilities that can be adapted to are considered as one thing, so the various things that can be "adapted to" will be listed below.
Damages
- Divine/holy and similar damages
- Eldritch damages
- Abyssal damages
- Genuine Void magic
- ZILE "magic" (Void Of Creation's replacement of magic)
- Slashing damage
- Bludgeoning damage
- Piercing damage
- Magical damage
- Force/Kinetic/Gravitational damage (Includes telekinesis and similar abilities)
- Lightning/Electric damages
- Psychic damages and damage to Minds
- Radiant damage
- Thunder/Sound damage
- Damage to Souls
- Damage to Existences
Abilities/Powers
- Magic Spells
- Effects of singularities and black holes
- Deletion and Existence ceasing
- Inflictions and effects
These are the general things, but there is plenty more. If it is not fire/flaming, magma, lava, burning, molten metals, etcetera; it can be adapted to.
Adapted Tier
Adapted parasites are Primitive Tier parasites that have killed more than 100 creatures, and have thus adapted. They are extremely dangerous and should one fight them, they should do so with caution.
WARNING. Adapted Tier parasites have the Adaption ability, so should one fight an adapted parasite, they better make sure to kill it.
Loot
When an adapted longarms is slain, a few of its Longarm Armor Fragments may be salvageable.
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