Mod | Save | ||
---|---|---|---|
STR | 12 | +1 | +1 |
DEX | 26 | +8 | +15 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 20 | +5 | +12 |
WIS | 20 | +5 | +5 |
CHA | 2 | -4 | -4 |
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 yelloweye will be inflicted with Frightened until they are more than 750 feet away from the adapted yelloweye.
Outstandingly Potent. Everything that is usually Immune to acid, is only Resistant to adapted yelloweye acid. Everything that is usually Resistant to acid, take full damage from adapted yelloweye acid. The only SRP-74 parasites immune to yelloweye acid are Nexus Tier parasites, terrain infected by a Beckon, Pure Tier parasites, and Ancient Tier parasites. The Living Weapons/Armor and Sentient Weapons/Armor from the SRP-74's home dimension can adapt to yelloweye acid.
Constant Flight. Yelloweyes are always in a state of flight, they never enter a state of climbing, walking, running, etc. Even when burrowing through terrain, they remain flying. When they are "swimming" through bodies of liquid, they are actually flying through it. They even remain flying when Stunned.
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.
Acid. The yelloweye fires a 6-inch ball of green acid, which moves 200 feet per second. On hit, the acid deals 32d6 Acidic damage to the individual and 42d6 Acidic damage to the individual's equipment.
Chemical Dissemination. Area Of Effect: 50 feet wide, up to 100 feet long. The yelloweye moves to being 10-20 feet above the ground, and proceeds to move across the battlefield in a straight line, while spraying a mist of its acid. Anything caught in this mist is dealt 10d12 Acidic damage.
Terrain Tear. When chasing a creature, the adapted yelloweye breaks through anything weaker than titanium. This includes mountains, trees, shields, buildings, etc. This ability is passive and does not tire the adapted yelloweye.
Acidic Release. Upon death, the majority if not all, of the adapted yelloweye's corpse is either completely dissolved or significantly damaged by the yelloweye's acid.
Dodge. The adapted yelloweye has advantage on dodging ranged attacks.
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 yelloweye in the dimension [MC_ScapeRunParasites_74]. Keep in mind MC dimensions are blocky by nature, and the SRP-parasite's appearance will change to the dimension it is in.
Adapted yelloweyes are large flying creatures. Their main body resembles an upside-down triangle, split in the middle by masses of red flesh. Extending out of the top piece of the main body is a large ribcage-like structure. On the center of the top piece is a large yellow eye. Connected to the top of the main body via red flesh, are two large appendages, one on each side. They are quadruple jointed and are notably longer than the main body.
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 yelloweye is slain, there is a 0.5% chance for 3 Yelloweye Bones to be salvageable, 2.5% chance for 2 Yelloweye Bones to be salvageable, and a 4% chance for 1 Yelloweye Bone to be salvageable.
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