Nox’zh’r Abomination
Immortal Freedom RPG > Non-player Entities (NPCs) > Nox’zh’r
Nox’zh’r abominations are amalgamations of Nox’zh’r lluw, and the flesh, metal, and bone of a humanoid creature. They are eldritch horrors without feeling or thought, completely subservient to the will of the Nox’zh’r. Once an individual transforms into a Nox’zh’r abomination, they cannot be cleansed of their Nox’zh’r infection, as all that would be left behind is a husk of their former selves.
| Attribute | Details |
|---|---|
| Type | Creature |
| Emotion/Logic Number | 2 |
| Magic/Tech Number | 2 |
| Maximum Major Injuries | 3 |
| Maximum Minor Injuries | 5 |
| Statuses | Infected |
| Targets | Closest target |
| Goals | Assimilate and infect all living things |
Nox’zh’r abominations always attack the nearest target. They fight until their destruction, being totally unconcerned with their own existence or well-being.
Immunities
- Cannot be confused.
- Cannot be dazed.
- Cannot be horrified.
- Cannot be intoxicated.
- Cannot be pacified.
- Cannot be inflicted with the Periodic Damage status.
- Cannot be put to sleep.
- Cannot be stunned.
- Immune to aura magic.
- Immune to blood magic.
- Immune to elemental magic.
- Immune to primal magic.
- Immune to spirit magic.
- Immune to mental attacks.
- Immune to physical attacks.
Weakness
- Receives an additional injury whenever it is damaged by divine magic.
Actions
- Drop Awareness
- Melee Attack
- Move
- Move in Difficult Terrain
- Move in Low Gravity
- Move in Zero Gravity
- Scramble
- Scramble in Difficult Terrain
- Swim
Reactions
Level 1 Abilities
Level 2 Abilities
Level 3 Abilities
Level 4 Abilities
Level 5 Ability
Level 6 Ability
Tactics
Nox’zh’r abominations have a base AP pool of 3 AP.
- (Level 4+) Uses the Tough as Nails ability, if:
- It gets a third major injury, and
- It hasn’t used the ability this session.
- (Level 3+) Counterattacks, if:
- (Level 3+) Uses the Outmatched ability, if:
- (Level 2+) Death gazes a target, if they aren’t already horrified.
- Moves or scrambles to get within range of th target, if they’re not already in range.
- (Level 4+) Tears down the target, if they have a beneficial status or immunity.
- Cleaves the target, if there is at least 1 other target within range.
- If the target isn’t within melee range, roll a die based on the abomination’s level:
- Roll a die based on the abomination’s level:
- At level 1, roll 1d6:
- At level 2, roll 1d8:
- At level 3, roll 1d8:
- At levels 4-6, roll 1d10:
- Re-roll.
- Launches lluw spit at the target.
- Attacks or strikes (level 2+) the target.
- Throws the target.
- Throws another target at the target
- Throws an object at the target.
- Death gazes another random target.
- Summons a nightmarish ooze.
- Uses the Overwhelming Darkness ability on a random target.
- Enshrouds a random target.
- Guards, if: