Turn 39 : EveryoneZoomochScoomtarto the Three-Eyed BeholderFLY STRAIGHT UP!!!
[5] You begin elevating in the air despite the threatening presence of the archers, and a sudden upward wind current makes you soar at high speed into the sky ! The humans are completely baffled, it seems like you got a sudden boost of speed out of nowhere.
Far into the sky and above the clouds, you are out of range of arrows and spells.
It's cloudy, you can't see much, except that the sun is soon going to set.
Passive mana regen roll : 1d4
[2]
You recover 2MPUlkas the Lesser OsyluthUse fear and illusions to stop humans from escaping. Proceed control-slaughtering them.
[4] For the first time you decide to use your illusion magic. Focusing your mana and imagining the illusion, you skillfully unleash terrifying illusions on the fleeing soldiers and villagers in your line of sight !
You lose 5MP[1] You then intend to chain the illusions with more mind-control, but the illusions turn out to scare the humans so much that their minds are a bumbling mess instinctive fear impossible to control !
You lose 4MPMind-controlled soldiers : 2 [2, 3] They don't break off your mind control, and continue obediently following your orders.
You lose 2MP[4] They attack nearby villagers and fellow soldiers, taking advantage of the confusion caused by the fear.
Astrosa murder-rampage roll :[2] The terrified villagers hide inside their houses, slowing down Astrosa.
Fleeing Roll :[1] Because of the chaos created by your illusions and the innate fear of the humans,
Losses :
1d6 [4] Villagers
1d4 [1] Soldiers
Villagers left : 90
Soldiers/Adventurers left : 12
Snehk the StalkerDisappear and search for weakest spots.
[Yo, you stink bro][1] You disappear and sneakily approach the monster. At least, you think you did, while in fact you didn't. Moreover, your strong smell is giving away your presence.
The monster turns toward you and stand on its back legs, it is enormous, nearly three time taller than you !
"You think I wouldn't have spotted such an evident smell ?!" he roars menacingly.
Bear-like monster roll :[6] vs [2] The huge bear charges at you, and claws you with incredible force ! You try to protect yourself but the blow is so strong that you feel your bones shattering and your skin tearing apart. You are projected four meters backward !
But because of the sudden wild attack without proper stretching first, the bear's back stiffen painfully !
"Ow my back !" says the bear.
"You lose 6HP"Caedan the Vampire"I never wanted to fight you people, so how about we all stop fighting before I'm forced to do the same to you, eh? Leave his corpse though. I'm taking it as reparations."
Bluff. If they leave me alone, drink the guy once he's safe to drink. If they want to keep fightan, run like a bitch.
[Brave scared peasants]
[2] The peasants totally don't buy your bluff. They believe you wanted to kill them in their sleep, and won't go down without a fight. But they are mere peasants, and the psychological effect of seeing an adventurer suddenly explodes is quite traumatic. They regroup, adopting the defensive formation of "let's group to feel safer".
Thankfully they don't attack you, but are clearly not going to let you take this corpse.
[3] Seeing the odds aren't in your favor, you decide to make a run for it. The peasants don't want to pursue you, they are too scared to do so. You escape safely.
Passive mana regen roll : 1d4
[3]
You recover 3MPGlint the Elemental Arcanivore"Of course, Vagush. We're happy to have you."
Comfort our new friend, then start moving towards the surface. Recover MP on the way, I guess?
((...And here I was thinking that this guy would slaughter me without a thought. I guess you shouldn't judge an insectile abomination by its carapace.))
[Toward new adventures]
You comfort Vagush, who is still sobbing a little. Together, you set toward the surface. Heading where ? You don't know, but you know that many adventures await you...
Finally outside, you look at the sky. The sun is setting, you spent nearly a day in the underground tunnels. It feels nice to smell some fresh air. You are still in the great sand desert.
Vagush tells you what he knows about the surroundings.
"Far to the north, there is a human territory. To the east-north-east, there are the Radasars territories. But I heard they were expanding, that's really weird if you think about it."Passive mana regen roll : 1d6
[3]
You regain 3MPVagush, Armored Scarablade has joined you in your adventures !Dahak the Uncanny Unreasonably Spooky Scary Skeleton((>:v! egads mode is still on))
Dahak's bones shiver creating a sound akin to an epileptic xylophone, but then he can hear the word echoing in his head
..."1"? Really, 1? Whats this, some sort of otherwordly bingo? Seriously, you come from the plane of pure suck to tell me about the number 1, you geriatric spawn of yog sothot?!
Dahak spurts so many incredible insults that such moment can only be properly represented by this video.
Then a flash of otherwordly realization comes into Dahak's mind, almost a reflex, giving him otherwordly awareness of the situation.
Otherwordly situations require otherwordly measures!
Dahak then tries his hardest to mentalize the number "5" in his mind, repeating in both mentally and verbally at the thing before him.
Then he realizes this is probably really stupid. Anyway, he decides he can't fight this thing directly, and that he can't rely on Delinde, at least not for now.
Try to get more distance between you and the cabin, slap Delinde so she FUCKING SNAPS OUT OF IT JESUS CHRIST AND BECAUSE SHE'S ACTUALY SOMEWHAT HEAVY TO CARRY, tell her to run away back to the cemetary, then do a quick read of the ritual to forcefuly close openings to the corruptor world and the ritual for controlling the link between Dahak and the corruptor world, and see if you can perform them without Delinde's help.
[The Karmic Infernal Spiral]
[6] You slap Delinde with force to snap her out of her terror, and it works with unexpected efficiency.
"Ouch ! she says, and slap you back with at least two time the force of your own slap.
You hurriedly tell her to get the hell out of here while you think of a solution. She refuses to leave, and stays by your side.
Quickly reading through the various rituals Morvad created and thought of, you select the ritual to forcefully close a passage as the most appropriate for this situation.
Reading through the material, you realize some of them are in the basement ! Thankfully Delinde points out at the same moment that there is another entry to the basement, some sort of emergency exit.
Thing from Another Plane roll : [1] ((it's seriously pumping 1s like nothing)) -and in case you didn't realize, rolls are different for the sphere. A 1 is the best for it and worse for you, while a 5 is the worse for it and best for you. A 6 is bad for it and bad for you too-
The fog reaper detects the threat and automatically engages it. But once its scythe tip makes contact with the sphere, the fog reaper instantly vanishes, destroyed. As for the gate, it seems to be stabilizing. If it reaches the point of final stability, it will be impossible to close.
The black sphere then suddenly emits a single pulse. You feel it passing through you and continuing, propagating farther into the world.
You have a terribly bad feeling.
((next turn is gonna be bad. For everyone.))
Gray the MetaldeeGo deliver the message to the Sentinel and say goodbye, then head out to the North, unless anything else comes up that the Sentinel wants help with. Say goodbye to the Metal Guardian on the way out.
[Gray the Postdee]
You leisurely head back to the Vault, meeting the Sentinel again. You pass the message, and the Sentinel reads it.
"A...poem and an invitation ? It's from Dovarus you said ? Hmm. Thank you, and I wish you a good journey."You leave, passing by the great hall and saluting the Metal Guardian. Oddly, the Metal Guardian waves back. Wasn't it just a machine ?
Brown and you head to the North. Toward the Copper Desert and the Ashafan Kingdom.
[3] Nothing particularly interesting happens during your trek. You eventually reach the limit between the plain and the arid desert. Brown is a bit distressed by the heat.
Stormslayer the Aradian Mirage Beetle HeroHe would do something akin to a nod at the prospect.
"The proposal is agreeable, as those that fall in battle will feed our kin. However, we are not entirely reliant on meat for sustenance.
I have a second proposal, as well. You undoubtedly want to know why the attacks are taking place, correct? Our soldiers can attempt to bring their soldiers into the hivemind, and extract whatever knowledge they hold provided the both parties survive. If you are willing to offer us any other food sources you can think of, We can try to help prepare you for the following strikes."
[More alliance and diplomacy]
[4] Amarilys listens to you carefully, and answers when you are all over.
"Your help is a godsend. We effectively lack intelligence on our enemies, and we don't know their motives. We Sylvarians don't own the forest, and we don't need as much sustenance as other creatures. We only feed on the nutrients of the ground and contained in the various plant-life of the forest. We are not hunters, and in these times of war, we can't allow to allocate extra resources to other domains.
"I fear we couldn't offer you any food. But we control a large part of the forest, so these hunting grounds would be safer for your kin."She looks at you, silently asking you if you have anything else to say.
Squishy the Great Earth Mana WispName : Squishy?!?
Species : Mana Wisp
Appearance : The amorphous form of the Mana Amorphoid has evaporated into what appears to be a cloud of pure, concentrated mana. It's pwetty!
HP or MP increase : MP up by five, HP up by two. Or something. Whatever happens at this point.
Attributes increased : Power
Traits gained : Ethereal: Physical attacks against this being might not prove so useful, but that also means that it cannot physically attack others. (Basically, strong debuff to any non-magical attacks to it, and no more mashing other people for me :c)
Skills gained : Absorb: The Mana Wisp can quickly drain the life energy of those around it and convert it into pure mana. It works better upon a single individual, but can be done against a crowd at a lower efficiency.
[Transformation]
Transformation Success Roll : [2]
With the sudden accumulated essences, your body undergoes a last-minute transformation. Your whole structure violently explodes, turning yourself into a being of pure mana.
You gained +2 Power, +8MP and +4HP
You lost the trait Sharp Body
You lost the trait Transformative
You acquired the trait Ethereal
You acquired the skill Absorb
You are now a Great Earth Mana Wisp !The Dikaios Knights are all in front of you, spread out in two rows. They are carefully awaiting orders.
The Tales of Five Dark Wanderers: by Bernardo Yhaes, the Living Book KILL. KILL. KILL.
[KILL PLEASE]
Inhakat roll :[2] vs [3] With his injured arm, Inhakat fails to land a proper blow on the Alpha. It only mildly bruises him.
Alpha roll :[6] vs [3] The Alpha charges again at Inhakat, unleashing a series of claws and bites at the wounded Wendigo. He barely manages to protect himself, and takes heavy damages. But the excessive effort from the Alpha reopened its wounds !
Inhakat loses 6HPInhakat roll :[5] vs [3] In a desperate attempt, Inhakat charges at the Alpha and stabs it in an opened wound with a frost bone spike ! The spike enters the wound and pierce even deeper in the Alpha's body, mortally wounding him.
Inhakat loses 2MPThe Alpha rage mode suddenly wears off, and the terrible strain on its body literally crushes him. All his wounds reopen, and combined with the internal damages, it bleeds to death in an instant.
You gain 2 essences. You can transform.
Monsters :Name: The Tales of Five Dark Wanderers: by Bernardo Yhaes
Species: Living Book
Appearance: A fairly large book with a brownish-red cover and binding. The title is written in golden cursive.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from PV or MP)
PV 8/10
MP 8/10
STR -1-Strength : increase physical damage-
CON -1-Constitution : increase physical resilience-
POW 1 -Power : increase special/magical damage-
RES 0 -Resistance : increase special/magical resilience-
INT 1 -Intelligence : increase your ability to submit others to your will-
IND 0 -Individuality : increase your ability to resist to others will-
Traits :
Chapter One-Conquest: Follows the way of The Tyrant, he who dominates those he conquers completely, in Body and Spirit.
Skills: Entice: a small spark of magic. Makes those affected interested and mildly protective of the book.
Name: Inhakat
Species: Blizzard Wendigo -stage 2-
Appearance: An emaciated humanoid creature with a hard ash skin, like if it was frozen. The air around it is cold and foul.
Attributes:
PV 2/20
MP 4/14
STR 2 -Strength : increase physical damage-
CON 1 -Constitution : increase physical resilience-
POW 1 -Power : increase special/magical damage-
RES 0 -Resistance : increase special/magical resilience-
INT -1 -Intelligence : increase your ability to submit others to your will-
IND -1 -Individuality : increase your ability to resist to others will-
Traits :
-Frozen skin
-Endless hunger
-Sense blood
-Night Creature
Skills:
-Cold wind manipulation
-Frost Bone Spike
Name: Shiny
Species : Great Earth Mana Wisp -stage 4-
Appearance: The amorphous form of the Mana Amorphoid has evaporated into what appears to be a cloud of pure, concentrated mana. It's pwetty!. It levitates gently above the ground, and the air around him crackles with potential. He can adeptly focus magical energy and cast Earth-based magic.
Attributes:
PV 25/25
MP 33/33
ESSENCE 7/30
STR -1 -Strength : increase physical damage-
CON 1 -Constitution : increase physical resilience-
POW 5 -Power : increase special/magical damage-
RES 1 -Resistance : increase special/magical resilience-
INT 0 -Intelligence : increase your ability to submit others to your will-
IND 0 -Individuality : increase your ability to resist to others will-
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them. (yet?)
Traits :
Magical: The Mana Slime is naturally talented at magical things.
Manastatic Field: The area around the shard pulses with magical energy. Nearing the shard drains the mana of creatures.
Earth Elemental: The being is aligned with the Earth element. It can absorb the elemental energy of earth-aligned crystals to supply its mana, and also cast Earth based magic.
Ethereal: Physical attacks against this being might not prove so useful, but that also means that it cannot physically attack others.
Skills :
Transfer Mana: Can release small parts of its inner energy, transferring this energy to its allies. It can also attempt to overload the systems of another mana-using enemy.
Focus mana: The shardling can now manipulate the condensed mana it is made of, breaking down itself if it needs more mana, and using extra mana in the environment to build itself back up.
Mana Spark : You can turn mana into a unstable and damaging electricity current.
Mana Shove : Uses magical energy to push a being around. The push can be very weak or very strong. Pushing an enemy into an inanimate object would obviously cause damage.
Elemental Crystal Resonance : allow you to manipulate elemental crystals state to make them detonate, or prevent them from detonating.
Mana Disruptive Wave: The Mana Amorphoid can now release a large wave of mana which disrupts all mana-using beings in the area. Human mages will be temporarily unable to use mana, and mana crystals underground will probably explode.
Absorb: The Mana Wisp can quickly drain the life energy of those around it and convert it into pure mana. It works better upon a single individual, but can be done against a crowd at a lower efficiency.
Name: Stormslayer, so called for slaying a dangerous Storm Ravager.
Species: Aradian Mirage Beetle Hero -stage 2-
Appearance: A large shimmering insect with orange and green colored chitin with intricate patterns. It has small rudimentary wings used for Mindwiping and communication rather than actual flight.
Attributes:
PV 20/20
MP 12/12
ESSENCE 7/10
STR 1
CON 1
POW -2
RES 1
INT 2
IND -1
Traits :
Hive minded: can control other creatures after performing Mindwipe. Resistance to enemy control is rolled against INT instead of IND for the queen.
Noble: sapient foes have a much higher chance of a successful mindwipe.
Out of Hive Learning: can gain new skills and learn magic from other willing creatures. Abilities gained this way are only three fourths as effective if the species is different.
Skills :
Mindwipe: Can "Indoctrinate" targets into a Hive mind,but only one at a time. Target must be captured before Mindwipe may be used.
Distort: disorients and confuses a target, making them more vulnerable to mindwiping, but also making them act erratically.
Adrenaline Rush : this near-death experience gave you a new skill. When your HP falls at critical levels, you get an extreme boost of power as you feel death closing in.
Name: Guard, but this is just its title
Species: Aradian Mirage Beetle Guard -stage 1-
Appearance: A large shimmering insect with orange colored chitin with intricate patterns. It has small rudimentary wings used for Mindwiping and communication rather than actual flight.
Attributes: ??
Traits :
Hive minded
Sturdy
Skills :
Mindwipe
Armor mode
Name: Ulkas
Species: Lesser Osyluth -Stage 3-
Appearance: A medium-sized humanoid demon with sharp claws and a barbed tail. He has a withered, skeletal body with insectile features and a long, bony tail ending in a wicked barb. His wings are vestigial, but he can fly regardless through magical levitation.
Attributes:
PV 18/18
MP 20/28
ESSENCE 12/20
STR 0 -Strength : increase physical damage-
CON 0 -Constitution : increase physical resilience-
POW -1 -Power : increase special/magical damage-
RES -1 -Resistance : increase special/magical resilience-
INT +4 -Intelligence : increase your ability to submit others to your will-
IND +2 -Individuality : increase your ability to resist to others will-
Traits :
-Evil Soul
-Poisoned Claws -mild paralysis-
-Levitation
-Aura of Fear : no creature can gaze upon bone devil without feeling a bone-chilling terror
-Poisoned Stinger : strong corrosive acid
-Expansive Mind : It is easier for osyluth to understand concepts far from his usual usual field of experience
Skills :
- Taunt
- Mental Control
- Lesser magic (Illusions)
Name: Astrosa
Species: Unknown
Appearance: A humanoid demon taller than most humans with a feminine figure and crimson skin with black markings. She has ruby eyes and beautiful ebon hair. A blood red substance is constantly flying around her, part of it wrapping her like some sort of exquisite cloth.
Attributes: ??
Known Traits :
-Crazy ?
-Evil Wings
-Eyes of the Mighty - Allow to sense the power of other beings
Known Skills :
-Blood Red Substance ?
Name: Caedan
Species: Vampire -stage 1-
Appearance: A tall, pale man. His black hair reaches his shoulders and is rather lazily tied into a ponytail. His grey eyes feel as if they can pierce right through you. He wears black clothes fit for a nobleman, with some purple accents here and there. An arming sword hangs at his side. You could swear that his eyes are red, sometimes.
Attributes:
HP 4/12
MP 3/15
ESSENCE 2/5
STR -1
CON 0
POW 1
RES 0
INT 1
IND 0
Traits:
Vampire - Caedan is a vampire, and gains all advantages and disadvantages that come from being such a creature.
Night Vision - Caedan, as a vampire, sees perfectly well in the darkness. (unless all vampires come with this included, in which case replace this with Mesmerizing Eyes - Anyone staring too long into Caedan's eyes will sooner or later find themselves unable to resist his commands.)
Creature of the Night - Caedan becomes much stronger during the night, in addition to being harder to see.
Skills:
Blood Metabolism - Drinking blood rejuvenates vampires.
Blood Boil - A spell that increases the victim's blood temperature to extremely high levels, effectively boiling/melting them alive.
Name: Glint
Species: Elemental Arcanivore -stage 2-
Appearance: An oversized lizard made of glass. It shimmers with mesmerizing white light. Its body seems to inhabit both ice and electricity in an harmonious equilibrium. Its glass scales are cyan and yellow, and shine beautifully. A golden core can be seen on its torso.
HP 17/17
MP 11/17
ESSENCE 3/10
STR 0
CON 0
POW 2
RES 0
INT 1
IND -1
Traits :
Mesmerizing: Those who look too directly might find themselves entranced.
Elemental Duality -Ice and Electricity-
Homeostasis: Glint's body naturally works to neutralize dangerous magic. While this effect generally focuses on keeping the two elements inside him from violently exploding, it can also protect against magical attacks in a pinch.
Regenerative Core: you can regenerate your lost body parts and your recovery is greatly increased.
Skills :
Calcifying Venom: Bites will gradually turn the victim into a pearly statue.
Elemental Breath -Ice and Electricity-
Overload: Glint can now boost the power and capabilities of his natural traits by expending MP. This often causes the trait to exceed its usual limitations- for instance, mesmerizing might become mind control.
Name: Tirim
Species: Quartzen
Appearance: A small, child-sized yellow humanoid made of crystals. He has a golden core on his chest.
Attributes : ??
Known Traits :
Regenerative Core
Known Skills :
?
Name: Vagush
Species: Armored Scarablade
Appearance: An enormous armored insectoid-like creature standing like some kind of centaur. It has six-legs on its abdomen for mobility, and its upper body arms end with deadly scythes. Its carapace is black and shiny, and its five eyes are red.
Attributes : ??
Known Traits :
?
Known Skills :
?
Name: Dahak
Species: Uncanny Unreasonably Spooky Scary Skeleton -stage 2-
Appearance: Dahak now sports a slightly elongated upper skull, with a second pair of baleful eye sockets above his other ones. His shoulders, arm and hand bones have grown thicker and elongated. He seems a bit taller overall, and his entire self seems surrounded in a smoky aura of sorts. His teeth are now both longer and sharper, for whatever reason. He's certainly spookier then before. He also seems to have gained new memories.
He has a badass worn out cape and a scabbard with a holy dagger.
Attributes:
PV 17/17
MP 17/17
ESSENCE 0/10
STR 0 -Strength : increase physical damage-
CON 0 -Constitution : increase physical resilience-
POW 1 -Power : increase special/magical damage-
RES -1 -Resistance : increase special/magical resilience-
INT 1 -Intelligence : increase your ability to submit others to your will-
IND 1 -Individuality : increase your ability to resist to others will-
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them. (yet?)
Traits :
>Skeletal: Receive more damage from blunt weapons, but slashing weapons do slightly less damage and piercing weapons deal significantly less damage and may be dodged altogheder.
>Undead: Not affected by poisons and other things that would harm living creatures. Weak to holy magic, and can be exorcised by priests.
>Fear aura : You naturally generate a fear aura, generating fear in the beings around you. You can turn it off, or expand mana to strengthen it.
>Abnormality from Another Plane : because of its connection with the "Corruptor World", Dahak's very presence can and will cause strange phenomenons. If Dahak rolls a [1] or a [6], rolls from anything close to Dahak will get reduced or increased by 1.
-If a [1] is decreased by 1, it will become a [6], if a [6] is increased by 1, it will become a [1].
-another unaffected roll will be done by the GM, to determine what will appear or happen because of Dahak connection...
>Corruptor Core -small- : a black core of unknown origin. Is it a parasite or is it part of you ? You can feel any being possessing essence as a secondary effect.
Skills :
>Spook: Causes fear, may paralyze enemies. Doesn't work on mindless creatures.
>Feel the Fear : you can convert the fear of your victims into physical pain. Extreme fear will probably cause cardiac arrest.
>Feral Otherworldly Aura : When activated, Dahak's aura will twists into a random shape and performs an attack to a single or multiple enemies depending on what form it assumes. Activating this ability will cost MP and HP, and will drain HP and MP. Killing an enemy with this ability will recover some HP and MP.
Name: Delinde
Species: Death Fairy
Appearance: Delinde has the appearance of a medium-sized girl wearing a white coat with a black hood. She wears a white mask, and has some kind of robe under her coat.
Attributes:
Known Traits :
Spirit World Connection
Known Skills :
Call Fog Reaper
Name: Snehk
Species: Stalker -stage 1-
Appearance: The Stalker are lesser demons the size of a man that use infravision to detect their prey. They are gray skinned humanoids with sunken eyes and long claws. It's eyes have an eerie red glow.
Attributes:
HP 9/15
MP 12/12
ESSENCE 2/5
STR 1 -Strength : increase physical damage-
CON 0 -Constitution : increase physical resilience-
POW 0 -Power : increase special/magical damage-
RES 1 -Resistance : increase special/magical resilience-
INT -1 -Intelligence : increase your ability to submit others to your will-
IND 0 -Individuality : increase your ability to resist to others will-
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them. (yet?)
Traits :
Infravision: Allows for detecting prey. Works only on short distance.
Mark and recall: Target becomes marked one, and during two days stalker can recall it's position.
Skills :
Disappearance: This innate skill allows the Hidden to become invisible, move noise-lessly and without leaving any traces, as if the demon just disappeared.
Whispers of damned: Target hears horrifying whispers coming from all directions. This easily disorientates and scares it.
Name: ZoomochScoomtarto
Species : Three-Eyed Beholder
Appearance : A Large Somewhat Spherical Creature with A pair of eyes on a pair of Tentacles, it also has a much larger Eye above it's Large Mouth.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 8/12
MP 5/15
ESSENCE 2/5
STR 0
CON 0
POW +3
RES 0
INT -1
IND -1
Traits :
-Levitation, can fly without any "Normal" means Naturally.
-Thick Skinned: Take less physical Damage.
Skills :
-[Eye#1:Telekinesis]
-[Eye#2:Slow]
Name: Gray
Species: Metaldee
Appearance: A shiny gray blob that appears to be made of liquid metal, like mercury, with two oblong arms and feet. In short, a shiny metal Kirby. With a hat.
Attributes:
HP 15/15
MP 12/12
ESSENCE 1/5
STR 0
CON 2
POW -1
RES 1
INT -1
IND 0
Traits :
Morphous- Gray can now take on and hold forms, even though his body retains its liquid-like appearance and consistency.
Skills :
Harden- Solidifies the body in whatever shape it is currently in, increasing durability.
Engulf- Engulfs all or a portion of the target, restricting it's movements and quickly digesting it
Name: Brown
Species : Large Dirt Blob
Appearance : A large brown and dirty blob.
Attributes :
Traits :
Amorphous
Fast Digest
Skill :
Expand
Engulf