Endbringer Abomination Shells
(Version 1.02 - Last Modified: 11/16/2007)
- All artwork owned and copyrighted by Wizards of the Coast
- Introduction
- Agonel ($20,000, 500 PPE, 5 hours, 5th level)
- Ciuteoteo ($6000, 300 PPE, 3 hours, 3rd level)
- Corrosive Goo ($8000, 400 PPE, 4 hours, 4th level)
- Damned Thing ($28,000, 1400 PPE, 14 hours, 14th level)
- Gluttonous Fleshbag ($14,000, 700 PPE, 7 hours, 7th level)
- Hypersonic Fiend ($16,000, 800 PPE, 8 hours, 8th level)
- Mindless Servant ($2000, 100 PPE, 1 hour, 1st level)
- Nahual ($2000, 100 PPE, 1 hour, 1st level)
- Nephilim ($20,000, 1000 PPE, 10 hours, 10th level)
- Roachkeeper ($22,000, 1100 PPE, 11 hours, 11th level)
- Skin Melder ($18,000, 900 PPE, 9 hours, 9th level)
- Skintaker ($12,000, 600 PPE, 6 hours, 6th level)
- Slimeoid ($4000, 200 PPE, 2 hours, 2nd level)
- Vitiosus ($26,000, 1300 PPE, 13 hours, 13th level)
Introduction
Abomination Shells allow an Endbringer to transform a simple minion into a monstrously
powerful supernatural creature. Although the change is permanent, the rewards for
creating an abomination are great.
Agonel
Illustration by Lucio Parrillo. ©1995-2006 Wizards of the Coast, Inc.
The Agonel is a difficult shell to create, costing twice as much as normal, and even
worse, it can only be applied to a basic minion, one without any other abomination
shells. However, the benefit of using an Agonel shell is in planning for the future.
With this shell, an abomination can have more shells than normal, making it even
more powerful in the end.
Racial Statistics
- Racial Type: Changes to Supernatural Creature - Minor in addition to
its other racial types.
- Attributes:
- P.S.: +7 (+2D6)
- P.E.: +6 (+1D6+3)
- Weight: Increase mass by +10%.
- S.D.C.: +14 (+4D6)
- Natural Armor Rating: +1
- Natural Abilities:
- Host: This abomination shell must be the first shell added to a
minion, but once added, the abomination can receive an one additional
shell beyond what the Endbringer can normally apply.
- Ritual of Summoning: The ritual required to summon the abomination
shell requires $20,000 worth of materials, 500 PPE, and 5 hours to cast
the spell. An Endbringer must be at least 5th level to perform the ritual.
- Attacks per Melee: +1 attack per melee
- Combat Bonuses: +2 to strike and +1 to dodge.
- Appearance: An abomination with the Agonel shell looks stronger and
tougher than normal, but the largest change in the face. The face of the
abomination is covered in foot long tendrils spreading in all directions.
These tendrils replace nearly all of the abomination's normal hair and
almost completely cover the abomination's normal facial features, but the
abomination is not adversely affected in any way.
Ciuteoteo
Illustration by Mitch Cotie. ©1995-2006 Wizards of the Coast, Inc.
This abomination shell changes the minion into a vicious birf-like creature
with wings. The Ciuteoteo is used mostly for reconnaissance work, but it is
still effective in regular combat, especially against minions controlled by
another Endbringer.
Racial Statistics
- Racial Type: Changes to Supernatural Creature - Minor Aztecal in
addition to its other racial types.
- Attributes:
- P.P.: +7 (+2D6)
- Spd: 30 (1D4x10) Flying
- Horror Factor: +2
- Natural Abilities:
- Impair Minion: Once per melee round, the Ciuteoteo can
designate a minion within 50' (15.2 m) to be impaired. While
impaired the minion has a penalty of -2 to all combat rolls.
- Ritual of Summoning: The ritual required to summon the
abomination shell requires $6000 worth of materials, 300 PPE, and 3
hours to cast the spell. An Endbringer must be at least 3rd level
to perform the ritual.
- Skills of Note:
- Combat Bonuses: +1 to parry and +1 to dodge.
- Damage:
- Appearance: The abomination's skin becomes covered in feathers
and its face twists into that of a bird, similar to a vulture's.
Corrosive Goo
Illustration by Ben Templesmith. ©1995-2006 Wizards of the Coast, Inc.
Covered in a greenish goo, a minion with this abomination shell is a disgusting
sight to behold. Although the abomination's overall appearance does not change
dramatically with this shell, the abomination is very different from the simple
minion it once was. Human minions are especially affected by this shell as they
are no longer able to wear regular clothing or go into the real world without
exposing their supernatural nature.
Racial Statistics
- Attributes:
- P.S.: +5 (+1D4+2)
- P.E.: +3 (+1D6)
- S.D.C.: +7 (+2D6)
- Horror Factor: +1
- Natural Abilities:
- Corrosive Attacks: All attacks the abomination makes with natural
weapons inflict an additional +1D6 acid damage.
- Corrosive Defense: Whenever the abomination is attacked with a
melee weapon, it inflicts 1D4 acid damage on the attacker.
- Boost Abomination: The Endbringer that summoned the shell can channel
PPE into the abomination to make it stronger if he is within 100' (30.5 m)
of the abomination. The Endbringer must spend one melee action to perform
the boost, but any amount of PPE can be spent with a single action and the
boost lasts for one minute per level of the Endbringer. Spending 20 PPE will
give a bonus of +2 acid damage to the Corrosive Attacks natural ability.
Spending 25 PPE will give a bonus of +1D4 acid damage to the Corrosive
Defense natural ability.
- Ritual of Summoning: The ritual required to summon the abomination
shell requires $8000 worth of materials, 400 PPE, and 4 hours to cast the
spell. An Endbringer must be at least 4th level to perform the ritual.
- Combat Bonuses: +1 to strike.
- Appearance: The abomination's skin becomes covered in a slick,
greenish slime that is highly acidic and very sticky.
Damned Thing
Illustration by Lucio Parrillo. ©1995-2006 Wizards of the Coast, Inc.
The Damned Thing abomination shell is used almost exclusively as the perfect weapon
against other abomination and other supernatural creatures that stand in the way of
an Endbringer. Although almost completely immune to damage by other supernatural
creatures, the Damned Thing is still one of the strongest and toughest abomination
shells available to any Endbringer.
Racial Statistics
- Racial Type: Changes to Supernatural Creature - Major in addition to
its other racial types.
- Attributes:
- M.E.: +3 (+1D6)
- P.S.: Becomes supernatural or +7 (+2D6) if it is already supernatural
- P.P.: +10 (+2D6+3)
- P.E.: +10 (+2D6+3)
- Spd: +14 (+4D6)
- Size: Increase overall size by +20%
- Weight: Increase mass by +50%.
- S.D.C.: +150 (+3D6x10+70)
- Horror Factor: +3
- Natural Armor Rating: +3
- Natural Abilities:
- Supernatural Defense: All attacks against the Damned Thing by
supernatural creatures or Endbringers inflict only 10% of their normal
damage, with a minimum of one point of damage. This includes any spells
or psionic powers used by supernatural creatures or Endbringers.
- Height of Power: As long as an abomination is bonded to this
shell, it cannot receive any new abomination shells.
- Ritual of Summoning: The ritual required to summon the abomination
shell requires $20,000 worth of materials, 1000 PPE, and 10 hours to cast
the spell. An Endbringer must be at least 10th level to perform the ritual.
- Attacks per Melee: +2 attacks per melee
- Combat Bonuses: +5 to strike, +4 to parry, and +4 to dodge.
- Appearance: A Damned Thing abomination is a powerful supernatural
creature that is capable of ripping apart almost anything in its path. The
creatures head is replaced a small collection of tentacles, surrounding and
protecting a muzzle and two beady eyes.
Gluttonous Fleshbag
Illustration by Colin Fix. ©1995-2006 Wizards of the Coast, Inc.
The Gluttonous Fleshbag abomination shell transforms a minion into a hideously
obese abomination with a huge mouth. Although the abomination is slower and less
alige because of its increased mass, the creature is tough and has a powerful
swallowing bite attack. Even better, the abomination only gets tougher as more
abomination shells are placed on it, making it ever more resistant to damage.
Racial Statistics
- Attributes:
- P.P.: -2 (-1D4), minimum of 3
- P.E.: +7 (+2D6)
- P.B.: -4 (-1D6), minimum of 4
- Spd: -7 (-2D6), minimum of 3
- Size: Increase overall size by +50%
- Weight: Increase mass by three times, but nearly all of the increase
is from fat.
- S.D.C.: +50 (+2D4x10)
- Horror Factor: +1
- Natural Abilities:
- Swallowing Bite: After making a bite attack, the abomination can
attempt to perform a Swallowing Bite against a target that is smaller
than it. First, the abomination must succeed on a PS attribute check
against the target's PS attribute check, PP attribute check, or a
successful Escape Artist skill roll, target's choice. If the target
fails the roll, they are partially swallowed by the abomination and at
the beginning of each of their melee actions, the victim automatically
takes 2D4 points of damage, plus any damage bonus, and an additional
2D6 acid damage. The target continues to take damage until he breaks
free with a successful attribute check against the abomination's PS
attribte check, he suceeds on an Escape Artist skill roll, or the
abomination chooses to release the target. While the abomination is
performing a Swallowing Bite, it cannot perform another bite attack.
- Damage Resistant: Reduce all damage dealt to the abomination by
the number of abomination shells on the abomination, to a minimum of 0
points of damage. An attack that is a volley, such as a volley of
missiles, has this reduction applied only once to the volley, not to
each object in the volley.
- Ritual of Summoning: The ritual required to summon the abomination
shell requires $14,000 worth of materials, 700 PPE, and 7 hours to cast
the spell. An Endbringer must be at least 7th level to perform the ritual.
- Damage:
- Bite: 2D4 (if the minion already has a bite attack, use whichever damage
is higher)
- Appearance: A Gluttonous Fleshbag is a huge, blubberous mound of
flesh with a huge mouth and a jaw that can disconnect, much like a snake's.
The locations of the abomination's facial features is also different, with
the eyes moved to the cheeks, to provide more room of the abomination's
mouth.
Hypersonic Fiend
Illustration by Christopher Shy. ©1995-2006 Wizards of the Coast, Inc.
The Supersonic Fiend abomination shell gives an abomination several useful, sound
related abilities. Quick and agile, not strong and tough, is the hallmark of this
abomination shell. Through the creation of several large glands that develop in
the creature's chest, the abomination can generate both a powerful sonic field
that gives the abomination protection against ranged attacks and a sonic blast
that is a powerful ranged weapon for the abomination.
Racial Statistics
- Attributes:
- P.P.: +7 (+2D6)
- Spd: +17 (+3D6+6)
- Natural Abilities:
- Sonic Field: The abomination is constantly surrounded by a field
of sonic energy that blurs the abomination and disrupts incoming ranged
attacks. There is a 25% that any incoming ranged attack completely misses
the abomination. This is determined after the abomination has the choice
to perform a defensive action and for a volley, a single roll is made and
applies to the entire volley.
- Sonic Blast:
The abomination can generate a blast of sound that is incredibly
destructive. Activating this ability requires onle one melee attack,
but it can only be activated once per melee round.
- Range: 500' (154.2 m)
- Damage: 1D4x10+20 points of sonic damage.
- Bonus: Unless the target succeeds on a save vs. pain, the
target is defeaned and receives a penalty of -2 on all combat rolls
for 1D6 melee rounds.
- Ritual of Summoning: The ritual required to summon the abomination
shell requires $16,000 worth of materials, 800 PPE, and 8 hours to cast
the spell. An Endbringer must be at least 8th level to perform the ritual.
- Penalties: The abomination's body is always producing a low-level
humming noise, preventing the abomination from using the Prowl skill except
when it is surrounded by loud noises.
- Attacks per Melee: +2 attacks per melee
- Appearance: The hypersonic fiend shell causes the abomination to always
be surrounded by a sonic field. The field alters the abomination's appearance
to make it always look blurring.
Mindless Servant
Illustration by Christopher Shy. ©1995-2006 Wizards of the Coast, Inc.
A very simple modification, the Mindless Servant Abomination Shell simply makes a minion
stronger and tougher, but at the cost of most of the minion's intelligence and cunning.
Minions with this modification may be tough, but they lack the most basic reasoning
capabilities that can make an opponent truly dangerous. Often, an Enbringer will send out
a group of Mindless Servant minions led by an intelligent minion capable of directing
their actions intelligently.
Racial Statistics
- Attributes:
- I.Q.: Reduced to 3 (1D4+1)
- M.E.: -7 (-2D6), minimum of 2
- M.A.: -3 (-1D6), minimum of 3
- P.S.: +7 (+2D6)
- P.E.: +3 (+1D6)
- S.D.C.: +11 (+3D6)
- Natural Armor Rating: +1
- Natural Abilities:
- Mindless: The abomination is immune to all mind-affecting spells
and psionic powers, to horror factor, and to awe factor.
- Ritual of Summoning: The ritual required to summon the abomination
shell requires $2000 worth of materials, 100 PPE, and 1 hours to cast the
spell. An Endbringer must be at least 1st level to perform the ritual.
- Penalties: The abomination loses the ability to use psionic powers if
it had any.
- Attacks per Melee: +1 attack per melee
- Combat Bonuses: +1 to strike and +2 to damage.
- Appearance: At a quickly glance, this Abomination Shell does not
significantly alter the appearance of the minion. However, upon closer
inspection, the minion will often be seen staring vacantly into space and
may begin to drool if left inactive for a long period of time.
Nahual
Illustration by Mitch Cotie. ©1995-2006 Wizards of the Coast, Inc.
The Nahual is a simple abomination shell that adds some strength and a bite
attack to any minion. Although nothing special, at the beginning of their
career, most endbringers do not have a lot of options and this makes the weak
minions that they can summon just a little more powerful.
Racial Statistics
- Attributes:
- P.S.: +4 (+1D6)
- P.P.: +2 (+1D4)
- S.D.C.: +7 (+2D6)
- Natural Abilities:
- Ritual of Summoning: The ritual required to summon the
abomination shell requires $2000 worth of materials, 100 PPE, and 1
hours to cast the spell. An Endbringer must be at least 1st level
to perform the ritual.
- Attacks per Melee: +1 attack per melee
- Combat Bonuses: +1 to strike
- Damage:
- Appearance: At a quickly glance, this Abomination Shell does not
significantly alter the appearance of the minion, unless he opens his
mouth, which reveals double rows of sharp, pointed teeth.
Nephilim
Illustration by Lucio Parrillo. ©1995-2006 Wizards of the Coast, Inc.
The Nephilim abomination shell transforms a minion into a powerfully strong and
tough abomination. The shell also gives the abomination a small number of psionic
powers to make it even more dangerous. Most of the Nephilim's psionic powers are
geared towards improving its senses, a strange contradiction for a creature that
appears blind.
Racial Statistics
- Racial Type: Changes to Supernatural Creature - Major in addition to
its other racial types.
- Attributes:
- P.S.: Becomes supernatural or +5 (+2D4) if it is already supernatural
- P.E.: +7 (+2D6)
- Size: Increase overall size by +20%
- Weight: Increase mass by +100%.
- S.D.C.: +100 (+3D4x10+20)
- Horror Factor: +1
- Natural Armor Rating: +2
- I.S.P.: +50 (+2D4x10)
- Psionic Powers: Empathy, Presence Sense, Sense Magic, Telekinetic
Leap, Telekinetic Punch, and Telepathy. The abomination is treated as a
major psychic unless he is already a major or master psychic.
- Natural Abilities:
- Blindsight: The abomination has a supernatural sight that allows
it to see everything around it with a range of 5000' (1524 m), even in
total or magical darkness. The abomination cannot be surprised, attacked
from behind, or blinded.
- Limited Range: The abomination must remain within 50' (15.2 m) of
the summoning Endbringer per level of experience. If the abomination
exceeds that range, it immediately dies and the Endbringer takes 4D6
points of damage directly to hit points in feedback damage.
- Ritual of Summoning: The ritual required to summon the abomination
shell requires $20,000 worth of materials, 1000 PPE, and 10 hours to cast
the spell. An Endbringer must be at least 10th level to perform the ritual.
- Attacks per Melee: +1 attack per melee
- Combat Bonuses: +3 to strike, +2 to parry, and +2 to dodge.
- Appearance: The Nephilim shell makes the abomination large, muscular,
and bulky. In addition, the abomination's eye sockets become empty, as if the
eyes were simply plucked out.
Roachkeeper
Illustration by Raven Mimura. ©1995-2006 Wizards of the Coast, Inc.
At first, this abomination shells seems very innocuous and easy to hide. Only a few
small rashes appear on the abominations skin. However, under those rashes, which
quickly turn into large patches of dead skin, rest hundreds of demonic cockroaches.
Although not capable of independent action, the roaches inside of the abominations
body provide the Roachkeeper with several powerful natural abilities.
Racial Statistics
- Attributes:
- S.D.C.: +50 (+2D4x10)
- Horror Factor: +2
- Natural Armor Rating: +1
- Natural Abilities:
- Limited Range: The abomination must remain within 50' (15.2 m) of
the summoning Endbringer per level of experience. If the abomination
exceeds that range, it immediately dies and the Endbringer takes 4D6
points of damage directly to hit points in feedback damage.
- Living PPE Battery: The Endbringer that created the shell access
the PPE of the abomination as if it was a PPE Battery.
- Release Roaches: Each time a Roachkeeper hits a target, it can
release a small number of roaches onto that target. The Roachkeeper can
release one roach at a time or in groups of 1D6 roaches and each roach
will proceed to bite and attack, inflict 1 point of damage each at the
end of every melee round they remain on the target. To kill, crush, or
remove one of the roaches, requires a PS strength check that exceeds 15,
but only one roach can be removed with a single melee attack. Removed
roaches immiediately die and the Roachkeeper can command the roaches to
stop biting the target and fall off dead.
- Roach Armor: With a melee action, a Roachkeeper can command the
roaches in his body to swarm out of their spots and cover his body to
provide protection. When protected in such a manner, the Roachkeeper
gains a bonus of +100 S.D.C. and +2 to his Natural Armor Rating. This
ability can only be activated once per hour and it lasts for 5 minutes
or until all of the extra S.D.C. is depleted.
- Spell Abilities: A Roachkeeper can cast Summon & Control Insects
three times per day as per the spell without paying any PPE.
- Swarm Attack: When a Roachkeeper is grappling a target, he can
release the roaches in his body to swarm and bite the grappled target.
Each melee attack that the Roachkeeper continues to grapple, the target
will take 4D6 points of damage from the vicious and constant bites of
the demonic roaches.
- Ritual of Summoning: The ritual required to summon the abomination
shell requires $22,000 worth of materials, 1100 PPE, and 11 hours to cast
the spell. An Endbringer must be at least 11th level to perform the ritual.
- Appearance: A Roachkeeper looks pretty much the same as before, except
for a few patches of flaky looking skin. Unfortunately, underneath that skin
are hundreds of demonic-looking roaches. The roaches often crawl in and out of
Roachkeeper's body unless the Roachkeeper specifically commands them to stay
inside.
Skin Melder
Illustration by Ian Edward Ameling. ©1995-2006 Wizards of the Coast, Inc.
The Skin Melder is an extremely versatile abomination shell that allows the
minion to benefit from a large variety of other abomination shells for a short
time without being trapped with that shell forever. If the Endbringer wants to
have a combat minion, an espionage minion, and a guard minion, all can be
easily done with the Skin Melder working along with the Endbringer's other
minions.
Racial Statistics
- Attributes:
- P.S.: +4 (+1D6)
- P.E.: +7 (+2D6)
- S.D.C.: +35 (+1D6x10)
- Horror Factor: +1
- Natural Abilities:
- Regeneration: The minion regenerates at a rate of 4D6 points
of damage per melee round.
- Borrow Abomination Shell: The Skin Melder can take any
abomination shell from another minion controlled by the same
Endbringer and apply that shell to itself simply by touching it.
The borrowed shell lasts for one day before returning to the minion
it originally came from and the Skin Melder cannot have more than
one of each different Abomination Shell. For example, the Skin
Melder have two Mindless Servant shells, whether they are borrowed
or one was already on the minion. The Skin Melder can borrow any
number of shells from the same minion and can take any or all of
them with a single touch and borrowed shells are applied
immediately to the Skin Melder and removed immiediately from the
other minion.
- Ritual of Summoning: The ritual required to summon the
abomination shell requires $18,000 worth of materials, 900 PPE, and
9 hours to cast the spell. An Endbringer must be at least 9th level
to perform the ritual.
- Appearance: A Skin Melder looks like a ugly, bloated creature
with purple, rough-looking skin, often with open sores and boils.
Skintaker
Illustration by Daarken. ©1995-2006 Wizards of the Coast, Inc.
The master of disguise and deception, the Skintaker is adept at impersonating
other people, and is aided in this by killing the subject and wearing that
person's flesh to create the perfect disguise. Skintakers are often used for
simple infiltration missions, such killing a guard and impersonating him to
gain easy access to restricted areas, and the skin is quickly discarded after
it is no longer needed. However, some Skintakers are used to replace a specific
target and impersonate that target for months or years at a time, all in
service to an Endbringer.
Racial Statistics
- Attributes:
- Hit Points: +7 (+2D6)
- Horror Factor: +2 if wearing skin on their shoulders.
- Natural Abilities:
- Remove Flesh: The Skintaker can remove the flesh of a Human
that has died within 1 minute of the beginning of this ritual. The
skin is removed intact and only skin removed in this manner can be
used with the Wear Flesh special ability.
- Wear Flesh: The Skintaker can put on any skin that he has
removed and while wearing that skin, the minion sounds and looks
perfectly like the former owner of the skin. However, the Skintaker
will not necessarily act like the former owner unless he has
observed the former owner of the skin while he or she was alive.
The gender of the skin's former owner has no bearing on whether the
minion can wear the skin or not.
- Ritual of Summoning: The ritual required to summon the
abomination shell requires $12,000 worth of materials, 600 PPE, and
6 hours to cast the spell. An Endbringer must be at least 6th level
to perform the ritual.
- Skills of Note:
- Appearance: A Skintaker looks the same as before, but they will
often have two or three sets of skins somewhere on their person. If
they do not care about people noticing them, they will often drape
these skins across their shoulders like a scarf.
Slimeoid
Illustration by Jeremy Spears. ©1995-2006 Wizards of the Coast, Inc.
The Slimeoid shell creates an abomination that is fast and stealthy, making it a useful
addition to many minions. Unfortunately, the slime from the shell is absorbed into the
body of the abomination, which ultimately consumes the abomination shell, forcing the
Endbringer to create the shell again and again.
Racial Statistics
- Attributes:
- P.P.: +7 (+2D6)
- P.E.: +4 (+1D6)
- Spd: +30 (+1D4x10)
- S.D.C.: +7 (+2D6)
- Horror Factor: +1
- Natural Abilities:
- Dissolving Shell: This abomination shell lasts for only 1 day per
level of the Endbringer that created it.
- Ritual of Summoning: The ritual required to summon the abomination
shell requires $4000 worth of materials, 200 PPE, and 2 hours to cast the
spell. An Endbringer must be at least 2nd level to perform the ritual.
- Skills of Note:
- Bonuses: Immune to cold damage.
- Penalties: Takes double damage from fire based attacks.
- Combat Bonuses: +2 to auto-dodge and +3 to dodge
- Combat Abilities: Auto-Dodge
- Appearance: An abomination with this shell is covered with a fine
layer of yellow slime.
Vitiosus
Illustration by Jeremy Spears. ©1995-2006 Wizards of the Coast, Inc.
Fat and ugly, the Vitiosus is not an impressive combat abomination shell, but it
is very smart and provides an abomination with powerful magical capabilities.
Along with being a powerful invocation caster, the abomination can also drain
energy from its enemies, bolstering both its ability to stay in combat and its
spell casting capabilities.
Racial Statistics
- Attributes:
- I.Q.: +5 (+2D4)
- P.S.: +3 (+1D6)
- P.E.: +11 (+2D6+4)
- P.B.: -4 (-1D6), minimum of 3
- Spd: -7 (-2D6), minimum of 3
- Size: Increase overall size by +25%.
- Weight: Double mass, but nearly all of the increase is from fat.
- S.D.C.: +110 (+3D6x10)
- Horror Factor: +1
- P.P.E.: +60 (+2D4x10+10)
- Magic Powers: The Vitiosus knows the following invocation spells:
Armor of Ithan, Energy Bolt, Paralysis: Lesser, and two spells from each
spell level from levels 1 to 8. These spells are chosen when the
abomination shell is bonded to a minion.
- Natural Abilities:
- Drain PPE: With a melee action, the Vitiosus can drain 3D6 PPE
from a single target within 200' (61 m) of the abomination. Increase
the drain to 6D6 PPE if the Vitiosus touches the target as a melee
attack. The Vitiosus temporarily gains any PPE drained in this manner.
This temporary PPE is used first when the abomination spends PPE and
any unspent temporary PPE disppears an hour after it was drained. This
ability works through armor as long as the abomination can see the
target.
- Drain Life: With a melee action, the Vitiosus can drain 2D6 hit
points from a single target within 200' (61 m) of the abomination.
Increase the drain to 4D6 hit points if the Vitiosus touches the target
as a melee attack. The Vitiosus temporarily gains tempotary S.D.C. from
any hit points drained in this manner. This temporary S.D.C. is used
first when the abomination takes damage and any remainining temporary
S.D.C. disppears an hour after it was drained. This ability drains
directly from the target's hit points, even if the target has S.D.C.
remaining and it works through armor as long as the abomination can see
the target.
- Ritual of Summoning: The ritual required to summon the abomination
shell requires $26,000 worth of materials, 1300 PPE, and 13 hours to cast
the spell. An Endbringer must be at least 13th level to perform the ritual.
- Bonuses: Immune to pain, diseases, and poisons and +1 to spell strength.
- Appearance: The Vitiosus shell, gives the abomination a huge girth,
remebling an obese Human. Vitiosus abomination also have very few pain
receptors, so they enjoy piercing their bodies in ways that would cause
constant in most people or creatures.