A second batch of 4 Power Rangers Monsters (technically, one only appeared on Super Sentai) written in the style of the Finster's Monster-Matic Cookbook for the Power Rangers TTRPG.
Yuki-Onna
Snow Princess Yokai, can turn opponents into Snowmen and create blizzards. Has freezing breath and can summon snowmen minions (latter only in giant form).
Enemy
Normal
Threat Level: 9
Size: Normal
Health: 10
Movement: 30 ft. ground, 40 ft. teleport
Strength: 9
Speed: 10
Smarts: 8
Social: 5
Toughness: 13
Evasion: 13
Willpower: 16
Cleverness: 18
Skills:
Perks:
Immune to cold and water-based attacks: Any cold-and-water based attacks will heal Yuki-Onna for the damage they would’ve done.
Teleport: Yuki-Onna can teleport 40 feet on the battlefield.
Weather Control: Yuki-Onna can lower the temperature to 32 F/ 0 C and make it snow, increasing her strength and health by one d12 roll each.
Attacks:
Ice Breath: Yuki-Onna shoots cold at her opponent, damaging them.
Snowman transformation: Yuki-Onna blasts an opponent, if d20 roll is 12 or higher, opponent is a snowman for the rest of the battle.
Powers:
Teleport: See perk
Weather Control: See perk
Equipment:
Mandala: Weapon which can also shoot ice beam.
Hang-up:
Weakness to fire: Any fire attack does double-damage to Yuki-Onna.
Grown:
Threat Level: 11
Size: Towering
Health: 14
Movement: 40 ft. ground, 100 ft. teleport
Strength: 11
Speed: 12
Smarts: 8
Social: 5
Toughness: 15
Evasion: 15
Willpower: 16
Cleverness: 18
Skills:
Perks:
Immune to cold and water-based attacks: Any cold-and-water based attacks will heal Yuki-Onna for the damage they would’ve done.
Teleport: Yuki-Onna can teleport 40 feet on the battlefield.
Weather Control: Yuki-Onna can lower the temperature to 32 F/ 0 C and make it snow, increasing her strength and health by one d12 roll each.
Attacks:
Ice Breath: Yuki-Onna can damage the opponent with a cold blast of ice from her mouth
Snowman summon: Yuki-Onna can summon two towering snowmen to help her fight.
Snowballs: Yuki-Onna and the snowmen can freeze their opponents with a snowball barrage. Takes fire attack to undo.
Powers:
Snowman summon: See attack
Teleport: See perk
Weather Control: See Perk
Equipment:
None
Hang-up:
Weakness to fire: All fire-based attacks do double-damage to Yuki-Onna.
Beevil:
Normal
Threat Level: 9
Size: Normal
Health: 10
Movement: 40 ft. ground
Strength: 11
Speed: 11
Smarts: 8
Social: 5
Toughness: 20
Evasion: 20
Willpower: 16
Cleverness: 13
Skills:
Perks:
Ninja Teleport: Beevil can teleport within 60 feet on the ground and up buildings.
Enhanced Block ability: For every blow on Beevil, roll a d12. If 8 or above, she has blocked and takes no damage.
Staff: Beevil is proficient with a staff, capable of outdueling opponents with her bladed staff. Roll a d20 for every attack on her, if 17 or higher, she has successfully parried.
Ninjutsu Explosion: Beevil can generate explosions on the opponent.
Electric Jolt: Beevil can also fire electricity from her hands, injuring her opponent.
Unarmed combat:
Powers:
Teleportation: See Perk
Enhanced Martial Arts: See Perks
Equipment:
Staff: See Perk
Hang-up:
Quick energy drain: For every turn on the battlefield, Beevil loses two HP unless Marah is present.
Grown:
Threat Level: 10
Size: Towering
Health: 12
Movement: 60 ft ground, 100 ft teleport
Strength: 13
Speed: 14
Smarts: 8
Social: 5
Toughness: 24
Evasion: 24
Willpower: 16
Cleverness: 13
Skills:
Perks:
Ninja Teleport: Beevil can teleport within 100 feet on the ground.
Enhanced Block ability: For every blow on Beevil, roll a d12. If 8 or above, she has blocked and takes no damage.
Attacks:
Ninjutsu Explosion: Beevil can generate explosions on the opponent.
Electric Jolt: Beevil can also fire electricity from her hands, injuring her opponent.
Unarmed combat:
Powers:
Teleportation: See Perk
Enhanced Martial Arts: See Perks
Equipment:
None
Hang-up:
Quick energy drain: For every turn on the battlefield, Beevil loses two HP.
Marah:
Normal
Threat Level: 9
Size: Normal
Health: 20
Movement: 40 ft. ground, 15 ft. teleport
Strength: 8
Speed: 12
Smarts: 6
Social: 8
Toughness: 9
Evasion: 27
Willpower: 13
Cleverness: 12
Skills:
Perks:
Ninja Teleport: Marah can teleport around the battlefield, 15 feet at a time.
Costume Shift: Marah can change her outfit and some of her appearance at will.
Attacks:
Ninjutsu Explosion Art: Marah can randomly generate powerful explosions within a 20-foot radius of her position.
Spear: Marah is equipped with a spear she is proficient with.
PDA: Marah can make Marah-allied Monsters grow or summon dual katanas for her to wield or teleport out of the battlefield without notice.
Powers:
Teleportation: See Perk
Equipment:
Spear: See Attack
PDA: See Attack
Dual Katanas: Summoned by the PDA, will enhance movement to 50 feet and increase damage
Marahzord: If Marah makes the monster grow or is on the Ranger’s side when the zord battle begins, she may jump into the Marahzord and pilot it against the foe of her choosing.
Hang-ups:
Old Friends: Will become unwilling to fight if Dustin or Tori are in the battle and may switch sides to the Rangers’ side.
Not the brightest: Marah is superficial and not the most intelligent, as such, her plan of attack will tend to have gaping, easily exploitable holes in it.
Histrionic: Marah tends to overreact to any attack to her, specifically, with high-pitched screaming, flailing arms and general panic.
Marahzord:
Grown:
Threat Level: 11
Size: Towering
Health: 15
Movement: 50 ft. ground
Strength: 15
Speed: 15
Smarts: 3
Social: 8
Toughness: 27
Evasion: 25
Willpower: 12
Cleverness: 10
Skills:
Perks:
Light Construction: Due to its body type and construction, the Marahzord is quick and gets +4 in initiative per round.
Attacks:
Laser forehead: The Marahzord fires a laser pulse from its forehead, damaging all foes within 100 feet of the Marahzord.
Dual staves: The Marahzord has a staff in each hand, delivering attacks with both hands.
Round Kick/Jump Kick: The Marahzord is nimble and can perform potent kicks.
Powers:
Exceptional speed: The Marahzord is 1.5x faster than the fastest zord or monster in combat after the first turn and only increases speed, going earlier in turn order, if possible, each round.
Marah morals: The Marahzord’s alliance depends on who Marah is allied with in the battle, the monsters or the Rangers. She will typically only side with the Rangers if Dustin and/or Tori are present, but it’s not a hard and fast rule.
Equipment:
Double staves: See attack.
Hang-up:
Old Friends: Will become unwilling to fight if Dustin or Tori are in the battle and may switch sides to the Rangers’ side.
Not the brightest: Marah is superficial and not the most intelligent, as such, her plan of attack will tend to have gaping, easily exploitable holes in it.
Histrionic: Marah tends to overreact to any attack to her, specifically, with high-pitched screaming, flailing arms and general panic.
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