Speed 30 ft. Melee 2 slams +21 (2d10+8) or needle +21/+16/+11 (2d6+12/19-20) Space 10 ft.; Reach 10 ft. Special Attacks extra damage against foe, find target, linked attack, witch-doll link
Coc Sand Witch Dungeon
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A witch-doll golem can establish an invisible link between itself and its programmed target by making a successful melee attack against its programmed target. If successful, the opponent can attempt a DC 19 Fortitude save to resist the link. The save DC is Constitution-based and includes a +2 racial bonus. A witch-doll link is broken if the witch-doll golem is destroyed, the target dies, or the witch-doll golem is programmed with a new target. A witch-doll golem cannot establish this link with any other creature other than its programmed target.
A witch-doll golem gains a +4 bonus on all saving throws against any spell or spell-like ability or effect cast by its programmed target (provided the effect gets past its immunity to magic). The witch-doll does not have to be linked to its target to gain this bonus.
When facing its programmed target, the witch-doll immediately attempts to establish a witch-doll link by pummeling the target with its fists or stabbing it with one of the needles in its body. It relentlessly attacks its foe with a ferocity unseen in most mindless automatons. Against other foes, the golem employs its fists and needles while attempting to keep its programmed target within range.
A witch-doll golem is made from a patchwork of cloth, leather, rags, and other miscellaneous materials totaling 1,000 gp, all haphazardly stitched together. The creator of a witch-doll golem must have a physical part of the programmed target and use it in the construction of the witch-doll golem. This physical part can be a piece of hair, fingernail clippings, a few drops of blood, a piece of skin, and so on.
its a shame, but undersandable. i mean hearing about the eldrich nighmare that masqurades as code, the dozen or so half finnished story lines. and of course the new games(s) that are being worked on.tho tbh i rather like playing with CoC as opposed to playing with TiTs (never thought id say that).but then things go on. i guess well see how tits and foe and anyother games do.
Before you start switching between the sceneries, you need to make sure that you have purchased some village sceneries which can be found in the in-game shop. These will cost you a few dollars, so make sure you are ready to splash some cash.
Yugoloths had a complex language reminiscent of the odor of rotting roses and whispering wind blowing across sand. Despite most being telepathic, they could also choose to speak, a common choice when talking to non-yugoloths to make their messages properly conveyed and something relied upon by ones like the arcanaloths. True to their backwards nature however, while most would speak to convey simple ideas and use telepathy for the important or complicated messages, yugoloths did the opposite.[9]
In fact, despite their usefulness, neither the baatezu nor the tanar'ri particularly wanted to make use of the daemonic forces as a result of their treacherous habits. The mercenaries never agreed to any deal that forbade them from switching sides, and yet both sides had to use them since either side ignoring them would cause the daemons to gravitate to the other, giving their rivals an exclusive advantage.[2][5] Because of this, both demonic and devilish armies were often given war chests of some kind to try and incite betrayal from opposing yugoloth forces, leading to a complicated back and forth where the war chests were fought over, disguised, trapped or replaced with decoys.[2]
Yugoloths were a race of hermaphrodites able to switch sexes at a whim and only identifying as male, female, or neuter based on the situation, although technically speaking they could be considered both male and female at the same time.[9] Apparently yugoloths were also fully capable of producing half-fiends, and their blood could be distilled to the point where there were tieflings with yugoloth heritage.[16][37] All types could breed and all could either sire or host young, although the actual results were as physiologically baffling as they were.[9]
"Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left."
Jim, complete with a shit-eating grin, says he "can't complain" about having to spend the night like this as he heads up the ladder to the roof. As Dwight ignites discount fireworks in a lot across the street, Pam lights a candle ("For the bugs," she says but we all know that's a Love Candle, Pam) as Jim hands her a sandwich. It's nighttime and they're still together. It's not work hours. They're sharing a meal. It's a date, really. "I can't remember the last time someone made me dinner," Pam says. And it's so sad but Jim smiles. Because that mother fucker knows he's better than Roy. And he knows he's not giving up.
Rasa, the Fourth Kazekage, was known for using gold dust with his magnet style kekkei genkai, as well as going toe-to-toe with the One-Tailed Beast, Shukaku. Gaara, the youngest kage ever, is not only the jinchuriki of Shukaku but also very skilled with his superb sand manipulation. Temari excels in wind jutsu with her iconic giant fan, while Kakuro wields a variety of puppets with chakra threads.
Version 8.75:1 - remove file draugrfx.pex and psc from build. A long time ago I think I added it to fix the draugr eye bug, but it has not fixed it and actually blocks the version from the Unofficial Patches in loose files mod. If you have it please delete it. the Draugr glowing eyes is amont three effects that the player can catch due to bugs in the game. the other two are the effects from ice wraiths and the steam effects from dwarven machines. The USP patch places a shrine in Whiterun(?) temple that removes the effects. 2 - Fixed all bandit and wolf records to comply with activation switch. The increased vanilla encounters will now not take place from them without activation of mod.3. Fixed for good the masters being out of order. Thanks to Lifestorock. Will fix patches soon.4. Added the possibility of dropping an enchanted trapped treasure chest to all bandit magic users.5. Also added chests to all bandit bosses.
Version 8.67:- Overhauled the way dungeon spawns are placed. More advanced and elegant now, no more clusters of npcs constantly at exits. Major Manjor impreovement.-Added mcm page for Presets - EMPTY RIGHT NOW - adding them for 8.68
Version 8.55:ALL: A small updated version is up now. its a .5 incremental, not a huge deal and should be installed in a game that has never had SOT before.Includes:1. Active cleanup of dungeon spawns. In the past, we had let the game clean them up but to avoid issues and game bloating SOT will clean up after itself. The way it works you need to be a ways from the dungeon before it kicks in. I like ths though because it allows for hit and run tactics without having your target deleted prematurely2. The meshes and textures were run throught the optimizer to resize them to 16x16 and create mip map thingies . I am told this adds stability.3. new logo for MCM menu. this alone should make the mod run twice as fast and be even more rock solid stable. ;-)4. Some ai tweaks. If you do add this to a new game, please report if Draugrs will not attack when found. Seems to happen when they spawn too far from player.
Version 8.4 (NEW GAME REQUIRED):1- Same as 1 from 8.3D2- Fast Travel fix - broken in 8.3C3- Fix for summoned npc. the game will no longer clone npcs you summon to your aid. This is important, was messing up strategy and immersion.4- surprise new thing.5. fixed Dragon/Draugr record error6. Fixed vanilla encounters wisp error7. Fixed vanilla encounter witch error 2ff7e9595c
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