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Page name: Fantasma Monster: Shetain [Exported view] [RSS]
2004-12-19 05:53:52
Last author: Adaman
Owner: Adaman
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Shetain

"Dark Djinns"



Image in works



Threat Level: Ranges from Average/Low to Average/High to Very High (Evil)
Species: Ethereal, Apparition Fantasma Apparition Monsters
Habitat: Centran Desert, or Shadukiam Dungeon Fantasma Centran Desert Monsters
Aggressive: Shetain are attracted to evil powers however and can sometimes become giddy around powerful demons.


Pixy/Infant Shetain

Health: 2 (Small size)
Armor: Ethereal Sands (-1 all physical attack damage and does 1 Earth Damage to short range attackers each time struck. +3 Magic attacks and +50% to Water Spells)
---
-Strength: 2 (Average/Low)
*Accuracy: 1 (Low)
-Endurance: 2 (Average/Low)
*Agility: 2 (Average/Low)
-Speed: 4 (Average/High)
*Stamina: 1 (Low)
-Magic: 3 (Average)
*Faith: 1 (Low)


Genie/Juvenile Shetain

Health: 15 (Average size)
Armor: Ethereal Sands (-2 all physical attack damage and does 2 Earth Damage to short range attackers each time struck. +6 Magic attacks and +75% to Water Spells)
---
-Strength: 5 (High)
*Accuracy: 3 (Average)
-Endurance: 5 (High)
*Agility: 2 (Average/Low)
-Speed: 4 (Average/High)
*Stamina: 3 (Average)
-Magic: 5 (High)
*Faith: 5 (High)


Djinn/Adult Shetain

Health: 35 (Big size)
Armor: Ethereal Sands (-3 all physical attack damage and does 3 Earth Damage to short range attackers each time struck. +9 Magic attacks and +100% to Water Spells)
---
-Strength: 8 (Superior)
*Accuracy: 4 (AverageHigh)
-Endurance: 7 (Very High!)
*Agility: 2 (Average/Low)
-Speed: 4 (Average/High)
*Stamina: 7 (Very High!)
-Magic: 9 (Legendary)
*Faith: 7 (Very High!)


Behavior

Earth Element Magic (Defensive use spells only last Magic Level * turns)
"Shetain used to be Earth Djinn, but have since become corrupted by darkness. They are also very proficient in the use of Earth Spells."
-Rock: (uses 1 Faith) Summons the defensive power of Earth. Thick impenitrable stones defend the caster against up to Magic Level * damage. All but impact damage weapons do 50% less damage and blocks Lightning magic very well. Rock can be used offensively, and will do * damage, unless used on Aero or Flying creatures then it will only be ½ * damage.
-Mud: (uses 1 Faith) Summons the offensive power of Earth. Un-noticably fat and murky flows catch opponent's off guard and take up to Magic Level * damage, although flying or cold foes will only take ½ * damage. Mud can be used defensively, but will only reduce the Speed Level of all within its area of effect by ½ * (will not go below 0, a speed level of 0 indicates the opponent can no longer move).

Evil Element Magic
"Shetain have strong senses of evil and have learn to control such powers through interaction with demons. They are proficient enough to be very hazardous."
Evil
(Uses 1 Faith) Causes Magic Level * damage to a target. Injures all Neutralities and Elements equally, even other evil creatures.
Dark
(Uses 1 Faith) Adds 1 to Strength, Endurance, Speed, and Magic for Magic Level * turns.
Darkness
(Uses 1 Faith) Changes battlefield condition to night, causing a drop in accuracy for diurnal creatures for Magic Level * turns.



Drops
When killed the monster will drop...
- Dark Treasure: Around Threat Level size of Shadow Demonic Weapon or armor.
- Black Crystalline Shard (x Threat Level Amount): Allows potion makers, chemists, or alchemists to make any Earth-related Potions.
* (Adult Shetain only) Granite: A regular rock, but something different about it. How odd...



Description

Shetain are the middle class of all Djinns, and so they are considered fairly dangerous although they remain hidden in the shadows. They are infatuated with demonic auras and evil magical sources. Shetain have a certain attractivity to the dark elements, in particular to anything demonic in nature. Although they are dark Djinn through influence, they were originally the Djinn of the earth and still cannot hide their need to be within the deep of mines or caves. To the inexperienced, Shetain may appear like a ghost or other apparition, since their bodies are slightly translucent. Since they are Djinns, Shetain can be captured by talismans or other artifacts if their magic power is outmatched by a powerful mage.

(Unfinished Description)



Return Link: Fantasma S Monsters
Habitat Link: Fantasma Centran Desert Monsters
Species Link: Fantasma Apparition Monsters

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