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| colspan="6" |'''Move.''' The Quasimare can move up to its speed. | | colspan="6" |'''Move.''' The Quasimare can move up to its speed. | ||
'''Gore.''' ''Reach 5 ft, Natural Weapon.'' +4 vs AR. '''Hit:''' 11 (2d6+4) sharp. On a crit, the Quasimare summons one [[Bendelex]], which appears on the target creature. | '''Gore.''' ''Reach 5 ft, Natural Weapon.'' +4 vs AR. '''Hit:''' 11 (2d6+4) sharp. On a crit, the Quasimare summons one [[Bendelex]], which appears on the target creature. | ||
'''Tentacle.''' ''Reach 10 ft, Natural Weapon.'' +4 vs AR. '''Hit:''' 7 (1d6+4) blunt and the creature is Grappled. When the Quasimare attacks a Grappled creature with its Gore attack, it can roll 2d20 and use the higher. The Quasimare cannot Grapple more than two creatures in this way at a time. | '''Tentacle.''' ''Reach 10 ft, Natural Weapon.'' +4 vs AR. '''Hit:''' 7 (1d6+4) blunt and the creature is Grappled. When the Quasimare attacks a Grappled creature with its Gore attack, it can roll 2d20 and use the higher. The Quasimare cannot Grapple more than two creatures in this way at a time. | ||
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| colspan="6" |'''Psion.''' The Quasimare can cast one of its expendable spells. | | colspan="6" |'''Psion.''' The Quasimare can cast one of its expendable spells. | ||
'''Nightmare Burst (Recharge 4).''' ''20 ft Radius, Natural Weapon.'' +5 vs WILL of each creature in the radius that the Quasimare did not summon. '''Hit:''' 10 (3d6) psychic and the creature is Dazed until the end of its next turn. | '''Nightmare Burst (Recharge 4).''' ''20 ft Radius, Natural Weapon.'' +5 vs WILL of each creature in the radius that the Quasimare did not summon. '''Hit:''' 10 (3d6) psychic and the creature is Dazed until the end of its next turn. | ||
'''Nightmares Incarnate (Recharge 6).''' ''Ranged (90 ft), Natural Weapon.'' +5 vs LOG. Hit: The Quasimare summons one Beast or Swarm that is ML 3 or lower. The beast or swarm appears in an unoccupied space within 20 ft of the Quasimare and takes the form of something terrifying from the dreams of the target creature. The target creature is Phobic of the newly summoned creature. | '''Nightmares Incarnate (Recharge 6).''' ''Ranged (90 ft), Natural Weapon.'' +5 vs LOG. Hit: The Quasimare summons one Beast or Swarm that is ML 3 or lower. The beast or swarm appears in an unoccupied space within 20 ft of the Quasimare and takes the form of something terrifying from the dreams of the target creature. The target creature is Phobic of the newly summoned creature. | ||
'''Terror Plane (1/Recoup).''' The Quasimare and each creature within 60 ft of it are teleported into a 130 ft diameter demiplane of the Quasimare’s construction. The | '''Terror Plane (1/Recoup).''' The Quasimare and each creature within 60 ft of it are teleported into a 130 ft diameter demiplane of the Quasimare’s construction. The demiplane reflects the terrain that was within 60 ft of the Quasimare when it used this ability, although it takes on a nightmarish quality: rocks might be more jagged, buildings warped, and the whole demiplane might have a thin layer of fog over the ground. While in the terror plane, the Quasimare does 3 (1d6) extra psychic [[damage]] with each of its attacks and automatically recharges its rechargeable abilities at the start of each of its turns. However, each time the Quasimare takes damage, it must roll 1d20+END against a DC equal to the damage it took. If it fails, then the demiplane dissolves, each creature reappears in their old spaces, and the Quasimare is stunned until the end of its next turn. The demiplane otherwise lasts for 10 minutes or until the Quasimare dissolves it for free. A creature in the demiplane may spend 2 AP to make a DC 15 CHA check, leaving the demiplane if they are successful. | ||
demiplane reflects the terrain that was within 60 ft of the Quasimare when it used this ability, although it takes on a nightmarish quality: rocks might be more jagged, buildings warped, and the whole demiplane might have a thin layer of fog over the ground. While in the terror plane, the Quasimare does 3 (1d6) extra psychic [[damage]] with each of its attacks and automatically recharges its rechargeable abilities at the start of each of its turns. However, each time the Quasimare takes damage, it must roll 1d20+END against a DC equal to the damage it took. If it fails, then the demiplane dissolves, each creature reappears in their old spaces, and the Quasimare is stunned until the end of its next turn. The demiplane otherwise lasts for 10 minutes or until the Quasimare dissolves it for free. A creature in the demiplane may spend 2 AP to make a DC 15 CHA check, leaving the demiplane if they are successful. | |||
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! colspan="6" |Reactions | ! colspan="6" |Reactions | ||
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