Armory arm
Oversized mechanical arm augments from the duel dimension. often used by synchro spellcrafters as a power booster in a pinch. While unequipped; they crawl about usint their fingers in a similar walk to a crab.
Basic Information
Anatomy
A metal arm with a large spike on the back of the hand.
Additional Information
Average Intelligence
Basic AI matrix, almost entirely incapable of free-thought
Perception and Sensory Capabilities
Blindsight 60ft. It is blind if it becomes deafened.
Small construct (machine Lawful Neutral
AC: 13, MOV: 25ft, HP: 18 (3D8+3)
STR: 17, DEX: 9, CON: 10, INT: 1, WIS: 1, CHR: 1
Challenge: 1/2 (100exp)
AC: 13, MOV: 25ft, HP: 18 (3D8+3)
STR: 17, DEX: 9, CON: 10, INT: 1, WIS: 1, CHR: 1
Challenge: 1/2 (100exp)
Features:
Damage immunities: poison, psychic
Damage resistances: raidant
Damage vulnerabilities: Darkness
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, bleeding, Mushroomized.
Equip power: The Armory arm may use it's bonus action to equip itself to an adjacent creature (for a hostile, make an apposed stength check (summoned creatures have disadvantage on the check), or unequip itself and move to a space adjacent to the creature (counts as a 'special summon'). This is not considered a creature while equipped, and dies if the equipped creature dies or is otherwise removed from combat. While equipped; the equipped creature has +2 to attack and damage rolls with any melee attacks, and may use 1D6 slashing for unarmed strike damage instead of the normal roll and damage type (if any). A summoned duel dimension creature equipped with this card s treated as having gained 1000 attack points.
Attacks:
Rending claw: melee weapon attack, +6 to hit, 5ft reach, one target. Hit: 1D6+1 slashing damage
Damage immunities: poison, psychic
Damage resistances: raidant
Damage vulnerabilities: Darkness
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, bleeding, Mushroomized.
Equip power: The Armory arm may use it's bonus action to equip itself to an adjacent creature (for a hostile, make an apposed stength check (summoned creatures have disadvantage on the check), or unequip itself and move to a space adjacent to the creature (counts as a 'special summon'). This is not considered a creature while equipped, and dies if the equipped creature dies or is otherwise removed from combat. While equipped; the equipped creature has +2 to attack and damage rolls with any melee attacks, and may use 1D6 slashing for unarmed strike damage instead of the normal roll and damage type (if any). A summoned duel dimension creature equipped with this card s treated as having gained 1000 attack points.
Average Height
3-4ft tall
Average Physique
So strong; it can give some of its own power to others as per it's design.
Body Tint, Colouring and Marking
Black and white with red 'fingers'
Rending claw: melee weapon attack, +6 to hit, 5ft reach, one target. Hit: 1D6+1 slashing damage
1xLight Kanji Stones (40%), 1xBlank synchro monster card (35%), 1xMachine essence (30%), 1xSummon ticket A (25%), 1xAttack core (20%), 1xBurnt icon (15%)
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