Tsemone
Level 8Attacks
Abilities
Tsemone carries 9 alchemical grenades that deal either acid, cold, or fire damage plus 2 persistent damage and 2 splash damage of the same type (three of each). She replenishes these grenades each day.
Cost 1 Mythic Point
Effect Tsemone ends one condition affecting her.
Trigger An adjacent creature deals Tsemone piercing or slashing damage with a melee Strike
Effect Tsemone has ingested low quantities of acid over time, making her immune to acid damage and transforming her body into a trap for those that harm her. Tsemone's acidic blood sprays from the wound. The triggering creature takes 2d12 acid damage with a DC 26 reflex save.
Saving Throw DC 25 fortitude
Maximum Duration 6 rounds (but see stage 3)
Stage 1 2d6 poison damage, Clumsy 1, and Enfeebled 1 (1 round)
Stage 2 3d6 poison damage, Clumsy 2, Enfeebled 2, and Slowed 1 (1 minute)
Stage 3 4d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 round). If the victim fails the saving throw while at
Stage 3 , the poison ends and the victim is Paralyzed for .
The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Tsemone Interacts to draw a grenade, then Strikes with it.