Type: Aberrant; Size: Huge (3x3)
HP: 54
SP: 28 (1d12+5 Stamina Recovery)
MP: 12
Resolve: 9
Sanity: 13
Physical Defense: 13; Mental Defense: 18; Bodily Defense: 30
(Armor Defense Points)
Head: 60, Body: 120, Arms: 95, Legs: 95
Speed: 6 sq. (Land)
Reach: 3 sq. (4 sq. with Bite)
Bite: +20 to-hit (2d10+6 bludgeoning damage); Reach
Physique (12): Power: 6, Health: 4, Stamina: 5
Dexterity (5): Precision: 2, Agility: 4, Reaction: 2
Intellect (2): Reason: 2, Language: 1, Math: 1
Wisdom (7): Drive: 4, Intuition: 2, Common Sense: 4
Charisma (1): Rhetoric: 1, Voice: 2, Beauty: 1
Thick Blubber: Annihilators can choose to spend Stamina Points in order to increase their Physical Defense against all incoming attacks for 1 round. The amount of Stamina Points spent cannot exceed their base Physical Defense (13) meaning the maximum PDef they can reach with this ability is 26.
Ammonia Pores: Surrounded by a miasma of ammonia laden smog, anyone adjacent to the Annihilator has an attack made at a +9 (Annihilator's current Health + Stamina) versus their Bodily Defense. On a successful hit they are afflicted with Blindness at Low Intensity and are unable to speak due to the ammonia burning their lungs.
Reptilian Blubber: Made from a combination of hardened reptilian scales and thick whale blubber, the Annihilator isn't subject to critical hits. Bludgeoning attacks deal half damage against their Armor Points, however Piercing and Slashing attacks deal double damage to their Armor Points.
Frightening: Some creatures are more horrifying than others, some even bending the very shape and form of reality around them, being terrifying by virtue of their existence rather than any attempt made by them to be as such. Whatever the case may be, this creature causes fear in those who see them. This ability is constantly active (but can be mitigated by the creature if they so choose, nullifying it for 1 hour) and those who are capable of seeing the creature take 2 points of Resolve damage per minute of interaction with the creature outside of combat, and in combat on the first round those engaging the creature as their enemy have an attack (the bonus is determined by creature's Intimidate skill) made against the Mental Defense and upon a hit the opponents suffer 2d6 Resolve and 1d6 Sanity damage. On a miss this is reduced only to a 1d6 Resolve damage.
Lastly, creatures with this ability receive a +5 bonus on all Intimidate checks they make while it's active.
Immunity to the Fear status effect, fear effects, intimidate, or mind-affecting effects makes you immune to this ability.
Gigantic frog-like beasts with the maw of a wolf, and bulbous eyes like a dragonfly. Annihilators come from areas rife with ammonia, and can expel it from their pores - increasing the contents within the air and deterring predators. Despite their immense size and ability to deal devastating damage to others, Annihilators are not overtly aggressive, instead being defensive creatures who seek to guard their territory from intruders.