SPOILERS ALERT– there will be spoilers in this post about Legend of
Korra Book 3. If you did not see until the Episode 11 of the Book 3,
then you might want to ignore this post for now.
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There are some great cartoons nowadays – cartoons that create
incredibly dense stories, with interesting characters and an art
style to match. One of those is the Avatar series – both Aang and
Korra. Although Korra have had many problems compared with Aang –
specially because the episodes seem, in general, rushed – it is,
still, one of the greatest shows to grace TV nowadays and, in my
opinion, one of the greatest animated series of all time.
So, today I will bring you the main villain for Korra Book 3 –
Zaheer. Before you venture forth, let me tell you that there will be
spoilers in his character sheet. So, beware. As always, outside
brackets is Old, inside is New.
Zaheer, the one with the void, human fighter 9
HD 9, or 54 HP
At 11 [+9], 2 martial arts
attacks for 1d6 damage each (look more at Air Attacks)
AC 7 [13], or -2 [22], look
more at 'Great Dodge'
SV 8+, look more at Great
Evasion
All Chaotic neutral
XP 5.000
Special:
Mastermind: Zaheer is
considered one of the most dangerous persons in the world – even
before he got his airbending. The GM is free to invoke impossible
escapades and improbable allies appearing wherever Zaheer as in the
scene. Also, Zaheer is almost never surprised.
'Enter the Void': Zaheer,
after the Harmonic Convergence, became an Airbender. Not only that
but, through intense mental training, meditation and control over his
body, he attained a state of mastery unmatched in centuries,
unlocking the ability to Fly at will and with perfection. However, he
is not able to carry much more than his own weight while flying.
Air Attacks: Every time
Zaheer strikes, after the attack roll, the target must also make a
saving throw against breath weapons/Reflexes, even if the attack
missed. If the target fails, it is now prone - losing its action for
the turn if not yet acted, or acting last in the next round. If it
was successfully attack, then double the damage received – if it
was a critical (2x damage), then make it triple damage (3x).
Improved Initiative: Zaheer's
keen reflexes and mental acuity allows him to always be the first one
to act in a combat round – although extraordinary situations might
take it away from him (GM's decision).
Great Evasion: Zaheer can
evade impossible attacks. If any attack asks for a saving throw and
Zaheer has space for moving around, if Zaheer succeeds, the attack
causes no damage instead of half damage. And, even if he fails, he
takes only half damage.
Great Dodge: Zaheer is agile
beyond imagining. If he is in a place he is free to move around, his AC is
-2 [22]. Also, if needed to run away, Zaheer is almost impossible to
be stopped from running.
Combat: Zaheer will always
try the best tactics possible. He will defeat weak opponents first,
he will use hostages as meat shields, he will run if he has to run.
When attacking, he will try using his Air Attacks against the
strongest melee opponents in order to disable their attacks before
they can act.
I hope you guys liked him. He is
one of my favorite villains – since I kind of study budhism and
taoism and, therefore, I can correlate with some of Zaheer's ideals
and state of minds. He is a very powerful foe to use in any campaign,
specially because he is a great planner with a chaotic nature to
boost his plans. He can easily kill a whole party of adventurers if
they are not prepared.
Until next time,
Valete!
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Image 1
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