Winged Twilight
Daedra; Major; White Soul (1000)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 40 | Hit Points | 25 | Combat | 110 |
| Endurance | 50 | Wound Thr. | 15 | Magic | 90 |
| Agility | 70 | Magicka | 100 | Evade | 120 |
| Intelligence | 50 | Stamina | 5 | Observe | 95 |
| Willpower | 60 | Initiative | +17 | Stealth | 90 |
| Perception | 55 | Action Pts. | 4 | Knowledge | 50 |
| Personality | 40 | Speed | 18m | Social | 60 |
| Morale | 80 | Size | Std. | Physical | 65 |
Weapons & Armor
- • Talons: 1d12; Slashing, Magic, Proven; Reach 1m
- • Barbed Tail: 2d8, Splitting, Magic, Impaling, 2m Reach
Special Abilities
- • Flyby (1 SP): The Winged Twilight cannot be targeted by
- Attacks of Opportunity for one round while Flying.
- • Earth’s Harsh Embrace (2 SP): After making a successful
- melee attack with their Talons or Barbed Tail, the Winged
- Twilight can spend 2 Stamina Points to then grab the target,
- provided it is sized Medium or Smaller. The Winged Twilight
- then can test Physical to fly up to 9m upwards. This is treated
- as a Grapple, and the Winged Twilight can choose to drop
- the target at any point, causing the usual amount of falling
- damage to be incurred.
- • Refresh Spells (1 AP): The twilight can spend a Stamina
- Point to either regain magicka points up to half their MP
- max or refresh all their used spellcasts used with the Spellcaster
- trait.
- Xivilai
- Xivilai are highly intelligent Daedra that look like tall and muscul
- gray-skinned warriors. They are similar in many points to the
- Dremora, but do not have a caste system. This lack of caste system
- reflects their hatred of subordination and tendency for betrayal.
- When they do serve a Daedric Prince, it is most often Mehrunes
- Dagon.
Encountering Winged Twilight
6 Traits • From Beyond • Flyer (18): The Winged Twilight can fly at a Speed of 18m. • Resistance (Normal Weapons, 5) • Resistance (Fire, Frost, Shock, Poison, 5) • Spell Reflect (2): Whenever the Winged Twilight would be affected by a magic spell, roll a d10. On a 2 or less, the Winged Twilight is unaffected and the caster of the spell is affected instead. • Special Hit Locations: A roll of 5 on the Hit Location chart instead hits the Winged Twilight’s tail. If wounded, it cannot use its Barbed Tail attack. Additionally, its arms are its wings, and if Wounded, cannot fly. Spells • Shock Bolt 3: 8 MP; 1d8 Shock; Ranged (100m), Attack, Overload (+WB to dmg) • Shock Bolt 4: 10 MP; 1d10 Shock; Ranged (100m), Attack, Overload (+WB to dmg) • Shock Bolt 5: 12 MP; 2d6 Shock; Ranged (100m), Attack, Overload (+WB to dmg) • Chain Lightning 3: 15 MP; 1d8 Shock; Ranged (50m, Attack, Overload (+WB to Dmg); Damages target character within 50m then jumps to an additional target within 10m using the initial attack test, then repeats for a final target. Winged Twilights are associated mostly with the Daedric Prince Azura, as they are her primary messengers, and minions. They have large bat-like wings for arms, and have resistances to most types of magic damage. The tail of this Daedra is probably its most formidable feature, as it is the Winged Twilight’s primary means of attack. If the tail is wounded though, the Winded Twilight must rely on it’s claws and natural spellcasting. This Daedra is another of the few summoned only by seasoned conjurers.
Loot
- If slain while permanently bound to Mundus, a character
- can test Alchemy at -40 to harvest up to 3 doses of Twilight
- Poison, which are each a Legendary Destruction ingredient.
- The character salvages up to their DoS on the Alchemy test,
- maximum of 3.
- Additionally, if slain while permanently bound to Mundus,
- a character can make a -40 Alchemy test to salvage the
- Daedra’s Heart, which is a Legendary Restoration ingredient.
- 7
- Traits
- Innate Magic: Can cast spells even if hands are occupied.
- ar • From Beyond
- Powerful: The Xivilai can wield two handed weapons in
- one hand, and ignores the Unwieldy trait when parrying.
- Resistance (Fire, 3)
- Weakness (Frost, 3)
- Savage: Rolls an additional damage dice and take the highest.
- Spell Absorption (4)