FC/OC VS Battles Wiki

If you are on a mobile device, we strongly suggest you switch to using desktop view in your web browser when using this wiki.

For more information, please click here.

READ MORE

FC/OC VS Battles Wiki
Advertisement

Summary[]

Plagued by his own existence, the former human had no purpose, memories, forgotten, not even his own name was known to him. The first thing he did was act on instinct, killing a nearby family and feeling no remorse form it. In due time, the undead met a powerfull Vampire who promised to get back what he sought if he worked for him. So he did, going from town to town, getting information about rivals and killing when someone was suspicious about the Vampire's involvement in the world's politics, everything for his selfish goal, his memories and real name.

His quest lead him to take a suicide mission from nobility, alongside other adventurers such as Ignus Fatui, Idi, and Shilmista. While on the job he faked being a relatively kind person, using magic to hide his skeleton nature through illusions. Inmor found his second death in the mission, being slayed by The Avatar's illusions, with it specifically being a truck running him over. Luckily for Inmor however, Brick, one of the surviving adventurers of that mission, paid for Inmor's revival

Powers and Stats[]

Tier: 9-A

Name: Inmor Tuae

Origin: The Last Iteration

Gender: Male

Age: Unknown

Classification: Skeleton Warlock, serial murderer

Powers and Abilities:

Magic, Reality Warping (As a Warlock, Inmor is able to manipulate the Weave in order to to warp reality, with it letting him cast various spells), Non-Physical Interaction (Magic in D&D can affect abstract, incorporeal, and beings that exist on multiple planes at once), Weapon Mastery (As a Warlock Inmor is adept in using all simple weapons[1]), Probability Manipulation (Via Pact of Tailsman[2]), Social Influencing (Has a score of 20 in Charisma, making him above the peak of what a normal person can achieve in social skills. Alongside that he is also proficient in intimidation, persuasion, an he has expertise in deception.), Transformation, Statistics Amplification, Fear Manipulation, and Extreme Resistance to Fear Manipulation (All via Form of Dread[3])

Attack Potency: Small Building level+ (As a fifth level caster he is on par with users of Conjure Barrage)

Speed: Hypersonic+ with High Hypersonic+ reactions (Capable of dodging short-range lightning)

Lifting Strength: Peak Human (Due to having a strength score of 8 he can at max push 362.874 kg), Below Average Human via Telekinesis (Mage Hand can move 10 pound around)

Striking Strength: Small Building level+

Durability: Small Building level+

Stamina: Infinite (Has no physical needs and is immune to exhaustion)

Range: Extended Melee Range via daggers, Tens of Meters via Cylinder, Varies from Standard Melee Range to Tens of Meters via magic

Standard Equipment: Two daggers, regular clothing, disguise kit, tinderbox, Mabaran Ebony Focus, crowbar, Cylinder, hammer, 10 pitons, rope, 10 torches, a waterskin, a pouch, a backpack, and studded leather armor

Intelligence: Above Average (Has an intelligence score of 13, making him generally above regular people academically. He is adept in using multiple weapons, knows 3 languages, and is knowledgeable about history), Genius socially (Has a Charisma of 20, making him above the peak of what a regular person can achieve in social skills. He has also extensively trained in multiple social skills which include intimidation, persuasion, and deception. He also has expertise in deception, making his proficiency in it above other trained individuals, with Inmor faking being a human to an entire party of adventures until his death)

Weaknesses: As a Warlock Inmor has more limited magical reserves. As a skeleton he is quite brittle. If his Talismans is destroyed he needs to preform a 1 hour ritual to create a new one. Can not have Hypnotic Pattern or Suggestion active at the same time.

Notable Attacks/Techniques:

  • Form of Dread: As a bonus action, Inmor is able to transform in order to let him channel his patron's power more directly. This transformation grants Inmor enhanced resilience, make those he hit fear him, and he himself becomes immune to fear effects.
  • Mask of Many Faces: This invocation allows Inmor to freely cast Disguise Self. This spell allows Inmor to mimic the appearance of a humanoid creature of his choosing, with the only limit being a variance of height and the humanoid creature needing to have the same amount of limbs as him. Inmor mainly uses this spell to fake being a human.
  • Pact of Talisman: A boon from his vampiric patron, Inmor carries around a talisman. While on him, it can make some alternations in probability to allow turn would be failures into successes.

  • Cantrips
    • Eldritch Blast: A simple blast of pure magical energy that harms those it hits, with it having a range of 120 feet. Inmor is strong enough to shoot two energy blasts at once, with him being able to target two different enemies with it.
    • Mage Hand: The spell spawns a spectral hand that is able to move 10 pounds around freely, but without enough force to damage anything or the finesse to pickpocket people. The range of this hand is 30 feet.
    • Minor Illusion: Inmor can create either a small image or a sound within a 30 feet range, with it lasting up to 1 minute if not dismissed. The size of the illusion can not exceed 5-foot cube.
  • 1st Level
    • Inspire Dread: Inmor takes on a scary visage, focusing its menace onto a single target. They both suffer psychic damage and become frightened of him. The range of this spell is 60 feet.
  • 2nd Level
    • Blinding Pain: With this spell Inmor can make two creatures suffer a great headache, with them also becoming blind. The range of this spell is 30 feet, and it persists for 1 minute.
    • Death's Breath: Within a 60 feet radius Inmor is able to create a 10-foot sphere of negative energy which harms the living and causes corpses to momentarily spark to life and attack those nearby. Negative energy is the direct antithesis of life, with it also being able to destroy souls.
    • Suggestion: By talking to a target Inmor is able to implant a course of action into their mind, with the effect lasting for either 8 hours or until the action is completed. Inmor can not command someone to do obviously harmful stuff to them such as self harm, or going into a trap.
  • 3rd Level
    • Forceful Repurposing: When a creature casts a spell Inmor can attempt to redirect it back at its user, or use the spell to hit a different target. The range of this spell is 60 feet, and requires Inmor to see the caster.
    • Hypnotic Pattern: Inmor chooses 1 spot within a 120 feet range, creating a 30-foot cube of swirling color patterns that continuously vanish and reappear. Anyone who gazes upon the pattern gets mesmerized, standing in place until the victim gets hurt or sternly shaken. This spells lasts for 1 minute

  • Cylinder: As the name implies, this object is a cylinder that Inmor can toss at people. When broken it releases a sticky substance that lights on fire when it comes in contact with the air.
  • Disguise Kit: A kit filled with various cosmetics which allow one to change their physical appearance, with Inmor having proficiency in using it.

Others[]

Notable Victories:

Notable Losses:

Inconclusive Matches:

References[]

  1. Player's Handbook 5e Page 107
  2. Tasha’s Cauldron of Everything Page 70
  3. Van Richten's Guide to Ravenloft Page 30
  4. Player's Handbook 5e Page 237
  5. Player's Handbook 5e Page 256
  6. Player's Handbook 5e Page 260
  7. Player's Handbook 5e Page 232
  8. Player's Handbook 5e Page 279
  9. Player's Handbook 5e Page 252
  10. Player's Handbook 5e Page 148
  11. Player's Handbook 5e Page 154

Discussions

Discussion threads involving Inmor Tuae
Advertisement