Soulraker Handmaiden¶
Soulraker Handmaiden
Implanted Parasite
A host creature implanted by a soulraker hivequeen's Stinging Ovipositor has no physical or mental signs of the handmaiden gestating inside the host's body. After 1d3 + 1 weeks of gestation, the handmaiden fully forms inside the host. The handmaiden always moves with and occupies the same space as the host and can't be separated from them. While totally within the creature, the handmaiden doesn't have line of effect to the host or targets outside the host and vice versa. As a maneuver, the handmaiden can emerge from the host as a horrifying tower of flesh and bone that remains attached to the host's insides. While emerged, the handmaiden can use a move action to make the host move up to their speed and has access to the host's signature abilities, using the host's modifiers for any power rolls. The handmaiden has the same Stability as the host. If the handmaiden or host is force moved, the other moves with them. While emerged, the handmaiden can be targeted independently of the host. The handmaiden can retreat totally within the host's body as a maneuver. If the handmaiden dies, their remains separate from the host. The Find a Cure downtime project in Draw Steel: Heroes can be used to find a cure that removes a handmaiden from a host. The cure kills the handmaiden when consumed.
Emergent Horrors
If the handmaiden was totally within their host's body at the start of this turn, the ability deals an extra 8 damage.
Lethe
While the handmaiden is winded, they gain an edge on strikes, and any strike made against them gains an edge.
*Malice Features
At the start of any level 7 or higher demon's turn, you can spend Malice to activate one of the following features. Demon Malice (Level 7+ Malice Features)
Prior Malice Features
The demon activates a Malice feature available to demons of level 6 or lower.
Seeping Blight
One demon acting this turn expels blight—digested soul juice—onto the ground around them in a 3 burst that lingers until the start of their next turn. Any enemy who enters the area or starts their turn there takes 6 corruption damage, and has a double bane on power rolls until the start of their next turn.