Monster Name: Necromancer
Style: The Necromancer would be similar to both the Kraken and Gorgon in terms of combat. he would not have the most health, he would not have the strongest melee, he would not be the fastest… you get the point he is middle ground on speed, melee damage, health, etc. He would have to stratigize to fight the hunters.
Design: The Necromancer would have two arms, two legs, and two wings. He would walk on his two legs and when in pounce formation he would wrap himself in his wings like a cloak and crawl around. He would also have three eyes. thats all i have design wise as i usually leave art to the professionals. p.s. the Necromancer is inspired off of a conversation Lazurus had with someone at some point… “They adapt… to fight their eniemies. what happens when they come with an army of undead.” or something like that.
Abilities: Im going to leave six just in case some don’t work out.
Ability 1: Zombification: This is the main ability of the Necromancer so it cant really be switched out. so how this would work is The Necromancer could revive the dead, in a certain radius, to fight for him. with one point into this ability the Necromancer could revive “one meats” only, but he could revive the same amount no matter how many points he has in the ability. two points he can now revive “two meats”, and three points he can revive one “three meat”. these revived wild life would decompose over time, (fewer meats, fewer time, more targets, harder to hit.) the Necromancer could also eat these zombie while they are zombies so that there isnt any re-killing.
Ability 2.1: No Name: This ability can be used like behemoths tounge grab but it does more damage, has less radius, more range, and takes a little longer to recharge. It could also have a second form for a balance change or something like that. Ability 2.2: it could be similar to Goliaths rock throw, has and arch affect, blast radius, but would pull hunters in while dealing less damage than 2.1 unless the hunter is caught directly in it then it would do more damage than the usual. both would do more damage and gain a larger radius the more points you put in.
Ability 3: Void Dome: This ability creates a dome around the monster that lasts 3-5 seconds (increasing in time the more points you put into it) it would fit two behemoths and not increase in size. no hunter can enter or leave nor can the Necromancer, it would work like the Assaults new class ability, it would reduce damage not stop damage. Damage reduction would increase in percentage the more points put into it and would not start regen until the Void Dome is down. it is great for traping hunters with the Necromancer to get some extra damage in with out taking 100% damage.
Ability 4: Cloak: This ability would work like the wraiths early decoy. The Necromancer would go invisible for a length of time that would not change and the less the Necromancer move the harder he is to see, so if you stand perfectly still you’re harder to see. (This makes it so he cant go invisible in the midst of a fight and get away) this ability would only make it so armor regens faster while invisible, and that would regen faster the more points put into it, and make it so moving while invisible is quieter the more points put into it. (May or may not play well, balance wise, with Void Dome) The wings would go around the Necromancer to activate this and a puff of black-ish purple smoke, making him disappear and reappear. (This could also increase the range of the planet scan… maybe)
Abiltity 5: No Name: This ability would work like Cabots damage amp and Gorgons acid spit. It would come out of its center eye and anyone or anything unlucky enough to get caught in it would take 50% more damage the effect would either last longer or increase in percentage the more point put into it. it would also have an initial damage effect that would increase in damage the more the points put into it.
Ability 6.1: Shatter: This ability would make a loud shattering noise across the map causing birds to fly away and deal damage to near by targets. (6.1 would make it so it does more damage to targets and increase the radius, the more points put into it.) 6.2 this version would blur vision of near by hunters, deal damage to near by targets and cause a damage over time affect as well. (it would increase initial damage and and d.o.t., but not the duriation, the more points put into it.) 6.3 same as 6.2 remove blur, increase initial damage, increase d.o.t. (duriation and damage), and increase radius.
Traversal: Void flight: This Traversal ability works like the Krakens traversal but with increased speed and less control, (The Necromancer cannot use Cloak while in Traversal mode) It would allow the Necromancer to use all of his abilities while in the sky, and would have a constant forward motion (Adding to the less control part and making it so the air melee tracking ability part pretty much a requirement) and using his melee attack he can send slow, tracking, projectiles that do however much damage is balanced damage.
Feeding: Feed Me: The Necromancer revives the dead creature only for the creature to walk into the Necromancer liquifing itself and being absorbed into the Necromancer.
Not all abilities are musts only Zombification is a must, and the only name i care about is the Necromancer allowing all other names to be replaced with better ones and allowing all abilities except for the “raising the dead to fight and to eat” abilities subject to major change. how many dead can be raised in zombification is up to TRS if they ever consider the Necromancer. I do have other ideas for monsters, wildlife, plants, hunters, and hunter/monster variations but may not get to them. I do appoligize if i misspelled anything in this as it is alomst 3:00 am my time. Thank you for taking the time to read any of this and considering my idea for a monster that TRS may or may not already be working on.
The Variations: Thanks unhappycupcake for telling me i could have just edited the original post instead of letting me continue to be an idiot! you caught my mistake before the variation was even up for 5 minutes! Thank you so much!
Name: Vampire Necromancer
Design: again i prefer to leave it to the pros but basically everything that was a dark purple is replaced with a magenta like purple, and of course other changes but those are for the pros.
Abilities: Just like the normal Necromancer im leaving six abilities in case some dont work out.
Ability 1: Vampirize: This is basically the main ability like Zombification so it cant be switched out. It is basically the same as zombification but rather than killing the wild life and then reviving them you turn them into vampires and they fight for you but they dont decompose and can regenerate their own health by damaging non-vampirized wild life or hunters, if the Vampire Necromancer wants to eat them though then they will have to kill it.
Ability 2: No Name: This ability would replace ability 2 for the normal Necromancer. It would be a laser like attack that does extreme damage but has a very short radius for hitting targets. It would also chain from target to target and have very large range.
Ability 3: Power Drain: This would be replacing Void Dome. Any enemy caught in the radius will slow down the target in every aspect. This would include movement speed, reload speed, aiming speed, attack speed, jet pack recharge, and jet pack speed.
Ability 4: Nightmare: Im not sure what ability this would replace but its a cool idea. Cause hunters to take damage and halucinate. They would halucinate one of these (for balance reasons) different types of things such as, their allies turning on them (wouldnt take damage though), creatures apearing out of no where (they could take damage from them), and the monster basically splitting into three (these two fake monsters would only be seen by affected hunters but could easily shoot through them and would not take damage)
Ability 5: No Name: This would replace ability 5 for the normal Necromancer and is the exact same except affected hunters would not take 50% more damage but instead deal 50% less damage.
Ability 6: Glass Armor: Im not sure what ability this would replace but it would basically give the Monster 10% more armor for a short time (The more points put into the ability the more armor, 2 points 20%, and 3 points 30%)
Traversal: The exacts same. (It hasnt changed on variation monsters so far.)
Feeding: Might have to change a little but it has not changed on variation monsters so far either.
Not all abilities have to keep their names and not all abilities have to be used. Abilities i have given do not need to be exclusive to Vampire Necromancer, abilities can be on either one the two variations of the Necromancer except for Zombification and Vampirize (neither of which have to keep their names, in fact the only name that has to be the same is the Necromancer.) I know i probably misspelled alot and didnt give as much detail, but its not my job to do so. (Technically this is me just giving more abilities for the Necromancer while also trying to say its a variation) Thanks again for bothering to read any or all of this and considering my ideas. its about 2:00 am my time… for some reason i can come up with ideas better when im tired but cant spell when im tired.