This is the VB Ability Chart for
Shero
Nayru’s Vore Battle Info and Moves
1. Vore Method
Oral Vore – Shero holds B >> Shero puts B in mouth >> B enters Shero’s throat, taking 1hp constriction damage >> B enters stomach and takes 3hp of damage per turn and must roll a 16 or higher to escape.
(Snake of Fire only!) Shero holds B >> Shero puts B in mouth >> B enters Shero's throat, taking 1hp constriction damage >> B enters first stomach and must roll a 14+ to escape or proceeds further >> B enters naga stomach and takes 3hp of damage per turn and must roll a 16 or higher to escape.
Cock Vore – Shero holds B >> Shero starts to shove B into her cock >> B enters testicles and takes 4hp of damage per turn and must roll a 14 or higher to escape.
Anal Vore – Shero holds B >> Shero begins AVing B >> B is now completely in Shero's anus, thus entering the large intestines and takes 1 constriction damage >> B enters the small intestines, taking 1 constriction damage upon entering and takes 3 damage per round, requiring a 12+ to escape.
2. Bonus/Penalties
The Monthly Changes:
January: Horse of Light – Nothing happens. Normal start.
February: Tiger of Lightning – If he wins the initial roll he gets a Lightning Counter. However if he wins with a natural 20 roll, he receives 3 Lightning Counters.
March: Dragon of Life – Starts out with +5 extra hp. (15hp for normal matches)
April: Cardinal of Wind – Gains a +2 to escape from grapples and escape rolls. However loses the initial roll.
May: Dolphin of Darkness – Gains +1 to all darkness moves. If he rolls a natural 20 on the initial roll, fear is struck into the opponent giving them permanent -1 to their rolls.
June: Shark of Water – Gets a perma +2 to all rolls. If he gets a natural 20 on the initial roll then the buff is doubled.
July: Snake of Fire – All vores do +1hp damage. Also gets +2 to vore, but -2 for escape vore.
August: August: Gryphon/Griffon of Storm – In the initial roll, Shero will get the effect of each result.
+15 or 20/1 = Opponent gets -4 to their rolls for 3 turns.
+10 = Opponent gets -2 to their rolls for 3 turns.
+5 = Opponent gets -1 to their rolls for 2 turns.
0 = Normal initial roll.
-5 = Shero gets -1 to his rolls for 2 turns.
-10 = Shero gets -2 to their rolls for 3 turns.
-15 or 1/20 = Shero gets -4 to their rolls for 3 turns.
September: Bear of Earth – +3 to all grapples and moves excluding vores.
October: Fox of Death – If Shero wins the initial roll his opponent gets a perma -1. If he rolls a natural 20 then all his debuff abilities double.
November: Crocodile of Metal – All damage including vore is reduced by 2 (Minimum to 1hp damage.)
December: Wolf of Ice – Gets +2 when 50% of hp. If Shero wins the initial roll with a natural 20 then his opponent is stunned for 1 turn. However if he gets a natural 1 then Shero is stunned for 1 turn.
Vore Lover: Shero loves vore and he knows full well that other do too. So all vore in the match is +1 in the rolls. (Everyone gets a +1.)
Unbirth Weakness: Shero loves vore, but his most favorite is vaginal vore or unbirthing. When Shero rolls against Unbirthing, he gets a -3 to his rolls.
3. Passive
Touched by Elements: Shero has been blessed with the powers of the elements. So all elemental base moves get +1 to the roll.
Close Connection to the Entities: Able to connect to each entity of any form. He gets a +2 for his Entity Form move. As soon as he hits 50% on hp it doubles.
4. Active
Rape: After establishing hold, if Shero wins roll for 5 or more. He may start raping his opponent, inflicting cumulative -2 to their rolls. Effect then lingers fully for one turn.
Once Shero rapes the opponent up to 3 turns, Shero would of climax. However if Shero roll is 11+ then he cums inside the opponent causing -4 to their future rolls for 3 turns. Less than 11 is where the opponent get his cock out as he cum showers them and only causing -2 to their future rolls up to 3 turns.
Smack: Shero plants a rough slap to his opponent’s rear to cause -2 to their future rolls till they gain control.
Tackles: Shero starts battle with pounce instead of usual initiation (roll initial as usual) for next results. He can also use Tackle if out of hold:
-He won - established hold
-He won for 5+ - established hold and opponent got -2 for next roll
-He won for 10+ - established hold and opponent is stunned for next turn
-He won for 15+ or rolled natural 20/1 - He landed on the opponent stunning them for 2 turns.
-He lose - pounce missed and is caught by the enemy
-He lose for 5+ - pounce missed and he held by the opponent with -2 to next roll
-He lose for 10+ - pounce missed and he held and stunned for 1 turn
-He lose for 15+ or rolled natural 1/20 - opponent got Shero stuffed into any hole
Chomp: Shero can use this during the first stage of Oral Vore to cause 1hp damage to the opponent.
Oral Lovings: Shero treats his opponent to some oral attention. If he loses, his opponent gets a +5 on their next roll if they use that part of their body against his next roll. If he wins however, the effect varies depending on where he pleased them(all effects are doubled if he wins with a 20 on the dice or by 15+):
--Lips: A tender kiss, likely with some tongue, giving an opponent a penalty on their next 2 rolls equal to half the amount Shero wins by.
--Breasts: Shero suckles at his opponent's tit, nibbling and nursing as he murrs in delight. Gives the opponent a -2 on their next 2 rolls.
--Cock: Shero sucks his opponent's cock, getting them good and aroused before stopping. They take a -1 penalty for 3 rounds.
--Sheath/Balls: Shero will lick and suckle on his opponent's sheath or balls to entice them more. Giving a -1 to their rolls for 3 turns.
--Pussy: Shero eats his opponent out, gaining a permanent +1 on his rolls from their juices getting all over his muzzle and invigorating him.
--Ass: Shero rims his opponent, giving them a permanent -1 penalty on their rolls, which turns into a +1 if they try to anal vore him, since they're now nice and lubed up.
--Feet: Shero licks and worships his opponent's feet, stunning them for a round from the sensation.
5. Finisher
Entity Mode: Goes into an entity form which is of the element fusing with the normal form. (Unlocks some passive and active moves as stated in the ability)
(Note: If the opponent beats Shero in the roll with a +10 or natural 20, then Shero is stunned for exhausting his energy for 1 turn.)
Forms:
1. Horse:
Passive
Blessed: Being a being of Light, anything evil or dark is weaken by -2 in their rolls.
Wings: Shero can use his wings to help him out of holds. +1 for escape from grapples.
Horse Dick: Since Shero is a big horse, his cock is big and thick. In Rape while in this form cause 1hp damage to his opponent per turn.
Stallion Blood: Being blooded with horse blood, his strength matches. Shero gets +1 to all grapple rolls.
Active
Flash of Light: Shero can cast a flash of light to blind the opponent. If Shero wins his opponent gets -1 to all future rolls in the next 2 turns. +10 on a roll then they get -2 for 3 turns and if 20 natural will stun them for 2 turns.
Purification: Can only activate when completely vored. Purification makes the opponent’s body believes he is a disease and will spit him back out. (Has to wait 5 turns before using again after being activated.)
Soothing Light: Shero can calm the mightiest beast with the element of light and kindness going through the opponent. -1 for 3 turns to the opponent’s rolls as they struggle to fight.
Horn Thrust: (Only usable in Entity Mode: Pegasus) Shero will touch his opponent with his horn and soothe his opponent to trust him; making them drop their guard for a little bit. Stuns the opponent for 2 turns.
Bucking Bronco: (Only usable in Entity Mode: Pegasus) While Shero’s opponent holds him, he can activate this move to start bucking like a bronco to throw the opponent off. If Shero wins, he knocks his opponent off and deals 1hp damage and is held by Shero. However if Shero wins with 10+, Shero bucks his opponent enough to get them underneath him to take a big horse cock and starts rape with a +3 to his roll and his opponent a -2 to their roll. If Shero wins with a natural 20 although, he flings his opponent enough to take them 2 stages in any vore.
Entity:
Pegasus: The Pegasus form is 10 feet tall to shoulders so it will take an extra stage of vore to consume.
2. Tiger:
Passive
Lightning Elemental: Being of the element of Lightning, he gets +2 to creatures or moves that are Water based. However gets a -2 for creatures or moves that are Metal based.
Charging: Every 2 turns, Shero will gain 1 Lightning Counter.
Speed and Resilience: Gets a perma +1 to his rolls to escape from grapples and escapes. However Shero can gain +1 for every 2 Lightning Counters. (Maximum of +5)
Tiger Ferocity: Shero is a wild cat in this form, so he gains +1 to his rolls excluding escape rolls.
Active
Telsa Wave: Shero sends a wave of electricity at his opponent to cause -1hp damage and -2 to all rolls except vore for 3 turns. (Consumes 1 Lightning Counter to activate)
Static Claw: Shero courses lightning into his hands to make the next time he ever rolls a 15+ or 20 natural to stun the opponent for a turn. (Consumes 5 Lightning Counters to activate.)
Lightning Bolt: Shero can shoot a lightning bolt at his opponent to do the following effects. (After spending 5 Lightning Counters, however many counters that are left do the following effects)
-2 for 3 turn for 0 – 5 Lightning Counters
Stuns for 3 turns for 6+ Lightning Counters
Static Fur: (Only usable in Entity Mode: Liger) Shero charges his body with a lot of electricity that it courses through every strand of hair. When the opponent manages to grapple him after using this move they will receive -4 to all future rolls up to 3 turns. (Consumes 5 Lightning Counters to activate)
Liger’s Lightning Slash: (Only usable in Entity Mode: Liger) Shero will charge at his opponent and try to stun them for 2 turns. (Consumes 10 Lightning Counters to activate)
Entity:
Liger: The Liger form is normal height and doesn’t require extra stages of vore.
3. Dragon:
Passive
Gifts of Life: Shero’s body is full of life, every turn he heals 1hp.
Tall Form: This is the tallest form and takes an extra stage to swallow him. (Excluding Anal Vore)
Draconic Blood: Being a dragon, his blood boils with strength to devour. +1 to all vores.
Active
Raping Vines: Shero grows vines from the ground which will entangle around the opponent and start to rape. Does 1hp damage per turn, 12+ to escape.
(Note: Shero can’t move till the opponent escapes from the hold)
Leeching Blossom: Shero grows a flower that feeds on the opponent’s life force. Steals 3hp from the opponent. Roll a 1d4 to determine who gets the life energy after the flower burst open.
1-2 = Opponent
3-4 = Shero
(Note: If battling with multiple people, the die will change to the number of players. Each player will pick one number before die is rolled to determine who gets hit with the life energy.)
Oakflesh: Shero will grow bark on his scales to help prevent the next 3hp damage he would have received. However, do this gives the opponent the chance to gain control on him.
Fire of Life: (Only usable in Entity Mode: Divinity Dragon) Shero can breathe his fire on his enemy to do a number of effects. After the first roll, Shero will have to roll 1d8 to determine the effects. Effects are as followed:
1 & 5 = Effect the opponent’s body, causing a perma -2 to all rolls.
2 & 6 = Burns the opponent and does 2 hp damage.
3 & 7 = Heals the opponent by 2 hp.
4 & 8 = Effect the opponent’s body in giving energy, causing perma +2 to all rolls.
Tongue Play: (Only usable in Entity Mode: Divinity Dragon) Whenever Shero’s opponent is in the first stage of Oral Vore, Shero can puse the process to use his tongue to rape all goodie orifices such as anua, pussy or mouth, but can play with cock and sack too. Doing so causes a -2 to the opponent’s roll for the next 2 turns.
Entity:
Divinity Dragon: The Divine Dragon form is 20 feet tall to shoulders so it will take an extra 2 stage of vore to consume.
4. Cardinal:
Passive
Wind Elemental: Being of the element of Wind, he gets +2 to creatures or moves that are Storm based. However gets a -2 for creatures or moves that are Earth based.
Flight: Shero arms are wings as well so he is able to fly out of harm’s way. His escape from grapples is +3. However once he is inside a stage of vore he gets a -2 to his rolls.
Shorty: Being the shortest form out of his selection, he skips one stage of vore. Making him easier to get inside.
Two Heads: (Only effective in Entity mode: Chimera) Shero having two head in this form gives him a better chance as seeing his opponent’s movements. +2 to escape from grapples.
Active
High Flying Lesson: Shero flies up and grabs his opponent before taking them to the sky. Will pull the opponent in 2 stages of all vores. However if he gets a natural 20 then the opponent is force completely inside of him. If the opponent wins the roll then Shero is stunned for a turn.
Dancing with the Wind: Shero will increase his evasion greatly with the winds help. His escape from grapples roll gets +3 for 3 turns. (Has to wait 2 more turns after this wears off.)
Wind Current: Shero can create a powerful wind current to give the opponent some struggling time. -2 for 2 turns to the opponent’s roll.
Chimera Saliva: (Only usable in Entity Mode: Chimera) Shero can spit his sticky saliva onto his opponent causing them -2 to grapples for 3 turns as the saliva dries off.
Tongue Play: (Only usable in Entity Mode: Chimera) Whenever Shero’s opponent is in the first stage of Oral Vore, Shero can puse the process to use his tongue to rape all goodie orifices such as anua, pussy or mouth, but can play with cock and sack too. Doing so causes a -2 to the opponent’s roll for the next 2 turns.
(This move also includes Chimera Saliva with a definite -2 until the opponent escapes from Shero or Goes through the backdoor.)
Entity:
Chimera: The Chimera form is 13 feet tall to shoulders so it will take an extra stage of vore to consume.
5. Dolphin:
Passive
Dark Aura: Shero’s body gives off a dark vibe, which causes the opponent to doubt in the fight. -2 to all rolls.
Slippery Skin: Shero’s skin is very slippery making hard for his opponent to get a hold of him. -1 to grapples for his opponent’s rolls.
Active
Nether Tentacle Rape: Shero opens small portals from the nether world to release tentacles of darkness upon his opponent. Every turn in this will inflicting cumulative -1 to their rolls. Effect then lingers fully for one turn. 13+ Escape.
Shroud of Darkness: Shero will send a shroud of darkness and fear around his opponent to bend them to his will and the fight to his favor. This move causes the opponent to receive -2 for 4 turns to all rolls.
Dark Oil: Shero’s body produces a dark oil substance to help him avoid his opponent. +2 for reversal to grapples, but -2 for grapples for 4 turns as the oil drips off fully. (Can only activate every 9 turns.)
Nether Breath: (Only usable in Entity Mode: Wyvern) Shero can breathe darkness upon his opponent to make them fear more. Causes 1hp damage and adds -2 to their roll for 3 turns.
Wyvern’s Dildo: (Only usable in Entity Mode: Wyvern) Shero can be rather play with his opponent by turning them into a toy for his ass. If Shero wins, the opponent is only to receive a -1 for 2 turns for the rough play before being pulled out. However if Shero wins with a 5+, the opponent is 1 stage deep in AV, 10+ the opponent is 2 stages deep in AV and 15+ or a natural 20, the opponent is completely devoured into Shero’s anus up to his belly.
Entity:
Wyvern: The Wyvern form is 18 feet tall to shoulders so it will take an extra 2 stage of vore to consume.
6. Shark:
Passive
Water Elemental: Being of the element of Water, he gets +2 to creatures or moves that are Fire based. However gets a -2 for creatures or moves that are Lightning based.
The Calm and The Flowing: Shero in this form has a very calm mind so he can focus in the match. In all his rolls he gets a +2.
Sharkskin: Since Shero is a shark his skin is made like it. His rolls are increase by +1 when he tries to initiates a move. However in vice versa, if his opponent has a hold of him, he has a hard time getting away. -1 to rolls to escape from grapples.
Dual Cocks: Shero in shark form has two cocks to penetrate with. In Rape while in this form cause 1hp damage to his opponent per turn.
Aquatic: If the battle is in a water environment, Shero receives a +2 to all rolls.
Siren’s Orbs: (Only effective in Entity Mode: Siren) Shero has five orbs that govern his actions. After going into this entity form he must roll 1d5 to determine his stats.
1. Harmony = Gains 2 hp to current health and +2 to all rolls.
2. Current = All vore rolls get +2.
3. Water = All his none vore moves get +1
4. Purity = Shero is immune to stuns.
5. Ocean = Being the most powerful orb, Shero gets +3 to all rolls. However vore doesn’t get that bonus, instead it gets +2.
Active
Hydroblast: Shero will blast his opponent with water to weight them dowm in their soaked state. -1 for 3 turns to his opponent’s rolls.
Sharkie Nibble: Shero as a shark bite his opponent rather hard to cause 2hp damage and Shero gets +2 to all vore rolls and +1 to other rolls.
Aqua Shield: Shero will form water on his body to help prevent the next 3 debuffs he would have received. However, do this gives the opponent the chance to gain control on him.
Siren’s Dance: (Only usable in Entity Mode: Siren) Shero will perform a dance with his orbs. When he stops and holds onto one of them it’ll determine the event.
1. Harmony = Gains 4 hp.
2. Current =Cast a wave of water to push the opponent into any vore. Will be pushed in by 2 stages.
3. Water = Nothing.
4. Purity = Shero will purify his body and make his fight more effective. +3 to all rolls.
5. Ocean = Being the strongest orb, Shero will make the field into an ocean. Soon he will speed through the water and completely devour his opponent in any vore he chooses.
Rising Tide: (Only usable in Entity Mode: Siren) Shero will increase his chances by making a pond in the middle of the field of battle. All water or marine creatures gain +2 to their rolls.
Entity:
Siren: The Siren form is normal height and doesn’t require extra vore stages.
7. Snake:
Passive
Fire Elemental: Being of the element of Fire, he gets +2 to creatures or moves that are Metal based. However gets a -2 for creatures or moves that are Water based.
Fast Trip: During OV or AV if Shero’s roll is +10 against the opponent then he can send the opponent through 2 stages of OV or AV. If Shero gets a natural 20 then he sends his opponent to the final stage.
Naga Body: Being a long naga, it takes and extra stage to completely eat Shero.
Two Stomachs: Shero in snake form has two stomachs. When the opponent is in the first stomach. Shero can roll 1d20 against is opponent to release some special enzymes to weaken the opponent for his acids to be more potent. The damage will increase by 1hp. However if Shero gets a natural 20 then it is doubled. (Opponent will roll escape roll first. If it fails then this ability starts. Both players will roll against each other.) If this effect fails then his opponent just goes to the second stomach.
Hungry Snake: Being a typical snake, Shero is always hungry and will do anything to devour something. +1 to all vore rolls.
Active
Smoky Breath: Shero in his snake form breathes out heavy black smoke that will cause the opponent discomfort. -2 their rolls for 2 turns.
Warming Massage: Shero will attempt to massage and soothe his opponent with rather warm hands. Stunning them for 1 turn.
Fiery Breath: Shero is part fire and can breathe fire onto his opponent to cause 2hp damage.
Fiery Slash: (Only usable in Entity Mode: Demonic Cobra) Due to having a fire vent in the palm of his entity form, he can create fire in his hand before slashing his claw at his opponent. Causing 2 hp damage.
Firestone Toxin: (Only usable in Entity Mode: Demonic Cobra) Shero can bite his opponent to inject a toxin into them to cause 1hp damage per turn till the opponent reaches half of the beginning hp that the toxin was administrated. However for every hp that is lost this way, the opponent gains a +1 to all rolls.
Entity:
Demonic Cobra: The Demonic Cobra form is normal size will use natural passive ability for consummation.
8. Gryphon:
Passive
Storm Elemental: Being of the element of Storm, he gets +2 to creatures or moves that are Ice based. However gets a -2 for creatures or moves that are Wind based.
Weather Virtues: After the initial roll, must roll 1d6 to determine the storm of the field of battle.
1. Thunderstorm: The field gets a thunderstorm and which makes the Gryphon strong knowing that this weather is predictable to him, but not his opponent. He gains +1 to all rolls.
2. Hurricane: Raging hurricanes are the worst thing a Gryphon can run through. He is stunned for a turn while his opponent receives a permanent -2 to all rolls. (Grapple stage not included on stun)
3. Blizzard: Blizzards are hard to see through as snow and ice hits the ground. Both players will have a hard time fighting. -2 to all rolls from both players.
4. Rainstorm: Rain makes everything slick even fighters, their grapples are weaken by -1 in rolls. But in vore both Shero and opponent can slip deeper faster. They go in vore by 2 stages.
5. Tornado: Tornados are heavy winds that hinder Shero by weaken him to everything including his opponent. Wings are negated to all players and Shero gets -2 to all rolls.
6. Snowstorm: Snow is very nice for Shero and his opponent as they heal all wounds. 1hp gained per turn. (Maximum 10 or beginning hp limit.)
Wings: Having wings is a blessing and curse, Shero can use his wings to help him out of holds. +1 for escape from grapples. However the curse is it is a liability when the opponent starts a vore stage. -1 to rolls against voring.
Gryphon Pride: Gryphon’s are a proud species, but can be arrogant too. Shero receives +1 to grapples, but -1 to reversing grapples.
Sphinx Virtues: Uses virtues to figure his sphinx side out. His personality changes all the time. Shero will roll 1d4 for the virtues:
1. Riddle: Being the master of riddles confuses both players. -2 to all rolls for both players.
2. Wise: Being the wise sphinx, he is able to get his cool through any situation. +2 to his rolls.
3. Rage: Rage and Sphinxes never go well together. Shero will get -2 to all his rolls.
4. Seeker: A seeker is always on a mission, but his aura also inspires everyone around him. Shero and his opponent get +2 to their rolls.
Active
Gust: Shero cast a gust of wind at his opponent to do the following effects: (0 or Tie = nothing)
Wins:
+15 = Stun the opponent 3 turns
+10 = Stun the opponent 2 turns
+5 = Stun the opponent 1 turn
Loses:
-15 = Stun the Shero 3 turns
-10 = Stun the Shero 2 turns
-5 = Stun the Shero 1 turn
Aerial Rape and Eat: Shero grabs his opponent and takes high up in the sky to rape then eat.
+15 = Rape and 2 stages of any vore.
+5 = Rape only causing -2 to all rolls for 3 turns.
0 = Doesn’t get a good grasp on opponent.
-5 = Gets pinned and raped by his opponent receiving -2 to all rolls for 3 turns. (Begins any sex move belonging to the opponent)
-15 = Gets pinned and raped before blacking out for 3 turns.
Cloud 69: Shero will take his opponent into the sky to do an old fashion 69 position with them before floating them down to the ground. (Move will continue much like Rape)
After the 3rd turn or climax turn, Shero will get a +3 to Cock Vore till the opponent is completely engulfed or escaped. However during this stage the opponent get +3 to Cock Vore or Unbirthing for the chance after 69ing to get Shero as a meal till either Shero is completely engulfed or escaped.
After 3rd turn or climax stage >> 69 Duel for control (Both players will roll their genital vore with the +3 boost each) >> Winner keeps the buff till opponent is fully in the vore or escaped.
Wing Spin: (Only usable in Entity Mode: Sphinix) Shero can spin around real fast and try to hit his opponent with his wings. If Shero wins the roll, his opponent gets -1 to their rolls for the next 3 turns. However if his opponent wins, Shero is dizzy and stunned for 3 turns.
Sphinx’s Words: (Only usable in Entity Mode: Sphinix) Being a Sphinix, his words can be true, but also false. Shero will attempt to convince his opponent to trust him. If Shero wins, his opponent is stunned for a turn for trusting the sphinix. However if Shero loses, Shero is stunned for a turn from his opponent distracting him long enough.
Entity:
Sphinx: The Sphinx form is 15 feet tall to shoulders so it will take an extra stage of vore to consume.
9. Bear:
Passive
Earth Elemental: Being of the element of Earth, he gets +2 to creatures or moves that are Wind based. However gets a -2 for creatures or moves that are Ice based.
Bear Strength: Shero being a bear in this form has natural muscles and can overpower his opponent. +1 to grapples and reverse grapples.
Stone Fur: Shero’s fur is as hard as stone, preventing 1 physical damage he would of taken.
Enrage: After reaching 25% of health, Shero strength increases. +2 to grapples, escapes and reverse grapples.
Active
Bodyslam: Shero will pick his opponent up and slam them to the ground causing 2hp damage and -2 to their next 3 rolls
Quake: Shero will shake the earth beneath his opponent’s feet by slamming his foot to the ground. Causing instability; giving them a -3 to their next roll.
Stone Fisting: Shero will use his fist on his opponent’s orifice to give them pleasure and discomfort. After establishing hold, if Shero wins roll for 5 or more. He may start fist his opponent, inflicting cumulative -2 to their rolls. Effect then lingers fully for one turn.
Shero will fist them for 3 turns before stunning them through the sheer pleasure and pain he put them through. However if the opponent wins in any of these turn, they receive +5 to the vore of the chosen orifice that is being fisted.
Bear Hug and Gulp: (Only usable in Entity Mode: Kodiak) Shero will grab his opponent and give them a bear hug causing -2 to their rolls before gulping them down 2 stages of vore of his choosing for free.
Shero holds B >> Shero hugs B tightly giving -2 >> Shero gulps B down 2 stages
Seismic Shock: (Only usable in Entity Mode: Kodiak.) Shero will shake the earth beneath his opponent’s feet by slamming his two front paws to the ground. Causing instability; giving them a -3 to their next roll and 2hp damage.
Entity:
Kodiak: The Kodiak form is 10 feet tall to shoulders so it will take an extra stage of vore to consume.
10. Fox:
Passive
Deathly Aura: Shero’s body gives off the chilling and deathly grasp to his opponent. His opponent will get -2 to all rolls once they have a hold of Shero.
Lithe Form: Shero is a fox after all and doesn’t have a lot of strength. So all his grapples get a -1 on rolls including the beginning roll. However being a lithe creature he has an increase dodging rate so his escape from grapples gets +2.
Sexually Driven: Again being a fox, Shero is sexually driven to breed with anything. All sexual acts have +2 to his rolls and -3 for sexual rolls against Shero.
Tasty Form: The fox form apparently has a taste all predators love and make him a primary target for vore. Oral Vore from the opponent gets +2 to its roll.
Deadly Scent: (Only effective in Entity mode: Dracolich) Shero’s new form has the smell of death all over him. His opponent will receive -2 to their rolls.
Canine Cock: Being a fox, Shero has a cock with a knot causing an addition -1 debuff to Rape.
Active
Hollow’s Gaze: Shero will show his prey the many ways they could die or just fear death in general. -1 per turn in this hold. 12+ to escape. (Maximum is -6)
Drain: Shero can attempt drain on his opponent, both Shero and his opponent will roll 1d10. The winner will steal the number of hp depending on the difference in the roll from the loser.
(Note: If him or the opponent roll higher than a 3 in the difference then that move turns into every 2 points difference is equal to 1. Sample: 6 to 1 = 2 hp drained)
(Note: Once Shera hits 1hp drain is unaffected on him. But if he fails a roll either going down to 1hp or was at 1 hp, the difference turns into debuffs in the same manner. Sample 1 to 4, opponent gets 1hp, but Shera gets -2 for having 1hp left.)
Bone Shackles: Shero will summon some bone shackles from the ground to bind his opponent so he can vore or rape without a fight. Must roll 11+ to escape. Bone Shackles will go away after Shero devours the opponent, Rape is finish or the opponent rolls the escape roll.
If the opponent gets the escape roll, but not enough to beat Shero’s roll, they are free of the shackles, but is still being vored or raped.
If the opponent get both the escape roll and higher than Shero’s roll, they escape from rape OR move 2 stages out of whatever vore.
Noxious Breath: (Only usable in Entity Mode: Dracolich) Shero can breathe his deathly breath on his opponent to cause them to shiver and gasp for air. -2 to all future rolls for 2 turns.
Noxious Fumes: (Only usable in Entity Mode: Dracolich) Shero’s body can expel this deathly fume or smoke to cause shivers and gasp for air to his opponent. -1 to all future rolls for 2 turns.
Entity:
Dracolich: The Dracolich form is 20 feet tall to shoulders so it will take an extra 2 stage of vore to consume.
11. Crocodile:
Passive
Metal Elemental: Being of the element of Metal, he gets +2 to creatures or moves that are Lightning based. However gets a -2 for creatures or moves that are Fire based.
Metalic Scales: Having scale made of metal, so his speed is slower than most, but his damage of attacks are increased. -3 to escapes from grapples and vore.
Endurance: Shero has a high endurance in this form. His hp is increased by 2. (12hp for normal matches.)
Powerful Jaws: Being a crocodile, Shero has a very nasty and powerful bite at his disposal. Chomp deals extra damage.
Thick Croc Dick: Since Shero is a big croc, his cock is big and thick. In Rape while in this form cause 1hp damage to his opponent per turn.
Four Arms: (Only effective in Entity Mode: Basilisk) Having four arms or frontal limbs his grapples get +2.
Active
Crush: Shero will pounce on top of his opponent and start to crush them with his weight of his metallic body. Causes 1hp damage with 12+ to escape.
Tail Smack: Shero will swing his large tail around at his opponent to smack them hard on the ass causing 1hp damage and -1 to all sexual moves for 3 turns.
Long Tongue: (Only usable in Entity Mode: Basilisk) Shero’s basilisk form has a rather long sticky tongue where he can use to constrict his opponent. Does 1hp damage from constriction. If the next roll is successful, then his opponent slips deeper in OV. Goes 2 stages of OV.
Basilisk Stare: (Only usable in Entity Mode: Basilisk) Shero will stare at his opponent. Both players will roll again for the effects. If Shero wins the roll, then his opponent is stunned for 2 turns. However if he gets a natural 20 or if the opponent gets a natural 1 then the glare kills his opponent. (Fatal (20) (Sad Shero)) Although if the opponent wins the roll, he has control of Shero. If Shero rolls a natural 1 or opponent gets a natural 20 then they find a mirror to stun Shero for 2 turns.
Entity:
Basilisk: The Basilisk form is 17 feet tall to shoulders so it will take an extra 2 stage of vore to consume.
12. Wolf:
Passive
Ice Elemental: Being of the element of Ice, he gets +2 to creatures or moves that are Earth based. However gets a -2 for creatures or moves that are Storm based.
Icy Embrace: Any that hold Shero can definitely feel the drop in the temperature. -2 to all grapple holds.
Canine Cock: Being a wolf, Shero has a cock with a knot causing an addition -1 debuff to Rape.
Pack Leader: Shero being a wolf is strong at leading. +1 to all rolls. (Note: If with a team in multiple VB. Every member of his team gets a +1)
Active
Ice Prison: Shero can imprison his opponent in ice. The opponent needs a 13+ or is completely vored to escape Ice Prison. (Uneffective on Fire and Storm beings)
Howl: Shero can howl at the hidden moon to boost his strength. +2 to his rolls for 3 turns.
Frost Breath: (Only usable in Entity Mode: Drake) Shero will blow his icy breath onto his opponent to try and freeze them. If he just wins the roll then they just get -3 to all roll for 3 turns. However if Shero gets 15+ or 20 naturally then his opponent is frozen for 2 turns.
Frost Spit: (Only usable in Entity Mode: Drake) Shero quickly licks his opponent all over getting them covered in his very cold saliva. Soon they would freeze for 2 turns. If he gets a natural 20 then the opponent is frozen for 3 turns.
Entity:
Drake: The Drake form is 12 feet tall to shoulders so it will take an extra stage of vore to consume.