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Specimen 3: Difference between revisions
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== Codex Statistics == | == Codex Statistics == | ||
'''Key:''' Base | Endless Mode | '''Key:''' Base | Endless Mode | ||
'''[[Grade]]:''' '''C''' ([https://spookys-jump-scare-mansion.fandom.com/wiki/Specimen_3?file=CAT-DOS_Specimen_3.png#Gallery Was able to kill 43 average people]) | |||
'''[[Tiering System|Tier]]: 9-B''' | '''9-B''' | '''[[Tiering System|Tier]]: 9-B''' | '''9-B''' |
Revision as of 14:34, 15 July 2024
"Mature Content" | |
Hold up soldier! This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these. Scare safely! |
Background
Specimen 3 Is the 2nd dangerous specimen found inside the mansion. It's an arthropod like creature that 1st shows itself In room 120.
General Information
Name: Specimen 3
Origin: Spooky's Jumpscare Mansion
Company: Lag Studios
Creator: Akuma Kira and AMG Sheena
Sex: Unknown
Age: Unknown
Story Role: Chasing Enemy
Classification: Specimen
Species: Arthropod
State of Being: Regular
Physiology: Arthropod
Occupation: None
Status: Alive
Alignment: Chaotic Evil (Simply attempts to maul whatever's in its path to feed its constsnt hunger)
Codex Statistics
Key: Base | Endless Mode
Grade: C (Was able to kill 43 average people)
Tier: 9-B | 9-B
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: Wall level (Burrows through the Roof of the mansion, which has marble and metal walls) | Wall level (same as before)
Durability: Wall level (Can take attacks from The Protagonist) | Wall level (same as before)
Striking Strength: Wall Class | Wall Class
Lifting Strength: Unknown
Travel Speed: Athletic Human (8 m/s) Faster while charging. | Athletic Human (Same as before
Combat Speed: Athletic Human (should be comparable to the Protagonist)
Reaction Speed: Athletic Human
Stamina: Superhuman (Should be comparable to the Protagonist)
Range: Extended Melee Range
Intelligence: Animalistic (However, seems to be able to speak)
Powers and Techniques
All previous abilities.
Equipment
None Notable
Other
Standard Tactics: It will attempt to land on top of the opponent using one of it's burrowed holes. If that doesn't work, it will charge the foe, getting noticeably faster as it does or get back onto a roof to burrow through another hole.
Weaknesses: None Notable
Battle Records
None.
None.
None.