Wednesday, October 31, 2012

Halloween Monster #5

And finally, Some Ghostly Spirits.

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Lesser Possesser Spirit    Level 19 Minion Controller
Medium shadow humanoid (shadow, undead)    XP 600
HP 1; a missed attack never damages a minion
AC 33; Fortitude 30; Reflex 31; Will 32
Speed 6, phasing 6 Insubstantial
Immune poison; Resist 15 necrotic, 10 psychic
Initiative +15
Perception +13

Traits
O Possession Enhancement • Aura 1
Dominated Creatures in aura gain a +2 bonus to damage. Multiple of this Aura Stack.
Standard Actions
m Necrotic Touch (necrotic) • At-Will
Attack: +23 vs. Fortitude
Hit: 15 Necrotic Damage.
R Minor Possession • Encounter
Attack: Range 5 (1 creature); +23 vs. Will
Hit: Target makes a Basic Attack or Charge Attack as a Free Action against a Creature of the Spirit's choice. The Target is considered Dominated for this action.
Skills Intimidate +21, Stealth +20
Str 19 (+13)    Dex 22 (+15)    Wis 19 (+13)
Con 19 (+13)    Int 19 (+13)    Cha 25 (+16)
Alignment chaotic evil     Languages Abyssal, Primordial

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Possesser Spirit    Level 19 Controller
Medium shadow humanoid (shadow, undead)    XP 2,400
HP 152; Bloodied 76
AC 33; Fortitude 30; Reflex 31; Will 32
Speed 6, phasing 6 Insubstantial
Immune poison; Resist 15 necrotic, 10 psychic
Initiative +15
Perception +13

Traits
O Fear the Possessed • Aura 2
Enemies in Aura grant Combat Advantage to Dominated Creatures.
Standard Actions
m Necrotic Touch (necrotic) • At-Will
Attack: +23 vs. Fortitude
Hit: 3d8 + 14 necrotic damage.
Minor Actions
R Possession (charm, psychic) • Recharge when no creature is effected by this power.
Attack: Range 5 (1 creature); +23 vs. Will
Hit: Ongoing 10 Psychic damage and Dominated(Save Ends Both).
Skills Intimidate +21, Stealth +20
Str 19 (+13)    Dex 22 (+15)    Wis 19 (+13)
Con 19 (+13)    Int 19 (+13)    Cha 25 (+16)
Alignment chaotic evil     Languages Abyssal, Primordial

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Greater Possesser Spirit    Level 19 Elite Controller (Leader)
Large shadow humanoid (shadow, undead)    XP 4,800
HP 304; Bloodied 152
AC 33; Fortitude 30; Reflex 31; Will 32
Speed 6, phasing 6 Insubstantial
Immune poison; Resist 10 necrotic, 10 psychic
Saving Throws +2; Action Points 1
Initiative +15
Perception +13
Blindsight 10
Standard Actions
m Necrotic Touch (necrotic) • At-Will
Attack: +23 vs. Fortitude
Hit: 3d8 + 14 necrotic damage.
Double Strike • At-Will
Effect: Make 2 Basic Melee Attacks.
Minor Actions
A Minor Possession • Recharge 5 6
Attack: Area Burst 1 in 5 (Enemies in burst); +23 vs. Will
Hit: Target makes a Basic Attack or Charge Attack as a Free Action against a Creature of the Spirit's choice. The Target is considered Dominated for this action.
Triggered Actions
Reverse Possession • Encounter
Trigger: This is first hit while Bloodied.
Effect (Immediate Reaction): (The creature that made the triggering attack.); The Spirit and the Soul of the Triggering Creature switch places. Other creatures need to succeed on a DC30 Insight check to realize what has happened.
Skills Intimidate +23, Stealth +20
Str 19 (+13)    Dex 22 (+15)    Wis 19 (+13)
Con 19 (+13)    Int 19 (+13)    Cha 28 (+18)
Alignment chaotic evil     Languages Abyssal, Primordial

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Tuesday, October 30, 2012

Halloween Monsters #4

And now for something completely different, a Zombie!

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Hungry Zombie    Level 3 Brute
Medium natural animate (undead)    XP 150
HP 57; Bloodied 29
AC 15; Fortitude 16; Reflex 14; Will 15
Speed 4
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +0
Perception +6
Darkvision
Traits
Brains
The Zombie deals +5 damage on melee attacks against Grabbed Creatures.
Headshot
Any Critical Hit against the Zombie deals +10 Damage and permenently Blinds it.
Standard Actions
m Slam • At-Will
Attack: Touch (1 creature); +8 vs. AC
Hit: 1d12 + 7 damage and make a "Grab" attack against the target.
M Grab • At-Will
Attack: +6 vs. Reflex
Hit: Target is Grabbed(Escape DC 15 Ends).
Str 11 (+1)    Dex 8 (+0)    Wis 11 (+1)
Con 17 (+4)    Int 2 (–3)    Cha 2 (–3)
Alignment evil     Languages —

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Famished Zombie    Level 13 Brute
Medium natural animate (undead)    XP 800
HP 162; Bloodied 81
AC 25; Fortitude 26; Reflex 24; Will 25
Speed 4
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +7
Perception +14
Darkvision
Traits
Brains
The Zombie deals +10 damage on melee attacks against Grabbed Creatures.
Headshot
Any Critical Hit against the Zombie deals +20 Damage and permenently Blinds it.
Standard Actions
m Slam • At-Will
Attack: Touch (1 creature); +18 vs. AC
Hit: 3d12 + 7 damage and make a "Grab" attack against the target.
M Grab • At-Will
Attack: +16 vs. Reflex
Hit: Target is Grabbed(Escape DC 26 Ends).
Str 16 (+9)    Dex 13 (+7)    Wis 16 (+9)
Con 22 (+12)    Int 7 (+4)    Cha 7 (+4)
Alignment evil     Languages —

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Monday, October 29, 2012

Halloween Monsters #3

Next on the List, an Artillery Skeleton!

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Skeleton Bone Tosser    Level 4 Artillery
Medium natural animate (undead)    XP 175
HP 42; Bloodied 21
AC 16; Fortitude 16; Reflex 17; Will 15
Speed 6
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +6
Perception +8
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 5 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Claw • At-Will
Attack: +9 vs. AC
Hit: 1d6 + 7.
r Bone Toss • At-Will
Attack: Range 10 (1 creature); +7 vs. Reflex
Hit: 1d10 + 9.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 10 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Rib Boomerang • Recharge 5 6
Trigger: The Skeleton makes a Ranged attack roll and dislikes the result.
Effect (Free): The Skeleton Rerolls the Attack roll and has Combat Advantage for the Reroll.
Skills Acrobatics +11
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 6 (+0)    Cha 6 (+0)
Alignment evil     Languages —

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Red Skeleton Bone Tosser    Level 14 Artillery
Medium natural animate (undead)    XP 1,000
HP 107; Bloodied 54
AC 26; Fortitude 26; Reflex 27; Will 25
Speed 6
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +13
Perception +15
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 10 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Claw • At-Will
Attack: +19 vs. AC
Hit: 2d6 + 11.
r Bone Toss • At-Will
Attack: Range 10 (1 creature); +17 vs. Reflex
Hit: 2d10 + 11.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 20 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Rib Boomerang • Recharge
Trigger: The Skeleton makes a Ranged attack roll and dislikes the result.
Effect (Free): The Skeleton Rerolls the Attack roll and has Combat Advantage for the Reroll.
Skills Acrobatics +18
Str 20 (+12)    Dex 23 (+13)    Wis 17 (+10)
Con 17 (+10)    Int 11 (+7)    Cha 11 (+7)
Alignment evil     Languages —

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Sunday, October 28, 2012

Halloween Monsters #2

Next up, a Minion!

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Broken Skeleton    Level 4 Minion Brute
Medium natural animate (undead)    XP 44
HP 1; a missed attack never damages a minion
AC 16; Fortitude 17; Reflex 16; Will 15
Speed 6
Immune poison; Resist 10 necrotic
Initiative +4
Perception +8
Darkvision
Standard Actions
m Claw • At-Will
Attack: +9 vs. AC
Hit: 6.
Triggered Actions
Broken But Not Buried • Encounter
Trigger: The Skeleton is destroyed by damage of a type other than Radiant.
Effect (Immediate Interrupt): The Skeleton takes no damage and Falls Prone. The Skeleton is considered Bloodied until the end of the Encounter.
Str 12 (+3)    Dex 15 (+4)    Wis 12 (+3)
Con 18 (+6)    Int 2 (–2)    Cha 2 (–2)
Alignment      Languages —
Equipment none

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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And I have a higher level version too.

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Broken Red Skeleton    Level 14 Minion Brute
Medium natural animate (undead)    XP 250
HP 1; a missed attack never damages a minion
AC 26; Fortitude 27; Reflex 26; Will 25
Speed 6
Immune poison; Resist 20 necrotic
Initiative +12
Perception +15
Darkvision
Standard Actions
m Claw • At-Will
Attack: +19 vs. AC
Hit: 12.
r HandAxe (weapon) • Encounter
Attack: Range 5/10 (1 creature); +19 vs. AC
Hit: 9.
Triggered Actions
Broken But Not Buried • Encounter
Trigger: The skeleton is Destroyed by Damage of a type other than Radiant.
Effect (Immediate Interrupt): The Skeleton takes no damage and Falls Prone. The Skeleton is considered Bloodied until the end of the Encounter.
Str 17 (+10)    Dex 20 (+12)    Wis 17 (+10)
Con 23 (+13)    Int 7 (+5)    Cha 7 (+5)
Alignment      Languages —
Equipment handaxe

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Saturday, October 27, 2012

Halloween Monsters #1

So, it is that time of year. When things go BUMP in the night and children disguise themselves and  journey into the darkness in search of treasure. Tasty treasure. So This week, I bring GM's a Treat and a few Tricks, too.
So, I'm sharing with all one of you that read my Blog some of my Halloween themed Monsters. Starting with a skeleton. Also, check back the next few days for new monsters, each day!

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Skeleton Lancer    Level 4 Soldier
Medium natural animate (undead)    XP 175
HP 52; Bloodied 26
AC 20; Fortitude 17; Reflex 16; Will 15
Speed 6
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +6
Perception +8
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 5 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Lance Strike (weapon) • At-Will
Attack: Reach 2; +9 vs. AC
Hit: 1d10 + 7.
Effect: The Target is Marked until the end of the skeleton's next turn.
M Multi-Thrust (weapon) • Encounter
Attack: Reach 2 (1 random creature in reach.); +7 vs. Reflex
Hit: 1d10 + 1.
Special: Make this attack 3 times.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 10 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Skills Athletics +11
Str 18 (+6)    Dex 15 (+4)    Wis 12 (+3)
Con 12 (+3)    Int 6 (+0)    Cha 6 (+0)
Alignment evil     Languages —
Equipment longspear

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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And I have a higher level version too.

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Red Skeleton Lancer    Level 14 Soldier
Medium natural animate (undead)    XP 1,000
HP 137; Bloodied 69
AC 30; Fortitude 27; Reflex 26; Will 25
Speed 6
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +14
Perception +15
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 10 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Lance Strike (weapon) • At-Will
Attack: Reach 2; +19 vs. AC
Hit: 2d10 + 11.
Effect: The Target is Marked until the end of the skeleton's next turn.
M Multi-Thrust (weapon) • Encounter
Attack: Reach 2 (1 random creature in reach.); +17 vs. Reflex
Hit: 2d10 + -1.
Special: Make this attack 3 times.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 20 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Skills Athletics +18
Str 23 (+13)    Dex 20 (+12)    Wis 17 (+10)
Con 17 (+10)    Int 11 (+7)    Cha 11 (+7)
Alignment evil     Languages —
Equipment longspear

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Friday, October 26, 2012

The Lack of Updates recently

Well, Stuff happened. Computer went wonky, was sick for most of a week, five important meetings in three days and recovering from each of those events took up a good bit of my time. But the most important thing is that I was doing a bunch of work on a couple of "Super Secret Projects" about which I am unable to talk about, yet. But, I now have time and both of my readers( :P ) will be glad to know I'm going to be updating more regularly for the time being. Starting today. Wish me luck(I'll need it!)

GF

Wednesday, October 3, 2012

Creating Archer NPC Monsters

Creating Archer NPC Monsters

     Well, I promised that I would discuss the creation and Re-skinning of Archer type Monsters, so here goes.
     Well, I have a couple of simple techniques for creating monsters of certain types. Artillery that feel like Archers are notoriously difficult  to re-skin from a monster that is not intended as an Archer in the first place. So I tend to build Artillery that I intend as Archers independently of Caster type Artillery and have different types of powers and traits for each. I almost always keep my generic Archer abilities separate from my generic Caster abilities and rarely do I use them together on the same monster. But how do I organize these Abilities??? Custom Monsters, of course! I have several .monster files that are just used as convenient places to keep commonly used Powers and Traits! And this time, I'm providing the first of my Power Repository Files for download by all of you. I'm also providing the complete text as well, below, so that those who are not using the Original Adventure Tools can simply copy/paste the text into whatever you use for monster creation.

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Artillery Power Repository    Level 1 Artillery
Medium     XP 100
HP 22; Bloodied 11
AC 13; Fortitude 13; Reflex 14; Will 13
Speed 6
Initiative +3
Perception +0

Traits
Sniper's Eye
This Creature Deals +1D6 per tier Damage on Ranged Attacks against targets within 5 squares of it.
O Protection From Arrows • Aura 1
This Creature and all allies in aura get a +2 bonus to all defenses against ranged and area attacks.
Point Blank
This Creature has a +3 bonus to all defenses against opportunity attacks triggered by using ranged attacks when threatened.
Standard Actions
R Lightning Arrow (lightning, weapon) • Recharge
Attack: Range 20 (1 Enemy in range); +6 vs. Reflex
Hit: 2d10 + 3 Lightning damage and each enemy adjacent to the target takes 5 Lightning damage per tier.
R Twin Shot • Encounter at-will if elite or solo
Effect: Make 2 Basic Ranged Attacks.
R Leg Shot (weapon) • Recharge 4 5 6
Attack: Range 20; +6 vs. Reflex
Hit: 1d10 + 5 damage and Slowed(Save Ends).
R Dazing Arrow (weapon, lightning) • Encounter
Attack: Range 20; +8 vs. AC
Hit: 2d10 + 3 lightning damage and target is Dazed until the end of this creature's next turn.
A Rain of Arrows (weapon) • Encounter
Attack: Area burst 1 in 10 (Enemies in burst); +8 vs. AC
Hit: 2d8 + 5.
R Shifty Shot (weapon) • At-Will
Attack: Range 15/30 (1 creature); +8 vs. AC
Hit: 1d8 + 6.
Effect: This Creature Shifts 1 square before or after the attack.
Free Actions
Ambush Shot • Encounter
Effect: The first ranged attack This Creature makes in the encounter gets a +2 bonus to the attack roll and Deals +1d6 damage per tier if it hits.
Triggered Actions
Arrow of Blood • Recharge
Trigger: An enemy within 10 becomes Bloodied.
Effect (Immediate Reaction): Range 10 (The Triggering Enemy.); Make a Basic Ranged Attack against the Target. This attack does not provoke opportunity attacks.
Don't Stand So Close to Me • At-Will
Trigger: An enemy makes a melee attack against this creature.
Effect (Immediate Reaction): (the triggering enemy); This Creature Shifts 1 square and makes a basic ranged attack against the triggering enemy.
R Arrow of Friendship (weapon) • Encounter
Trigger: An Ally within 5 squares is hit by an melee attack made by an enemy.
Effect (Immediate Interrupt): (The creature making the triggering attack.); This Creature makes a basic ranged attack against the attacking creature. If This Creature's attack hits, the Ally gets a +5 Power Bonus to all defenses against the Triggering Attack.
Str 10 (+0)    Dex 16 (+3)    Wis 10 (+0)
Con 10 (+0)    Int 10 (+0)    Cha 10 (+0)
Alignment      Languages —

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Artillery Power Repository file