Sunday, May 4, 2014

Making Modular Monsters

So, been awhile. I will not bore you with details of what and why. On with the Post...

I've mentioned before about Making Custom Monsters that can be reskinned and Refluffed easily. Recently, I've needed several types of NPCs that share similar ability sets but are of different PC/NPC races. In this case, I needed Pira... I mean Sailors! Yeah, that is right. Sailors. 

Anywho, I made a basic Sailor and added Racial Abilities to it to make four different "Sailors". And here they are...

-----
Dwarf Sailor    Level 4 Skirmisher
Medium natural humanoid (dwarf)    XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Initiative +8
Perception +3
Low-Light Vision
Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Stand Your Ground
When an effect pulls, pushes, or slides an Dwarf, the Dwarf moves 1 square less than the effect specifies. Also, a Dwarf can make a saving throw to avoid being knocked prone.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Minor Actions
Dwarven Resiliance (healing) • Encounter
Effect: The Dwarf spends a Healing Surge and regains 10HP. If the Dwarf is bloodied when it uses this,  it can use "Shifting Seas" as a free action.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
Alignment unaligned     Languages Argon, Common, Dwarven
Equipment scimitar, leather armor

© 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.
-----
-----
Dragonborn Sailor    Level 4 Skirmisher
Medium natural humanoid (dragonborn)    XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Initiative +8
Perception +3
Low-Light Vision
Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Dragonborn Fury
While Bloodied, A dragonborn gains a +1 racial bonus to attack rolls.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Minor Actions
C Dragon Breath (cold) • Encounter
Attack: Close Blast 3 (creatures in blast); +7 vs. Reflex
Hit: 1d6 + 3 Cold damage.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
Alignment unaligned     Languages Argon, Common, Draconic
Equipment scimitar, leather armor

© 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.
-----
-----
Elf Sailor    Level 4 Skirmisher
Medium natural humanoid (elf)    XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 7
Initiative +8
Perception +3
Low-Light Vision
Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Wild Step
An elf ignores difficult terrain when it shifts.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Free Actions
Elven Accuracy • Encounter
Effect: An elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
Alignment unaligned     Languages Argon, Common, Elven
Equipment scimitar, leather armor

© 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.
-----
-----
Warforged Sailor    Level 4 Skirmisher
Medium natural humanoid (warforged, living construct)    XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Saving Throws +2 vs Ongoing Damage
Initiative +8
Perception +3

Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Minor Actions
Warforged Resolve (healing) • Encounter
Effect: The Warforged gains 5 temporary hit points and can make a saving throw against an ongoing damage effect. If it uses this power while bloodied, it also regains 5 hit points.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
Alignment unaligned     Languages Argon, Common
Equipment scimitar, leather armor

© 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.
-----