So, I've returned. I have been up to many things since last time. First is my Live Show/Podcast type thing. I'm recording it via Twtch.tv and posting it on YouTube.
Watch live on Sundays starting at 7PM Eastern Time on...
http://www.twitch.tv/genericfighter
Find the uploaded and unedited recordings at the following...
https://www.youtube.com/channel/UCgLbNkHk2QDyilY_v61mPQw
I'm also hoping to post about once a week on my olde blog here. I'm gonna focus on my games and campaigns and stuff I'm using for them. I'm planning on putting the first of them up later today.
GF
Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts
Friday, June 12, 2015
Monday, October 13, 2014
Monster Mayhem Month 13
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Tiefling Sinblade Level 9 Brute
Medium immortal humanoid (tiefling) XP 400
HP 120; Bloodied 60
AC 21; Fortitude 22; Reflex 20; Will 21
Speed 6
Resist 9 fire
Initiative +6
Perception +6
Darkvision
Traits
Bloodhunt
The Tiefling gains a +1 racial bonus to hit against bloodied foes.
Standard Actions
m Sinblade • At-Will
Attack: Melee 1 (1 creature); +12 vs. Fortitude
Hit: 2d12 + 9.
M Sinblade's Wrath • Encounter
Effect: Make 2 Sinblade attacks against the same target.
Triggered Actions
C Infernal Wrath(New) (fire) • Encounter
Trigger: An Enemy within 10 squares hits the Tiefling.
Effect (Free): Close Burst 10 (The Triggering Enemy in Burst); 1d6 + 12 Fire damage.
Sinner's Strike • At-Will
Trigger: The Tiefling hits with a Sinblade attack.
Effect (Free): Roll a d4 and apply the following effect. 1: Sloth: Target falls Prone. 2: Lust: Target is Charmed until the end of its next turn. 3: Pride: Target cannot heal HP until the end of the tiefling's next turn. 4: Gluttony: Target uses its next Standard Action to eat something from its pack, wasting that action.
Skills Endurance +14, Intimidate +12
Str 14 (+6) Dex 14 (+6) Wis 14 (+6)
Con 20 (+9) Int 14 (+6) Cha 17 (+7)
Alignment chaotic evil Languages Common, Primordial
Equipment rod implement, 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.
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This is an attempt at making a "Flavorful" Monster. I was going for a Evil Cultist Enforcer type of vibe. The Sinner's Strike power is my way of giving this that vibe.
Today the Monster is...
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Tiefling Sinblade Level 9 Brute
Medium immortal humanoid (tiefling) XP 400
HP 120; Bloodied 60
AC 21; Fortitude 22; Reflex 20; Will 21
Speed 6
Resist 9 fire
Initiative +6
Perception +6
Darkvision
Traits
Bloodhunt
The Tiefling gains a +1 racial bonus to hit against bloodied foes.
Standard Actions
m Sinblade • At-Will
Attack: Melee 1 (1 creature); +12 vs. Fortitude
Hit: 2d12 + 9.
M Sinblade's Wrath • Encounter
Effect: Make 2 Sinblade attacks against the same target.
Triggered Actions
C Infernal Wrath(New) (fire) • Encounter
Trigger: An Enemy within 10 squares hits the Tiefling.
Effect (Free): Close Burst 10 (The Triggering Enemy in Burst); 1d6 + 12 Fire damage.
Sinner's Strike • At-Will
Trigger: The Tiefling hits with a Sinblade attack.
Effect (Free): Roll a d4 and apply the following effect. 1: Sloth: Target falls Prone. 2: Lust: Target is Charmed until the end of its next turn. 3: Pride: Target cannot heal HP until the end of the tiefling's next turn. 4: Gluttony: Target uses its next Standard Action to eat something from its pack, wasting that action.
Skills Endurance +14, Intimidate +12
Str 14 (+6) Dex 14 (+6) Wis 14 (+6)
Con 20 (+9) Int 14 (+6) Cha 17 (+7)
Alignment chaotic evil Languages Common, Primordial
Equipment rod implement, 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.
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This is an attempt at making a "Flavorful" Monster. I was going for a Evil Cultist Enforcer type of vibe. The Sinner's Strike power is my way of giving this that vibe.
Sunday, October 12, 2014
Monster Mayhem Month 12
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Half-Orc Revenger Level 7 Solo Skirmisher
Medium natural humanoid (half-orc) XP 1,500
HP 308; Bloodied 154
AC 21; Fortitude 19; Reflex 20; Will 18
Speed 6
Saving Throws +5; Action Points 2
Initiative +9
Perception +4
Low-Light Vision
Traits
Bloodrage
This gets a +1d6 bonus to Damage rolls while Bloodied.
Oath of Recovery
The Half-Orc makes saves against Dazed, stunned and Dominated effects at the begining of its turn instead of at the end. It also can make saves against those effects even if no save is allowed. On a successful save, The Effect ends.
Standard Actions
m Revenge (weapon) • At-Will
Attack: +12 vs. AC; See Oath of Doom
Hit: 1d12 + 9.
C Blood Strike (weapon) • At-Will
Attack: Close burst 1; +10 vs. Fortitude; Any creature subject to the Oath of Doom or that is Bloodied. See Oath of Doom
Hit: 1d12 + 9.
Move Actions
No Escape (teleportation) • At-Will
Effect: The half-orc teleports to the nearest square adjacent to any target of Oath of Doom.
Minor Actions
C Oath of Doom • Recharge recharge when first bloodied or if no target of oath of doom is conscious. can have multiple uses at one time.
Effect: Burst 10, 1 Enemy in burst; Until the end of the encounter, the target is subject to the Half-Orc's "Oath of Doom". While the target is subject to the Oath of Doom, The Half-Orc makes attack rolls against the target twice and uses either result.
Free Actions
Oath of Transferance • Encounter
Requirements: The half-Orc is put under any Condition.
Effect: That Condition is transfered to any target of the Oath of Doom. The Condition has the same duration as before.
Oath of Hatred • At-Will
Effect: See Oath of Doom; Trigger: A target of the Oath of Doom starts a turn adjacent to the half-orc. The half-orc makes a basic melee attack vs the triggering enemy.
Triggered Actions
Furious Assault • Encounter
Trigger: When the Half-Orc damages an Enemy.
Effect (Immediate Interrupt): The Half-Orc’s attack deals 1d12 extra damage.
Half-Orc Resiliance • At-Will
Trigger: When the Half-Orc is first Bloodied.
Effect (No Action): The half-orc gains 5 temporary Hit Points.
Oath of Revenge • At-Will
Trigger: This is hit by an attack by an adjacent enemy.
Effect (Immediate Reaction): Make a basic melee attack vs the triggering enemy.
Skills Intimidate +9, Religion +9
Str 14 (+5) Dex 19 (+7) Wis 13 (+4)
Con 13 (+4) Int 13 (+4) Cha 13 (+4)
Alignment chaotic evil Languages Common, Giant
Equipment fullblade, cloth armor (basic clothing)
© 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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This one is an early attempt at making an extremely dangerous Solo. Obviously, based loosely on the Avenger PC Class, this is also an attempt at making a Monster that mimics a PC Class. Like the Class it is based on, this monster is very dangerous to a single target but I wanted to make it at least slightly dangerous to other targets as well, partcularly since it is a Solo.
Today the Monster is...
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Half-Orc Revenger Level 7 Solo Skirmisher
Medium natural humanoid (half-orc) XP 1,500
HP 308; Bloodied 154
AC 21; Fortitude 19; Reflex 20; Will 18
Speed 6
Saving Throws +5; Action Points 2
Initiative +9
Perception +4
Low-Light Vision
Traits
Bloodrage
This gets a +1d6 bonus to Damage rolls while Bloodied.
Oath of Recovery
The Half-Orc makes saves against Dazed, stunned and Dominated effects at the begining of its turn instead of at the end. It also can make saves against those effects even if no save is allowed. On a successful save, The Effect ends.
Standard Actions
m Revenge (weapon) • At-Will
Attack: +12 vs. AC; See Oath of Doom
Hit: 1d12 + 9.
C Blood Strike (weapon) • At-Will
Attack: Close burst 1; +10 vs. Fortitude; Any creature subject to the Oath of Doom or that is Bloodied. See Oath of Doom
Hit: 1d12 + 9.
Move Actions
No Escape (teleportation) • At-Will
Effect: The half-orc teleports to the nearest square adjacent to any target of Oath of Doom.
Minor Actions
C Oath of Doom • Recharge recharge when first bloodied or if no target of oath of doom is conscious. can have multiple uses at one time.
Effect: Burst 10, 1 Enemy in burst; Until the end of the encounter, the target is subject to the Half-Orc's "Oath of Doom". While the target is subject to the Oath of Doom, The Half-Orc makes attack rolls against the target twice and uses either result.
Free Actions
Oath of Transferance • Encounter
Requirements: The half-Orc is put under any Condition.
Effect: That Condition is transfered to any target of the Oath of Doom. The Condition has the same duration as before.
Oath of Hatred • At-Will
Effect: See Oath of Doom; Trigger: A target of the Oath of Doom starts a turn adjacent to the half-orc. The half-orc makes a basic melee attack vs the triggering enemy.
Triggered Actions
Furious Assault • Encounter
Trigger: When the Half-Orc damages an Enemy.
Effect (Immediate Interrupt): The Half-Orc’s attack deals 1d12 extra damage.
Half-Orc Resiliance • At-Will
Trigger: When the Half-Orc is first Bloodied.
Effect (No Action): The half-orc gains 5 temporary Hit Points.
Oath of Revenge • At-Will
Trigger: This is hit by an attack by an adjacent enemy.
Effect (Immediate Reaction): Make a basic melee attack vs the triggering enemy.
Skills Intimidate +9, Religion +9
Str 14 (+5) Dex 19 (+7) Wis 13 (+4)
Con 13 (+4) Int 13 (+4) Cha 13 (+4)
Alignment chaotic evil Languages Common, Giant
Equipment fullblade, cloth armor (basic clothing)
© 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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This one is an early attempt at making an extremely dangerous Solo. Obviously, based loosely on the Avenger PC Class, this is also an attempt at making a Monster that mimics a PC Class. Like the Class it is based on, this monster is very dangerous to a single target but I wanted to make it at least slightly dangerous to other targets as well, partcularly since it is a Solo.
Saturday, October 11, 2014
Monster Mayhem Month 11
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Arsenal Golem 2.0 Level 9 Elite Artillery
Huge natural animate (construct) XP 800
HP 154; Bloodied 77
AC 24; Fortitude 24; Reflex 25; Will 23
Speed 6, fly 5 Hover
Immune poison; Resist 5 fire, 5 lightning; Vulnerability 5 cold
Saving Throws +2; Action Points 1
Initiative +9
Perception +11
Truesight 10
Traits
Point Blank
The arsenal golem has a +3 bonus to all defences against opportunity attacks triggered by using ranged attacks when threatened.
Standard Actions
m Slam • At-Will
Attack: Reach 2; +14 vs. AC
Hit: 1d10 + 9.
r Crossbow (weapon) • At-Will
Requirements: Crossbow.
Attack: Range 15/30; +14 vs. AC
Hit: 2d10 + 6.
C Rapid Fire • At-Will
Requirements: Crossbow.
Attack: Close Blast 5; +14 vs. AC
Hit: 2d10 + 6.
A Fireblaster (fire) • Recharge when both barrels recharges.
Attack: Burst 1 in 20 (Creatures in Burst); +12 vs. Fortitude
Hit: Ongoing 10 Fire Damage(Save Ends).
R Lightning Cannon (lightning) • Recharge when both barrels recharges.
Attack: Range 20; +12 vs. Reflex
Hit: 3d10 + 9 Lightning Damage.
R Both Barrels • Recharge 5 6
Effect: Recharge "Fireblaster" and "Lightning Cannon". Then, make a "Fireblaster" attack and a "Lightning Cannon" attack, each against a different target.
R Twin Shot • At-Will
Requirements: Crossbow.
Effect: Make 2 Basic Ranged Attacks.
Minor Actions
Swift Shot • At-Will
Effect: Make a "Crossbow" attack. Use only if the Golem does not use a standard action that requires a Crossbow this turn.
Triggered Actions
Both Bloody Barrels • At-Will
Trigger: The Golem is First Bloodied.
Effect (Free): Immediately Recharge Both Barrels and use it. If it is in range, one of the targets must be the creature that Bloodied the Golem.
Skills Athletics +11, Endurance +12
Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
Con 17 (+7) Int 14 (+6) Cha 14 (+6)
Alignment unaligned Languages —
Equipment crossbow
© 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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This is another "Gundam Golem" of mine. Based off of a Long Range Combat "Gundam", this Golem is an Artillery type monster. I gave this one a pair of Rechargable "Cannons", One that does a Crap-ton of damage, the other that sets targets on fire and a way that it can use "Both Barrels" at once.
Today the Monster is...
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Arsenal Golem 2.0 Level 9 Elite Artillery
Huge natural animate (construct) XP 800
HP 154; Bloodied 77
AC 24; Fortitude 24; Reflex 25; Will 23
Speed 6, fly 5 Hover
Immune poison; Resist 5 fire, 5 lightning; Vulnerability 5 cold
Saving Throws +2; Action Points 1
Initiative +9
Perception +11
Truesight 10
Traits
Point Blank
The arsenal golem has a +3 bonus to all defences against opportunity attacks triggered by using ranged attacks when threatened.
Standard Actions
m Slam • At-Will
Attack: Reach 2; +14 vs. AC
Hit: 1d10 + 9.
r Crossbow (weapon) • At-Will
Requirements: Crossbow.
Attack: Range 15/30; +14 vs. AC
Hit: 2d10 + 6.
C Rapid Fire • At-Will
Requirements: Crossbow.
Attack: Close Blast 5; +14 vs. AC
Hit: 2d10 + 6.
A Fireblaster (fire) • Recharge when both barrels recharges.
Attack: Burst 1 in 20 (Creatures in Burst); +12 vs. Fortitude
Hit: Ongoing 10 Fire Damage(Save Ends).
R Lightning Cannon (lightning) • Recharge when both barrels recharges.
Attack: Range 20; +12 vs. Reflex
Hit: 3d10 + 9 Lightning Damage.
R Both Barrels • Recharge 5 6
Effect: Recharge "Fireblaster" and "Lightning Cannon". Then, make a "Fireblaster" attack and a "Lightning Cannon" attack, each against a different target.
R Twin Shot • At-Will
Requirements: Crossbow.
Effect: Make 2 Basic Ranged Attacks.
Minor Actions
Swift Shot • At-Will
Effect: Make a "Crossbow" attack. Use only if the Golem does not use a standard action that requires a Crossbow this turn.
Triggered Actions
Both Bloody Barrels • At-Will
Trigger: The Golem is First Bloodied.
Effect (Free): Immediately Recharge Both Barrels and use it. If it is in range, one of the targets must be the creature that Bloodied the Golem.
Skills Athletics +11, Endurance +12
Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
Con 17 (+7) Int 14 (+6) Cha 14 (+6)
Alignment unaligned Languages —
Equipment crossbow
© 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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This is another "Gundam Golem" of mine. Based off of a Long Range Combat "Gundam", this Golem is an Artillery type monster. I gave this one a pair of Rechargable "Cannons", One that does a Crap-ton of damage, the other that sets targets on fire and a way that it can use "Both Barrels" at once.
Friday, October 10, 2014
Monster Mayhem Month 10
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Liquidform Elemental Level 3 Soldier
Medium elemental magical beast (aquatic, water) XP 150
HP 43; Bloodied 22
AC 19; Fortitude 15; Reflex 16; Will 14
Speed 6, swim 8
Resist 10 fire, 5 weapon; Vulnerability 5 lightning
Initiative +6
Perception +6
Darkvision
Traits
Threatening Reach
The elemental can make opportunity attacks against all enemies within its reach (2 squares).
Knock Down
When the Liquidform Elemental makes an Opportunity Attack , it get a +2 bonus to the attack roll and the target is Knocked Prone on a hit.
Standard Actions
m Liquidform Whip • At-Will
Attack: Reach 2; +8 vs. AC
Hit: 1d10 + 6.
Effect: Marked until the end of the Liquidform Elemental's next turn.
C Whiplash • Encounter
Attack: Close Burst 2 (Creatures in burst); +6 vs. Reflex
Hit: 1d10 + 6 damage and the target is knocked prone.
Triggered Actions
Liquidform Defence • Recharge first bloodied
Trigger: An attack is made against the Liquidform Elemental's AC or Reflex Defence.
Effect (Immediate Interrupt): The attacker rolls the attack twice and uses the lower result.
Skills Acrobatics +9, Athletics +8
Str 14 (+3) Dex 17 (+4) Wis 11 (+1)
Con 11 (+1) Int 11 (+1) Cha 11 (+1)
Alignment unaligned Languages 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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This Water Elemental, was an early experiment with Threatening Reach. I wanted it to be dangerous to get near it but hard to take down with common attacks. Also, this monster was made long before the Next playtest was even announced, so I had made "Disadvantage" before them too.
Today the Monster is...
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Liquidform Elemental Level 3 Soldier
Medium elemental magical beast (aquatic, water) XP 150
HP 43; Bloodied 22
AC 19; Fortitude 15; Reflex 16; Will 14
Speed 6, swim 8
Resist 10 fire, 5 weapon; Vulnerability 5 lightning
Initiative +6
Perception +6
Darkvision
Traits
Threatening Reach
The elemental can make opportunity attacks against all enemies within its reach (2 squares).
Knock Down
When the Liquidform Elemental makes an Opportunity Attack , it get a +2 bonus to the attack roll and the target is Knocked Prone on a hit.
Standard Actions
m Liquidform Whip • At-Will
Attack: Reach 2; +8 vs. AC
Hit: 1d10 + 6.
Effect: Marked until the end of the Liquidform Elemental's next turn.
C Whiplash • Encounter
Attack: Close Burst 2 (Creatures in burst); +6 vs. Reflex
Hit: 1d10 + 6 damage and the target is knocked prone.
Triggered Actions
Liquidform Defence • Recharge first bloodied
Trigger: An attack is made against the Liquidform Elemental's AC or Reflex Defence.
Effect (Immediate Interrupt): The attacker rolls the attack twice and uses the lower result.
Skills Acrobatics +9, Athletics +8
Str 14 (+3) Dex 17 (+4) Wis 11 (+1)
Con 11 (+1) Int 11 (+1) Cha 11 (+1)
Alignment unaligned Languages 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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This Water Elemental, was an early experiment with Threatening Reach. I wanted it to be dangerous to get near it but hard to take down with common attacks. Also, this monster was made long before the Next playtest was even announced, so I had made "Disadvantage" before them too.
Thursday, October 9, 2014
Monster Mayhem Month 9
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Fire Eater Level 8 Soldier
Large elemental magical beast (fire) XP 350
HP 86; Bloodied 43
AC 24; Fortitude 21; Reflex 20; Will 20
Speed 6
Immune fire Vulnerability 5 cold
Initiative +8
Perception +11
Darkvision
Traits
O Fire is So Pretty • Aura 2
Enemies in aura take 5 damage whenever it takes ongoing fire damage.
Fire Eating
When the fire eater would take fire damage, it instead gains 5 temporary hit points or heals 5 Hit Points, its choice.
Standard Actions
m Burn (fire) • At-Will
Attack: Reach 2; +13 vs. AC
Hit: 2d8 + 7 fire damage and marked until the end of the fire eater's next turn.
C Flame Burst (fire) • Encounter
Attack: Close burst 1 (Enemies in Burst.); +11 vs. Fortitude
Hit: 3d8 + 11 fire damage and marked(save ends).
Triggered Actions
Ignite (fire) • Recharge 5 6
Trigger: The elemental hits a creature with an attack.
Attack (Free): (The Triggering Creature); +11 vs. Reflex
Hit: Ongoing 5 Fire Damage(Save Ends).
Skills Intimidate +11
Str 20 (+9) Dex 14 (+6) Wis 14 (+6)
Con 14 (+6) Int 14 (+6) Cha 14 (+6)
Alignment chaotic evil Languages 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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So, Fire Elemental. This was an experiment to see how problematic Immunity could be. I agree that Most creatures shouldn't have Immunities. Most, not All though. Immunity is something that should be rare and Dangerous. I wanted to do that with this monster.
Today the Monster is...
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Fire Eater Level 8 Soldier
Large elemental magical beast (fire) XP 350
HP 86; Bloodied 43
AC 24; Fortitude 21; Reflex 20; Will 20
Speed 6
Immune fire Vulnerability 5 cold
Initiative +8
Perception +11
Darkvision
Traits
O Fire is So Pretty • Aura 2
Enemies in aura take 5 damage whenever it takes ongoing fire damage.
Fire Eating
When the fire eater would take fire damage, it instead gains 5 temporary hit points or heals 5 Hit Points, its choice.
Standard Actions
m Burn (fire) • At-Will
Attack: Reach 2; +13 vs. AC
Hit: 2d8 + 7 fire damage and marked until the end of the fire eater's next turn.
C Flame Burst (fire) • Encounter
Attack: Close burst 1 (Enemies in Burst.); +11 vs. Fortitude
Hit: 3d8 + 11 fire damage and marked(save ends).
Triggered Actions
Ignite (fire) • Recharge 5 6
Trigger: The elemental hits a creature with an attack.
Attack (Free): (The Triggering Creature); +11 vs. Reflex
Hit: Ongoing 5 Fire Damage(Save Ends).
Skills Intimidate +11
Str 20 (+9) Dex 14 (+6) Wis 14 (+6)
Con 14 (+6) Int 14 (+6) Cha 14 (+6)
Alignment chaotic evil Languages 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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So, Fire Elemental. This was an experiment to see how problematic Immunity could be. I agree that Most creatures shouldn't have Immunities. Most, not All though. Immunity is something that should be rare and Dangerous. I wanted to do that with this monster.
Wednesday, October 8, 2014
Monster Mayhem Month 8
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Poison Fog Elemental Level 10 Elite Brute
Huge elemental animate (air, poison) XP 1,000
HP 262; Bloodied 131
AC 22; Fortitude 23; Reflex 22; Will 21
Speed 6, phasing 8 Insubstantial, fly 8 Hover
Immune poison
Saving Throws +2; Action Points 1
Initiative +9
Perception +12
Darkvision
Traits
Vaporous Form
Creatures can occupy the Elemental's space or part of it. Non-Elemental creatures take 10 Poison damage when they start thier turn in the Elemental's space. Creature's in the Elemental's Space have concealment against all creatures except this Elemental.
Shielding Vapors
The Elemental has +3 to all Defences against the attacks of any creature that is not Adjacent to it or in its Space.
Standard Actions
M Poisonous Breath • At-Will
Attack: Melee 1 (1 creature); +13 vs. Fortitude
Hit: 2d12 + 9 Poison Damage.
Special: This Attack can also be used on any creature in the Elemental's Space.
Double Strike • At-Will
Effect: Make 2 Basic Melee Attacks.
Skills Arcana +12
Str 15 (+7) Dex 18 (+9) Wis 15 (+7)
Con 21 (+10) Int 15 (+7) Cha 15 (+7)
Alignment unaligned Languages 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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Another "Air" Elemental. The Huge Elementals I made are all Elites. This one is a Brute of a different type. This Monster was a challenge to create simply due to the fact that other creatures needed to be able to be "Inside" it and have a good reason to risk doing so due to the danger inside it. The only other problem I have had with this monster is how to represent it on the Tabletop! The best idea I came up with was to use a three by three Dungeon Tile as its "Miniature". That way, you can place PCs Minis on the tile when they are inside it.
Today the Monster is...
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Poison Fog Elemental Level 10 Elite Brute
Huge elemental animate (air, poison) XP 1,000
HP 262; Bloodied 131
AC 22; Fortitude 23; Reflex 22; Will 21
Speed 6, phasing 8 Insubstantial, fly 8 Hover
Immune poison
Saving Throws +2; Action Points 1
Initiative +9
Perception +12
Darkvision
Traits
Vaporous Form
Creatures can occupy the Elemental's space or part of it. Non-Elemental creatures take 10 Poison damage when they start thier turn in the Elemental's space. Creature's in the Elemental's Space have concealment against all creatures except this Elemental.
Shielding Vapors
The Elemental has +3 to all Defences against the attacks of any creature that is not Adjacent to it or in its Space.
Standard Actions
M Poisonous Breath • At-Will
Attack: Melee 1 (1 creature); +13 vs. Fortitude
Hit: 2d12 + 9 Poison Damage.
Special: This Attack can also be used on any creature in the Elemental's Space.
Double Strike • At-Will
Effect: Make 2 Basic Melee Attacks.
Skills Arcana +12
Str 15 (+7) Dex 18 (+9) Wis 15 (+7)
Con 21 (+10) Int 15 (+7) Cha 15 (+7)
Alignment unaligned Languages 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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Another "Air" Elemental. The Huge Elementals I made are all Elites. This one is a Brute of a different type. This Monster was a challenge to create simply due to the fact that other creatures needed to be able to be "Inside" it and have a good reason to risk doing so due to the danger inside it. The only other problem I have had with this monster is how to represent it on the Tabletop! The best idea I came up with was to use a three by three Dungeon Tile as its "Miniature". That way, you can place PCs Minis on the tile when they are inside it.
Tuesday, October 7, 2014
Monster Mayhem Month 7
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Rain Cloud Level 9 Minion Controller
Small elemental animate (air) XP 100
HP 1; a missed attack never damages a minion
AC 23; Fortitude 21; Reflex 22; Will 20
Speed 6, fly 6 Hover
Resist 15 acid
Initiative +9
Perception +11
Darkvision
Standard Actions
r Acid Rain (acid) • At-Will
Attack: Range 5 (1 creature directly below the Cloud.); +12 vs. Reflex
Hit: 8 Acid Damage.
Skills Acrobatics +14, Nature +11
Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
Con 17 (+7) Int 14 (+6) Cha 14 (+6)
Alignment unaligned Languages 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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Acid Rain Elemental Level 9 Controller
Medium elemental animate (air) XP 400
HP 94; Bloodied 47
AC 23; Fortitude 20; Reflex 22; Will 21
Speed 6, fly 6 Hover, overland flight 9
Resist 25 acid
Initiative +9
Perception +11
Darkvision
Traits
Acid Rain
Acid Rain falls from the Elemental at all times.Creatures directly below the Elemental take 10 Acid damage when it starts its turn there. Creatures directly below the Elemental take a -4 penalty to all attacks against the Elemental.
Standard Actions
C Conjure Acid Rain Cloud (acid, conjuration) • At-Will
Effect: Close Burst 10 (1 enemy in burst); The Elemental Conjures a "Rain Cloud" 5 squares above the Target. The "Rain Cloud" makes the Following attack against the target.
Attack: 5 squares below the "Rain Cloud" (1 Enemy directly below the Conjured Rain Cloud.); +12 vs. Reflex
Hit: 3d6 + 1 Acid damage and Ongoing 5 Acid damage (Save Ends).
Skills Acrobatics +14, Nature +11
Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
Con 14 (+6) Int 14 (+6) Cha 17 (+7)
Alignment unaligned Languages 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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Welcome to the First Two For Tuesday! This time we have a Combonation of a Minion and a normal Monster that Summons that Minion. These are two of my Air Elementals, the Small and Medium sized ones. Both Fly and hover. They can only attack creatures directly below them, by raining acid on them. And that is their trick, they rain acid.
Today the Monster is...
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Rain Cloud Level 9 Minion Controller
Small elemental animate (air) XP 100
HP 1; a missed attack never damages a minion
AC 23; Fortitude 21; Reflex 22; Will 20
Speed 6, fly 6 Hover
Resist 15 acid
Initiative +9
Perception +11
Darkvision
Standard Actions
r Acid Rain (acid) • At-Will
Attack: Range 5 (1 creature directly below the Cloud.); +12 vs. Reflex
Hit: 8 Acid Damage.
Skills Acrobatics +14, Nature +11
Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
Con 17 (+7) Int 14 (+6) Cha 14 (+6)
Alignment unaligned Languages 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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Acid Rain Elemental Level 9 Controller
Medium elemental animate (air) XP 400
HP 94; Bloodied 47
AC 23; Fortitude 20; Reflex 22; Will 21
Speed 6, fly 6 Hover, overland flight 9
Resist 25 acid
Initiative +9
Perception +11
Darkvision
Traits
Acid Rain
Acid Rain falls from the Elemental at all times.Creatures directly below the Elemental take 10 Acid damage when it starts its turn there. Creatures directly below the Elemental take a -4 penalty to all attacks against the Elemental.
Standard Actions
C Conjure Acid Rain Cloud (acid, conjuration) • At-Will
Effect: Close Burst 10 (1 enemy in burst); The Elemental Conjures a "Rain Cloud" 5 squares above the Target. The "Rain Cloud" makes the Following attack against the target.
Attack: 5 squares below the "Rain Cloud" (1 Enemy directly below the Conjured Rain Cloud.); +12 vs. Reflex
Hit: 3d6 + 1 Acid damage and Ongoing 5 Acid damage (Save Ends).
Skills Acrobatics +14, Nature +11
Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
Con 14 (+6) Int 14 (+6) Cha 17 (+7)
Alignment unaligned Languages 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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Welcome to the First Two For Tuesday! This time we have a Combonation of a Minion and a normal Monster that Summons that Minion. These are two of my Air Elementals, the Small and Medium sized ones. Both Fly and hover. They can only attack creatures directly below them, by raining acid on them. And that is their trick, they rain acid.
Monday, October 6, 2014
Monster Mayhem Month 6
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Big Boulder Boy Level 7 Elite Artillery
Huge elemental humanoid (earth) XP 600
HP 122; Bloodied 61
AC 19; Fortitude 21; Reflex 19; Will 18
Speed 8
Vulnerability 5 thunder
Saving Throws +2; Action Points 1
Initiative +6
Perception +9
Tremorsense 10
Traits
Crushing Grip
Enemies grabbed by the elemental take a -4 penalty to checks to escape its grab and must do so against the elementals Fortitude defence, even if using Acrobatics.
Standard Actions
m Slam • At-Will
Attack: Reach 3; +12 vs. AC
Hit: 2d8 + 6.
M Pick Up • At-Will
Attack: Reach 3; ; +10 vs. Reflex; One medium or smaller Creature in Reach
Hit: Grabbed and picked up(Escape Ends).
Miss: Make a "Slam" attack against the missed target.
M You are a finely honed Weapon • At-Will
Requirements: The Elemental must have a creature Grabbed.
Attack: Reach 3 (one Enemy in reach.); +10 vs. Reflex
Hit: 4d6 + 6 Damage to the target and the Grabbed Creature on Hit.
Miss: Only Grabbed Enemy takes Half Damage.
R I Don't Like Being a Ranged Weapon • At-Will
Requirements: The Elemental must have a creature Grabbed.
Attack: Range 10 (One Enemy in range.); +10 vs. Reflex
Hit: 5d6 + 6 Damage to the target and the Grabbed Creature on Hit. .
Miss: Only Grabbed Enemy takes Half Damage. .
Effect: The Grabbed Creature is no longer Grabbed and is moved to any square adjacent to the other target.
Minor Actions
Crunch • At-Will
Requirements: The Elemental must have a creature Grabbed.
Effect: (Grabbed enemy only); Target takes 12 damage.
Skills Athletics +12
Str 19 (+7) Dex 16 (+6) Wis 13 (+4)
Con 13 (+4) Int 8 (+2) Cha 13 (+4)
Alignment unaligned Languages 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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So, I was going to be Writing an article for a 4E Fanzine about Elementals at one point. Unfortunately, those plans fell through due to a combination of me getting sick for a week and the Orgnizer falling off the face of the earth, appearantly. So this Week, I'm releasing the most interesting of them on this blog. Starting with the "Big Boulder Boy"!
So, my inspiration for this is three fold. First I wanted to make a "Big" Monster that wasn't all about Melee. Second was I wanted to Really Scare my Players with an Unusual Monster Tactic. And Lastly, I wanted to do something with Scale in a very different way. To put it simplely, this is a very, very Big Kid and the PCs are his New Toys"! And He is not very careful with his toys. Mechanically Speaking, this guy is all about Shock Value. Reach out a Grab someone, then throw them at another PC! For More Shock Value, have this fight on a Mountain or Cliff face or another dangerous location. Also, Don't expect him to last long after He throws someone, either.
Today the Monster is...
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Big Boulder Boy Level 7 Elite Artillery
Huge elemental humanoid (earth) XP 600
HP 122; Bloodied 61
AC 19; Fortitude 21; Reflex 19; Will 18
Speed 8
Vulnerability 5 thunder
Saving Throws +2; Action Points 1
Initiative +6
Perception +9
Tremorsense 10
Traits
Crushing Grip
Enemies grabbed by the elemental take a -4 penalty to checks to escape its grab and must do so against the elementals Fortitude defence, even if using Acrobatics.
Standard Actions
m Slam • At-Will
Attack: Reach 3; +12 vs. AC
Hit: 2d8 + 6.
M Pick Up • At-Will
Attack: Reach 3; ; +10 vs. Reflex; One medium or smaller Creature in Reach
Hit: Grabbed and picked up(Escape Ends).
Miss: Make a "Slam" attack against the missed target.
M You are a finely honed Weapon • At-Will
Requirements: The Elemental must have a creature Grabbed.
Attack: Reach 3 (one Enemy in reach.); +10 vs. Reflex
Hit: 4d6 + 6 Damage to the target and the Grabbed Creature on Hit.
Miss: Only Grabbed Enemy takes Half Damage.
R I Don't Like Being a Ranged Weapon • At-Will
Requirements: The Elemental must have a creature Grabbed.
Attack: Range 10 (One Enemy in range.); +10 vs. Reflex
Hit: 5d6 + 6 Damage to the target and the Grabbed Creature on Hit. .
Miss: Only Grabbed Enemy takes Half Damage. .
Effect: The Grabbed Creature is no longer Grabbed and is moved to any square adjacent to the other target.
Minor Actions
Crunch • At-Will
Requirements: The Elemental must have a creature Grabbed.
Effect: (Grabbed enemy only); Target takes 12 damage.
Skills Athletics +12
Str 19 (+7) Dex 16 (+6) Wis 13 (+4)
Con 13 (+4) Int 8 (+2) Cha 13 (+4)
Alignment unaligned Languages 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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So, I was going to be Writing an article for a 4E Fanzine about Elementals at one point. Unfortunately, those plans fell through due to a combination of me getting sick for a week and the Orgnizer falling off the face of the earth, appearantly. So this Week, I'm releasing the most interesting of them on this blog. Starting with the "Big Boulder Boy"!
So, my inspiration for this is three fold. First I wanted to make a "Big" Monster that wasn't all about Melee. Second was I wanted to Really Scare my Players with an Unusual Monster Tactic. And Lastly, I wanted to do something with Scale in a very different way. To put it simplely, this is a very, very Big Kid and the PCs are his New Toys"! And He is not very careful with his toys. Mechanically Speaking, this guy is all about Shock Value. Reach out a Grab someone, then throw them at another PC! For More Shock Value, have this fight on a Mountain or Cliff face or another dangerous location. Also, Don't expect him to last long after He throws someone, either.
Sunday, October 5, 2014
Monster Mayhem Month 5
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Snowdrift White Dragon Level 3 Solo Controller
Large elemental magical beast (cold, dragon) XP 750
HP 184; Bloodied 92
AC 17; Fortitude 15; Reflex 14; Will 16
Speed 6, fly 8, overland flight 10
Resist 5 cold; Vulnerability 5 fire
Saving Throws +5; Action Points 2
Initiative +1
Perception +1
Darkvision
Traits
Instinctive Spittle
At Snowdrift's Initiative roll +10, Snowdrift Flies its speed and makes a "Freezing Spittle" attack at any time during the movement. She does not provoke Opportunity Attacks from this Movement. If Snowdrift cannot do this do to an enemies effect, that effect ends immediately instead.
Bloodied Brutality
While Snowdrift is bloodied, any attack it makes also Knocks the target/s prone on a hit.
Standard Actions
m Bite • At-Will
Attack: +8 vs. AC
Hit: 1d10 + 6 Cold damage and the target is pushed 2 squares.
Double Strike • At-Will
Effect: Make 2 Basic Melee Attacks.
r Freezing Spittle (cold) • At-Will
Attack: Range 5 (1 creature); +6 vs. Fortitude
Hit: Target has Ongoing 5 Cold damage and Immobilized(Save Ends Both).
C Breath Weapon (cold) • Recharge 4 5 6
Attack: Close Blast 5 (Creatures in Blast); +6 vs. Reflex
Hit: 2d8 + 6 Cold damage and push the target 2 Squares.
Minor Actions
A Snowdrift (cold, zone) • Encounter
Effect: Burst 1 in 5 (Creatures in Burst); Creates a Zone of Deep Snow. Zone is Difficult Terrain. Any creature that starts its turn in the Zone takes 5 Cold damage.
Sustain Minor: The Dragon may move the Zone up to 3 squares whenever it Sustain the Zone.
Skills Arcana +6, Bluff +9, Intimidate +9
Str 11 (+1) Dex 11 (+1) Wis 11 (+1)
Con 14 (+3) Int 11 (+1) Cha 17 (+4)
Alignment chaotic evil Languages Common, Draconic
© 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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It's SOLO SUNDAY!!! So a Solo White Dragon. Normally a Brute, I wanted to do a more Intelligent Icy Dragon so I went with a Controller as my Role for this beasty. I gave her a nice movable Zone, an Instinctive Action that Imobilizes and made its Breath and melee attacks push targets around. Best possible situation is Snowdrift Pushes a foe into its Zone then Spits and Immobilizes it. Also, She is Weak to Fire, unlike Ordinary White Dragons.
Today the Monster is...
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Snowdrift White Dragon Level 3 Solo Controller
Large elemental magical beast (cold, dragon) XP 750
HP 184; Bloodied 92
AC 17; Fortitude 15; Reflex 14; Will 16
Speed 6, fly 8, overland flight 10
Resist 5 cold; Vulnerability 5 fire
Saving Throws +5; Action Points 2
Initiative +1
Perception +1
Darkvision
Traits
Instinctive Spittle
At Snowdrift's Initiative roll +10, Snowdrift Flies its speed and makes a "Freezing Spittle" attack at any time during the movement. She does not provoke Opportunity Attacks from this Movement. If Snowdrift cannot do this do to an enemies effect, that effect ends immediately instead.
Bloodied Brutality
While Snowdrift is bloodied, any attack it makes also Knocks the target/s prone on a hit.
Standard Actions
m Bite • At-Will
Attack: +8 vs. AC
Hit: 1d10 + 6 Cold damage and the target is pushed 2 squares.
Double Strike • At-Will
Effect: Make 2 Basic Melee Attacks.
r Freezing Spittle (cold) • At-Will
Attack: Range 5 (1 creature); +6 vs. Fortitude
Hit: Target has Ongoing 5 Cold damage and Immobilized(Save Ends Both).
C Breath Weapon (cold) • Recharge 4 5 6
Attack: Close Blast 5 (Creatures in Blast); +6 vs. Reflex
Hit: 2d8 + 6 Cold damage and push the target 2 Squares.
Minor Actions
A Snowdrift (cold, zone) • Encounter
Effect: Burst 1 in 5 (Creatures in Burst); Creates a Zone of Deep Snow. Zone is Difficult Terrain. Any creature that starts its turn in the Zone takes 5 Cold damage.
Sustain Minor: The Dragon may move the Zone up to 3 squares whenever it Sustain the Zone.
Skills Arcana +6, Bluff +9, Intimidate +9
Str 11 (+1) Dex 11 (+1) Wis 11 (+1)
Con 14 (+3) Int 11 (+1) Cha 17 (+4)
Alignment chaotic evil Languages Common, Draconic
© 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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It's SOLO SUNDAY!!! So a Solo White Dragon. Normally a Brute, I wanted to do a more Intelligent Icy Dragon so I went with a Controller as my Role for this beasty. I gave her a nice movable Zone, an Instinctive Action that Imobilizes and made its Breath and melee attacks push targets around. Best possible situation is Snowdrift Pushes a foe into its Zone then Spits and Immobilizes it. Also, She is Weak to Fire, unlike Ordinary White Dragons.
Saturday, October 4, 2014
Monster Mayhem Month 4
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Berzerker Golem 2.0 Level 9 Elite Brute
Large natural animate (construct) XP 800
HP 228; Bloodied 114
AC 24; Fortitude 25; Reflex 24; Will 23
Speed 6
Immune poison; Resist 5 radiant; Vulnerability 5 psychic
Saving Throws +2; Action Points 1
Initiative +6
Perception +3
Darkvision
Traits
Threatening Reach
Berzerker Golem can make opportunity attacks against enemies within 3 squares of him.
Unhinged Tactics
The berzerker golem must make opportunity attacks whenever it is given the choice to. When the berzerker is bloodied, its allies provoke Opportunity Attacks from the berzerker as though they were enemies. The Berzerker also gains a +2 bonus to Opportunity attack rolls while Bloodied.
Standard Actions
m Ball and Chain • At-Will
Attack: Reach 3; +14 vs. AC
Hit: 2d12 + 8.
C Roundhouse Swing • Encounter
Attack: Close Burst 3; +14 vs. AC
Hit: 2d12 + 8.
M Knockdown • Recharge 5 6
Attack: Reach 3; +12 vs. Fortitude
Hit: 4d12 + 5 and target is knocked prone.
Minor Actions
Swift Attack • At-Will
Effect: This makes a Basic Melee attack.
Skills Acrobatics +11, Athletics +14
Str 20 (+9) Dex 15 (+6) Wis 8 (+3)
Con 14 (+6) Int 3 (+0) Cha 1 (–1)
Alignment unaligned 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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So, this is a Golem loosely based off of the Giant Robot Anime "Mobile Suit Gundam". I was inspired to create this and several other Golems due to being a fan of that Anime series. The main insperation for this one, though, comes from the Offshoot series "Gundam Seed". In that series, there was a "Team" of three Gundams whos pilots didn't work well together, to the point of attacking each other instead of their enemies! The "Unhinged Tactics" trait is based off this "Effective Tactic".
Today the Monster is...
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Berzerker Golem 2.0 Level 9 Elite Brute
Large natural animate (construct) XP 800
HP 228; Bloodied 114
AC 24; Fortitude 25; Reflex 24; Will 23
Speed 6
Immune poison; Resist 5 radiant; Vulnerability 5 psychic
Saving Throws +2; Action Points 1
Initiative +6
Perception +3
Darkvision
Traits
Threatening Reach
Berzerker Golem can make opportunity attacks against enemies within 3 squares of him.
Unhinged Tactics
The berzerker golem must make opportunity attacks whenever it is given the choice to. When the berzerker is bloodied, its allies provoke Opportunity Attacks from the berzerker as though they were enemies. The Berzerker also gains a +2 bonus to Opportunity attack rolls while Bloodied.
Standard Actions
m Ball and Chain • At-Will
Attack: Reach 3; +14 vs. AC
Hit: 2d12 + 8.
C Roundhouse Swing • Encounter
Attack: Close Burst 3; +14 vs. AC
Hit: 2d12 + 8.
M Knockdown • Recharge 5 6
Attack: Reach 3; +12 vs. Fortitude
Hit: 4d12 + 5 and target is knocked prone.
Minor Actions
Swift Attack • At-Will
Effect: This makes a Basic Melee attack.
Skills Acrobatics +11, Athletics +14
Str 20 (+9) Dex 15 (+6) Wis 8 (+3)
Con 14 (+6) Int 3 (+0) Cha 1 (–1)
Alignment unaligned 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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So, this is a Golem loosely based off of the Giant Robot Anime "Mobile Suit Gundam". I was inspired to create this and several other Golems due to being a fan of that Anime series. The main insperation for this one, though, comes from the Offshoot series "Gundam Seed". In that series, there was a "Team" of three Gundams whos pilots didn't work well together, to the point of attacking each other instead of their enemies! The "Unhinged Tactics" trait is based off this "Effective Tactic".
Friday, October 3, 2014
Monster Mayhem Month 3
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Human Watch Sergeant Level 5 Soldier (Leader)
Medium natural humanoid (human) XP 200
HP 61; Bloodied 31
AC 21; Fortitude 18; Reflex 16; Will 17
Speed 5
Saving Throws +1
Initiative +5
Perception +3
Traits
Defend the Weak
This Creature has a +2 Bonus on Attack rolls when adjacent to a Lower Level Ally OR Any Non-Combatant.
O Protect the Weak • Aura 1
Lower level allies in aura get +2 AC and +2 Will.
Standard Actions
m Halberd (weapon) • At-Will
Attack: Reach 2; +10 vs. AC
Hit: 1d10 + 8 damage.
Effect: Marked(Save Ends).
Triggered Actions
Heroic Effort • Encounter
Trigger: You miss with an attack or fail a saving throw.
Effect (No Action): Personal; You gain a +4 racial bonus to the attack roll or the saving throw.
Skills Athletics +11, Intimidate +9
Str 18 (+6) Dex 12 (+3) Wis 12 (+3)
Con 13 (+3) Int 12 (+3) Cha 15 (+4)
Alignment unaligned Languages Common, Deep Speech
Equipment halberd, scale 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.
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This "Monster" is actually doublely useful. It can be used as an ally or a foe, depending on the needs of the campaign. It was also an early experiment at seeing how making the "Marked" condition would feel if it was a lasting effect sometimes.
Today the Monster is...
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Human Watch Sergeant Level 5 Soldier (Leader)
Medium natural humanoid (human) XP 200
HP 61; Bloodied 31
AC 21; Fortitude 18; Reflex 16; Will 17
Speed 5
Saving Throws +1
Initiative +5
Perception +3
Traits
Defend the Weak
This Creature has a +2 Bonus on Attack rolls when adjacent to a Lower Level Ally OR Any Non-Combatant.
O Protect the Weak • Aura 1
Lower level allies in aura get +2 AC and +2 Will.
Standard Actions
m Halberd (weapon) • At-Will
Attack: Reach 2; +10 vs. AC
Hit: 1d10 + 8 damage.
Effect: Marked(Save Ends).
Triggered Actions
Heroic Effort • Encounter
Trigger: You miss with an attack or fail a saving throw.
Effect (No Action): Personal; You gain a +4 racial bonus to the attack roll or the saving throw.
Skills Athletics +11, Intimidate +9
Str 18 (+6) Dex 12 (+3) Wis 12 (+3)
Con 13 (+3) Int 12 (+3) Cha 15 (+4)
Alignment unaligned Languages Common, Deep Speech
Equipment halberd, scale 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.
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This "Monster" is actually doublely useful. It can be used as an ally or a foe, depending on the needs of the campaign. It was also an early experiment at seeing how making the "Marked" condition would feel if it was a lasting effect sometimes.
Thursday, October 2, 2014
Monster Mayhem Month 2
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Generic Guardsman Level 1 Minion Soldier
Medium natural humanoid (human) XP 25
HP 1; a missed attack never damages a minion
AC 17; Fortitude 14; Reflex 13; Will 13
Speed 5
Initiative +2
Perception +0
Standard Actions
m Marking Strike (weapon) • At-Will
Attack: +6 vs. AC
Hit: 4 damage and marked until the end of the guardsman's next turn.
M Sword of Defending (weapon) • Encounter
Attack: +6 vs. AC
Hit: 5 damage and 1 ally next to the guardsman gains 5 temporary HP.
Skills Athletics +8, Streetwise +5
Str 16 (+3) Dex 10 (+0) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 10 (+0)
Alignment good Languages Common
Equipment longsword, chainmail
© 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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Yes another Minion. This time with a Support power.
Today the Monster is...
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Generic Guardsman Level 1 Minion Soldier
Medium natural humanoid (human) XP 25
HP 1; a missed attack never damages a minion
AC 17; Fortitude 14; Reflex 13; Will 13
Speed 5
Initiative +2
Perception +0
Standard Actions
m Marking Strike (weapon) • At-Will
Attack: +6 vs. AC
Hit: 4 damage and marked until the end of the guardsman's next turn.
M Sword of Defending (weapon) • Encounter
Attack: +6 vs. AC
Hit: 5 damage and 1 ally next to the guardsman gains 5 temporary HP.
Skills Athletics +8, Streetwise +5
Str 16 (+3) Dex 10 (+0) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 10 (+0)
Alignment good Languages Common
Equipment longsword, chainmail
© 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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Yes another Minion. This time with a Support power.
Wednesday, October 1, 2014
Monster Mayhem Month 1
Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...
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Dragonborn Spitter Level 4 Minion Skirmisher
Medium natural humanoid (dragonborn) XP 44
HP 1; a missed attack never damages a minion
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Resist 5 acid
Initiative +8
Perception +8
Standard Actions
m Sword (weapon) • At-Will
Attack: +9 vs. AC
Hit: 6.
r Spit Acid (acid) • At-Will
Attack: Range 5 (1 enemy in range); +7 vs. Reflex
Hit: 5 Acid Damage.
Minor Actions
C Acid Breath (acid) • Encounter
Attack: Close Blast 3 (Creatures in Blast); +7 vs. Reflex
Hit: 3 Acid Damage.
Skills Intimidate +8
Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 12 (+3) Cha 12 (+3)
Alignment evil Languages Draconic
Equipment short sword, 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.
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A simple Minion with a couple neat tricks. A ranged attack and an area effect attack.
Today the Monster is...
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Dragonborn Spitter Level 4 Minion Skirmisher
Medium natural humanoid (dragonborn) XP 44
HP 1; a missed attack never damages a minion
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Resist 5 acid
Initiative +8
Perception +8
Standard Actions
m Sword (weapon) • At-Will
Attack: +9 vs. AC
Hit: 6.
r Spit Acid (acid) • At-Will
Attack: Range 5 (1 enemy in range); +7 vs. Reflex
Hit: 5 Acid Damage.
Minor Actions
C Acid Breath (acid) • Encounter
Attack: Close Blast 3 (Creatures in Blast); +7 vs. Reflex
Hit: 3 Acid Damage.
Skills Intimidate +8
Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 12 (+3) Cha 12 (+3)
Alignment evil Languages Draconic
Equipment short sword, 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.
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A simple Minion with a couple neat tricks. A ranged attack and an area effect attack.
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...
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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.
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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.
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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.
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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.
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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...
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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.
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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.
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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.
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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.
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Sunday, September 22, 2013
Shadows of the PCs #3: Shadow Sheska
So, back again later than I thought. So I'll just get on with the article.
So, continuing my list of articles on bringing my PC's Shadows to life, well, continues. Up this time is Shadow Sheska. Sheska was the Swordmage PC mentioned in an earlier article. Her Shadow was created the way it was due to the fact that Sheska's Player was starting to get bored of the Swordmage Class and was seeing the limitations of it as well. So, that is why her Shadow has an Anti-Magic theme to it. So on with the statblock!
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Shadow Sheska Level 10 Solo Soldier
Medium shadow humanoid (human, shadow) XP 2,500
HP 412; Bloodied 206
AC 26; Fortitude 23; Reflex 21; Will 22
Speed 6
Saving Throws +5; Action Points 2
Initiative +9
Perception +14
Traits
O Anti-Magic Field • Aura 1
Arcane attack powers have a -2 penalty to hit Shadow Sheska and any other creature in the aura.
Standard Actions
m B.F.S. • At-Will
Attack: +15 vs. AC
Hit: 2d12 + 6.
C B.F.S. Sweep (weapon) • Recharge 5 6
Attack: Close Burst 2 (Enemies in burst); +13 vs. Reflex
Hit: 3d12 + 6.
Double Trouble • At-Will
Effect: Shadow Sheska makes 2 Basic Melee attacks and Shifts 5 squares in between the attacks.
Minor Actions
Curse of the Broken Wand • Daily
Effect: Sheska is Weakened until the end of the encounter. When Shadow Sheska is Bloodied, Sheska has Ongoing 10 Damage. When Shadow Sheska is destroyed, Sheska loses all Arcane Powers if she is still weakened by this power..
Skills Athletics +15
Str 21 (+10) Dex 15 (+7) Wis 18 (+9)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment chaotic evil Languages Common, Elven
Equipment fullblade, scale 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.
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So details about the Powers...
--Anti-Magic Field--
Basically, this Shadow sucks the Magic from the World just by her presence. Mechanically, this is represented by giving a penalty to Arcane attacks against her and things near her. This was bad for two of the PCs, Sheska and Vorgh. Vorgh had regained his Humanity and Living status after his last Level Up and was now a Chaos Sorcerer. However, this pretty much never came up in the fight since their players rolled like bosses for the whole battle!
--B.F.S. & B.F.S. Sweep--
the abbreviation stands for "Big Freaking Sword". :P An early Build of Sheska used a Fullblade so I did these as a throwback to that.
--Curse of the Broken Wand--
This is how Sheska the Swordmage became Sheska the Brawler Fighter.
So, next on the List will be Shadows of the Parties Elven Sentinel Druid, Dara Silverleaf, and Her Bear Companion, Peevo. See you next time:)
GF
So, continuing my list of articles on bringing my PC's Shadows to life, well, continues. Up this time is Shadow Sheska. Sheska was the Swordmage PC mentioned in an earlier article. Her Shadow was created the way it was due to the fact that Sheska's Player was starting to get bored of the Swordmage Class and was seeing the limitations of it as well. So, that is why her Shadow has an Anti-Magic theme to it. So on with the statblock!
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Shadow Sheska Level 10 Solo Soldier
Medium shadow humanoid (human, shadow) XP 2,500
HP 412; Bloodied 206
AC 26; Fortitude 23; Reflex 21; Will 22
Speed 6
Saving Throws +5; Action Points 2
Initiative +9
Perception +14
Traits
O Anti-Magic Field • Aura 1
Arcane attack powers have a -2 penalty to hit Shadow Sheska and any other creature in the aura.
Standard Actions
m B.F.S. • At-Will
Attack: +15 vs. AC
Hit: 2d12 + 6.
C B.F.S. Sweep (weapon) • Recharge 5 6
Attack: Close Burst 2 (Enemies in burst); +13 vs. Reflex
Hit: 3d12 + 6.
Double Trouble • At-Will
Effect: Shadow Sheska makes 2 Basic Melee attacks and Shifts 5 squares in between the attacks.
Minor Actions
Curse of the Broken Wand • Daily
Effect: Sheska is Weakened until the end of the encounter. When Shadow Sheska is Bloodied, Sheska has Ongoing 10 Damage. When Shadow Sheska is destroyed, Sheska loses all Arcane Powers if she is still weakened by this power..
Skills Athletics +15
Str 21 (+10) Dex 15 (+7) Wis 18 (+9)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment chaotic evil Languages Common, Elven
Equipment fullblade, scale 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.
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So details about the Powers...
--Anti-Magic Field--
Basically, this Shadow sucks the Magic from the World just by her presence. Mechanically, this is represented by giving a penalty to Arcane attacks against her and things near her. This was bad for two of the PCs, Sheska and Vorgh. Vorgh had regained his Humanity and Living status after his last Level Up and was now a Chaos Sorcerer. However, this pretty much never came up in the fight since their players rolled like bosses for the whole battle!
--B.F.S. & B.F.S. Sweep--
the abbreviation stands for "Big Freaking Sword". :P An early Build of Sheska used a Fullblade so I did these as a throwback to that.
--Curse of the Broken Wand--
This is how Sheska the Swordmage became Sheska the Brawler Fighter.
So, next on the List will be Shadows of the Parties Elven Sentinel Druid, Dara Silverleaf, and Her Bear Companion, Peevo. See you next time:)
GF
Tuesday, July 2, 2013
Random Warforged Names
So this is set up as a Random table to make it easy to pick a name on the fly. Enjoy:)
Roll a d6 and a d20 and use the following table to pick a random name for your warforged PC or NPC. If the d6 comes up as an Odd Number use the Odd Table. Otherwise use the Even Table.
--Odd Table--
1: Copper
2: Boomer
3: Torch
4: Threeseventhreethreeone
5: Ate
6: Blues
7: Johnathan Five
8: Better Tom
9: Arsenal
10: Drum
11: Shield
12: Finder
13: Brother
14: Noonian
15: Thursday
16: Clockwork
17: Wheels
18: Legion
19: Prometheus
20: Shovel
--Even Table--
1: Crowbar
2: Spike
3: Gems
4: Shiney
5: Rusty
6: One-Eyed Jack
7: Lefty
8: First
9: Last
10: Off-Switch
11: Iron-Jaw
12: Painter
13: Tinker
14: Pace
15: Chestnut
16: Maple
17: Club
18: Mr. 288
19: Medal
20: Prime
Roll a d6 and a d20 and use the following table to pick a random name for your warforged PC or NPC. If the d6 comes up as an Odd Number use the Odd Table. Otherwise use the Even Table.
--Odd Table--
1: Copper
2: Boomer
3: Torch
4: Threeseventhreethreeone
5: Ate
6: Blues
7: Johnathan Five
8: Better Tom
9: Arsenal
10: Drum
11: Shield
12: Finder
13: Brother
14: Noonian
15: Thursday
16: Clockwork
17: Wheels
18: Legion
19: Prometheus
20: Shovel
--Even Table--
1: Crowbar
2: Spike
3: Gems
4: Shiney
5: Rusty
6: One-Eyed Jack
7: Lefty
8: First
9: Last
10: Off-Switch
11: Iron-Jaw
12: Painter
13: Tinker
14: Pace
15: Chestnut
16: Maple
17: Club
18: Mr. 288
19: Medal
20: Prime
Friday, June 28, 2013
Shadow of the PCs: Part 2
So, time for the second of my PCs Shadows, Shadow Adiah. Well, Adiah is a Deva Avenger. Devas reincarnate when they die and the current version of Adiah has no memory of his last two "Lifetimes". So, I'm foreshadowing the reasons why that is so. And that is what most influenced my design for his Shadow. so, let us get on with the Statblock, then?
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Shadow Adiah Level 10 Solo Brute
Medium shadow humanoid (deva, shadow) XP 2,500
HP 436; Bloodied 218
AC 22; Fortitude 23; Reflex 22; Will 22
Speed 6
Immune poison; Resist 10 necrotic, 10 radiant
Saving Throws +5; Action Points 2
Initiative +7
Perception +7
Darkvision
Traits
Betrayer of Friends
Whenever Shadow Adiah makes an attack against its Oath of Destruction target, each of the target's allies adjacent to it or Shadow Adiah take 10 Poison damage.
O Void of the Soul • Aura 1
Enemies in the aura lose all resistances.
Standard Actions
m Death Blade (poison, weapon) • At-Will
Attack: Melee 1 (1 creature.); +15 vs. AC
Hit: 2d10 + 6 Damage and Ongoing 5 Poison damage(Save ends).
r Ray of Noxiousness (implement) • At-Will
Attack: Range 5 (1 creature); +13 vs. Fortitude
Hit: 3d6 + 5 Poison damage. The Target is also pulled adjacent to Shadow Adiah or Falls Prone, the targets choice. If the target is Shadow Adiah's Oath of Destruction target, both happen instead.
C Poison Death Shroud (implement, poison, zone) • Encounter
Attack: Close Burst 1 (Enemies in Burst); +13 vs. Fortitude
Hit: 2d10 + 6 Poison Damage and Ongoing 5 Poison damage(Save Ends).
Miss: 5 Poison damage.
Effect: A zone is made in a Burst 1 centered on Shadow Adiah. The Zone lasts until the start of Shadow Adiah's next turn. The Zone provides total Concealment and Blocks Line of sight.
Double Trouble • At-Will
Effect: Shadow Adiah makes a Basic attack, then teleports to any square adjacent to one of its Oath of Destruction targets and makes a basic Melee attack against it.
Minor Actions
C Oath of Destruction • Recharge first bloodied
Effect: Close Burst 10 (1 Enemy in Burst); Until the end of the encounter, the target is subject to Shadow Adiah's Oath of Destruction. While under Shadow Adiah's Oath of Destruction, the target has Vulnerable 5 All to all damage dealt by Shadow Adiah's attacks.
Triggered Actions
Memory of A Thousand Lifetimes • Encounter
Trigger: When the Deva makes an attack roll, skill roll or saving throw and dislikes the result.
Effect (Free): The Deva adds 1d6 to the triggering roll.
Str 15 (+7) Dex 15 (+7) Wis 15 (+7)
Con 21 (+10) Int 15 (+7) Cha 15 (+7)
Alignment chaotic evil Languages Supernal
Equipment greatsword, cloth armor (basic clothing)
© 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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Going through this Shadows abilities out of order is counter intuitive but necessary for it.
Oath of Destruction-- So Avengers have an ability that makes it better against a certain foe. This is his version of it. Also, Shadow Adiah recharges this when he becomes Bloodied, allowing him to have multiple targets under the Oath. Of course, the first thing he did in the battle was make real Adiah his first oath target.
Betrayer of Friends-- This trait serves two purposes: 1: Foreshadowing that Adiah Betrayed his friends in a previous life. And 2: Allowing Shadow Adiah to Spread the damage around even while concentrating on his Oath target.
Void of the Soul-- Several PCs had Poison resistance at the time of this encounter, so I put this in to make him a bit more of a threat to the whole party.
Ray of Noxiousness-- I like giving my Players a choice between two very bad things. This was also a way of dealing with the Parties Swordmage's Mark. At the time i designed this, that PC had the Shielding Aegis. That PC retrained in to the Assult Aegis at 8th level. In other words, just before this was encountered. So, I made a bad choice by giving them a choice between being pulled around and falling down. BUT it was a learning experience and I learned from it.
Everything else-- is pretty much self explanatory, I think.
So, that was part two of this series. Part three is coming soon, but first I'm doing a List type thing. I'll be sharing lists of NPC Names regularly and first up is names for "Warforged/Gearforged/Robotfolk!" So, I'm hoping to have that up sometime on Tuesday.
GF
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Shadow Adiah Level 10 Solo Brute
Medium shadow humanoid (deva, shadow) XP 2,500
HP 436; Bloodied 218
AC 22; Fortitude 23; Reflex 22; Will 22
Speed 6
Immune poison; Resist 10 necrotic, 10 radiant
Saving Throws +5; Action Points 2
Initiative +7
Perception +7
Darkvision
Traits
Betrayer of Friends
Whenever Shadow Adiah makes an attack against its Oath of Destruction target, each of the target's allies adjacent to it or Shadow Adiah take 10 Poison damage.
O Void of the Soul • Aura 1
Enemies in the aura lose all resistances.
Standard Actions
m Death Blade (poison, weapon) • At-Will
Attack: Melee 1 (1 creature.); +15 vs. AC
Hit: 2d10 + 6 Damage and Ongoing 5 Poison damage(Save ends).
r Ray of Noxiousness (implement) • At-Will
Attack: Range 5 (1 creature); +13 vs. Fortitude
Hit: 3d6 + 5 Poison damage. The Target is also pulled adjacent to Shadow Adiah or Falls Prone, the targets choice. If the target is Shadow Adiah's Oath of Destruction target, both happen instead.
C Poison Death Shroud (implement, poison, zone) • Encounter
Attack: Close Burst 1 (Enemies in Burst); +13 vs. Fortitude
Hit: 2d10 + 6 Poison Damage and Ongoing 5 Poison damage(Save Ends).
Miss: 5 Poison damage.
Effect: A zone is made in a Burst 1 centered on Shadow Adiah. The Zone lasts until the start of Shadow Adiah's next turn. The Zone provides total Concealment and Blocks Line of sight.
Double Trouble • At-Will
Effect: Shadow Adiah makes a Basic attack, then teleports to any square adjacent to one of its Oath of Destruction targets and makes a basic Melee attack against it.
Minor Actions
C Oath of Destruction • Recharge first bloodied
Effect: Close Burst 10 (1 Enemy in Burst); Until the end of the encounter, the target is subject to Shadow Adiah's Oath of Destruction. While under Shadow Adiah's Oath of Destruction, the target has Vulnerable 5 All to all damage dealt by Shadow Adiah's attacks.
Triggered Actions
Memory of A Thousand Lifetimes • Encounter
Trigger: When the Deva makes an attack roll, skill roll or saving throw and dislikes the result.
Effect (Free): The Deva adds 1d6 to the triggering roll.
Str 15 (+7) Dex 15 (+7) Wis 15 (+7)
Con 21 (+10) Int 15 (+7) Cha 15 (+7)
Alignment chaotic evil Languages Supernal
Equipment greatsword, cloth armor (basic clothing)
© 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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Going through this Shadows abilities out of order is counter intuitive but necessary for it.
Oath of Destruction-- So Avengers have an ability that makes it better against a certain foe. This is his version of it. Also, Shadow Adiah recharges this when he becomes Bloodied, allowing him to have multiple targets under the Oath. Of course, the first thing he did in the battle was make real Adiah his first oath target.
Betrayer of Friends-- This trait serves two purposes: 1: Foreshadowing that Adiah Betrayed his friends in a previous life. And 2: Allowing Shadow Adiah to Spread the damage around even while concentrating on his Oath target.
Void of the Soul-- Several PCs had Poison resistance at the time of this encounter, so I put this in to make him a bit more of a threat to the whole party.
Ray of Noxiousness-- I like giving my Players a choice between two very bad things. This was also a way of dealing with the Parties Swordmage's Mark. At the time i designed this, that PC had the Shielding Aegis. That PC retrained in to the Assult Aegis at 8th level. In other words, just before this was encountered. So, I made a bad choice by giving them a choice between being pulled around and falling down. BUT it was a learning experience and I learned from it.
Everything else-- is pretty much self explanatory, I think.
So, that was part two of this series. Part three is coming soon, but first I'm doing a List type thing. I'll be sharing lists of NPC Names regularly and first up is names for "Warforged/Gearforged/Robotfolk!" So, I'm hoping to have that up sometime on Tuesday.
GF
Monday, June 17, 2013
The Shadow of the PCs. Part 1
So, later than I expected, I'm back. And I have a lot to talk about. So I'll start...
Today's topic is inspired by one of my Favorite Video Game Series, the Shin Megami Tensei: Persona series. Specifically, the 4th installment of the series. Without spoiling too much of the plot, several High School Students end up gaining Mystical powers by facing the darker sides of themselves, their Shadows, and by first fighting then accepting this other side of themselves, they gain the Power of Personas that let them Investigate a great mystery. I wanted to try something like this in one of my current campaigns. So here is the first of that campaign's PC Shadows...
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Shadow Vorgh Level 9 Solo Lurker
Medium shadow humanoid (undead, vampire, shadow) XP 2,000
HP 376; Bloodied 188
AC 24; Fortitude 21; Reflex 23; Will 22
Speed 6, teleport 3
Immune poison; Resist 10 necrotic, 5 radiant
Saving Throws +5; Action Points 2
Initiative +13
Perception +6
Darkvision
Traits
Image of the Reaper
Vorgh grants combat advantage to Shadow Vorgh.
Reaper Man
Shadow Vorgh deals +5 damage whenever it makes an attack where it or its target are Bloodied.
Standard Actions
m Blood Sucker (implement, necrotic) • At-Will
Attack: +12 vs. Reflex
Hit: 2d8 + 6 Necrotic damage and Shadow Vorgh gains 10 Temporary HP.
r Radiant Eyes (implement, radiant) • At-Will
Attack: Range 10 (1 creature); +12 vs. Will
Hit: 1d10 + 7 Radiant damage and Ongoing 5 Radiant damage(Save Ends).
Double Trouble • At-Will
Effect: This creature makes two basic attacks and Teleports 3 squares in between the attacks.
Triggered Actions
C Bat Swarm (implement) • Encounter
Trigger: Shadow Vorgh is first Bloodied.
Attack (Immediate Reaction): Close Burst 1 (Creatures in Burst); +12 vs. Reflex
Hit: 4d8 + 6.
Miss: Half Damage.
Effect: Shadow Vorgh becomes Insubstantial until the end of its next turn.
Skills Bluff +12, Intimidate +12, Stealth +14, Streetwise +12
Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
Con 14 (+6) Int 14 (+6) Cha 17 (+7)
Alignment chaotic evil Languages Common, Elven
Equipment scythe, cloth armor (basic clothing)
© 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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So, you most likely realized that real Vorgh is a Vampire class character. If not, well, Vorgh is a Vrylocka Vampire with a bit of Multi-Class Sorcerer in him. Now, why did I do what I did with this Monster? Let us go through all of these powers to so I can explain...
Image of the Reaper--In the VG, the person the Shadow belonged to was pretty much a Non-Combatant for that battle. I didn't want to exclude a player, but I wanted it to seem like they were still pretty freaked out by seeing another version of themselves and trying to fight it. I especially wanted this for the first fight vs a Shadow.
Reaper Man--This is simply a mostly minor buff that fits a vampire type creature.
Blood Sucker--Basic Melee with benifits.
Radiant Eyes--Okay, here is where it gets weird. Real Vorgh is a follower of Pelor the Sun God. Then he caught Vampirism from some random Vampire. So, In the interest of furthering his "Faith", I was going to give him a Divine Boon for defeating his Shadow, Pelor's Sun Blessing. This was a bit of forshadowing of that reward as well as a way to make Real Vorgh's Unlife a bit rough during the fight. He became a Twilight Vampire BECAUSE of this reward. I despise my life:P
Double Trouble--A basic ingredient for a Elite or Solo with a bit of a twist.
Bat Swarm--Most good Solos do something nasty when they become Bloodied. This is it.
Other Stuff- Take note of his Teleport Speed. Also, Resistance to Radiant due to the Reward I gave for beating it.
Well that is about it. Comments, suggestions, ect.
GF
Today's topic is inspired by one of my Favorite Video Game Series, the Shin Megami Tensei: Persona series. Specifically, the 4th installment of the series. Without spoiling too much of the plot, several High School Students end up gaining Mystical powers by facing the darker sides of themselves, their Shadows, and by first fighting then accepting this other side of themselves, they gain the Power of Personas that let them Investigate a great mystery. I wanted to try something like this in one of my current campaigns. So here is the first of that campaign's PC Shadows...
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Shadow Vorgh Level 9 Solo Lurker
Medium shadow humanoid (undead, vampire, shadow) XP 2,000
HP 376; Bloodied 188
AC 24; Fortitude 21; Reflex 23; Will 22
Speed 6, teleport 3
Immune poison; Resist 10 necrotic, 5 radiant
Saving Throws +5; Action Points 2
Initiative +13
Perception +6
Darkvision
Traits
Image of the Reaper
Vorgh grants combat advantage to Shadow Vorgh.
Reaper Man
Shadow Vorgh deals +5 damage whenever it makes an attack where it or its target are Bloodied.
Standard Actions
m Blood Sucker (implement, necrotic) • At-Will
Attack: +12 vs. Reflex
Hit: 2d8 + 6 Necrotic damage and Shadow Vorgh gains 10 Temporary HP.
r Radiant Eyes (implement, radiant) • At-Will
Attack: Range 10 (1 creature); +12 vs. Will
Hit: 1d10 + 7 Radiant damage and Ongoing 5 Radiant damage(Save Ends).
Double Trouble • At-Will
Effect: This creature makes two basic attacks and Teleports 3 squares in between the attacks.
Triggered Actions
C Bat Swarm (implement) • Encounter
Trigger: Shadow Vorgh is first Bloodied.
Attack (Immediate Reaction): Close Burst 1 (Creatures in Burst); +12 vs. Reflex
Hit: 4d8 + 6.
Miss: Half Damage.
Effect: Shadow Vorgh becomes Insubstantial until the end of its next turn.
Skills Bluff +12, Intimidate +12, Stealth +14, Streetwise +12
Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
Con 14 (+6) Int 14 (+6) Cha 17 (+7)
Alignment chaotic evil Languages Common, Elven
Equipment scythe, cloth armor (basic clothing)
© 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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So, you most likely realized that real Vorgh is a Vampire class character. If not, well, Vorgh is a Vrylocka Vampire with a bit of Multi-Class Sorcerer in him. Now, why did I do what I did with this Monster? Let us go through all of these powers to so I can explain...
Image of the Reaper--In the VG, the person the Shadow belonged to was pretty much a Non-Combatant for that battle. I didn't want to exclude a player, but I wanted it to seem like they were still pretty freaked out by seeing another version of themselves and trying to fight it. I especially wanted this for the first fight vs a Shadow.
Reaper Man--This is simply a mostly minor buff that fits a vampire type creature.
Blood Sucker--Basic Melee with benifits.
Radiant Eyes--Okay, here is where it gets weird. Real Vorgh is a follower of Pelor the Sun God. Then he caught Vampirism from some random Vampire. So, In the interest of furthering his "Faith", I was going to give him a Divine Boon for defeating his Shadow, Pelor's Sun Blessing. This was a bit of forshadowing of that reward as well as a way to make Real Vorgh's Unlife a bit rough during the fight. He became a Twilight Vampire BECAUSE of this reward. I despise my life:P
Double Trouble--A basic ingredient for a Elite or Solo with a bit of a twist.
Bat Swarm--Most good Solos do something nasty when they become Bloodied. This is it.
Other Stuff- Take note of his Teleport Speed. Also, Resistance to Radiant due to the Reward I gave for beating it.
Well that is about it. Comments, suggestions, ect.
GF
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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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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