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.
Monday, October 6, 2014
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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