So, things have happened recently that kept me from my blog and pretty much everything else. There were Holidays, Getting the Plague and a bunch of things I will not mention. But, I'm getting ready to try again. I'm trying to get a buffer of posts ready ahead of time, so I do not have to worry about getting sick or busy as much. The Plan is to have everything ready for early April to relaunch my blogging. So, I hope you look forward to it.
GF
Tuesday, March 12, 2013
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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Tuesday, October 30, 2012
Halloween Monsters #4
And now for something completely different, a Zombie!
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Hungry Zombie Level 3 Brute
Medium natural animate (undead) XP 150
HP 57; Bloodied 29
AC 15; Fortitude 16; Reflex 14; Will 15
Speed 4
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +0
Perception +6
Darkvision
Traits
Brains
The Zombie deals +5 damage on melee attacks against Grabbed Creatures.
Headshot
Any Critical Hit against the Zombie deals +10 Damage and permenently Blinds it.
Standard Actions
m Slam • At-Will
Attack: Touch (1 creature); +8 vs. AC
Hit: 1d12 + 7 damage and make a "Grab" attack against the target.
M Grab • At-Will
Attack: +6 vs. Reflex
Hit: Target is Grabbed(Escape DC 15 Ends).
Str 11 (+1) Dex 8 (+0) Wis 11 (+1)
Con 17 (+4) Int 2 (–3) Cha 2 (–3)
Alignment evil Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Famished Zombie Level 13 Brute
Medium natural animate (undead) XP 800
HP 162; Bloodied 81
AC 25; Fortitude 26; Reflex 24; Will 25
Speed 4
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +7
Perception +14
Darkvision
Traits
Brains
The Zombie deals +10 damage on melee attacks against Grabbed Creatures.
Headshot
Any Critical Hit against the Zombie deals +20 Damage and permenently Blinds it.
Standard Actions
m Slam • At-Will
Attack: Touch (1 creature); +18 vs. AC
Hit: 3d12 + 7 damage and make a "Grab" attack against the target.
M Grab • At-Will
Attack: +16 vs. Reflex
Hit: Target is Grabbed(Escape DC 26 Ends).
Str 16 (+9) Dex 13 (+7) Wis 16 (+9)
Con 22 (+12) Int 7 (+4) Cha 7 (+4)
Alignment evil Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Hungry Zombie Level 3 Brute
Medium natural animate (undead) XP 150
HP 57; Bloodied 29
AC 15; Fortitude 16; Reflex 14; Will 15
Speed 4
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +0
Perception +6
Darkvision
Traits
Brains
The Zombie deals +5 damage on melee attacks against Grabbed Creatures.
Headshot
Any Critical Hit against the Zombie deals +10 Damage and permenently Blinds it.
Standard Actions
m Slam • At-Will
Attack: Touch (1 creature); +8 vs. AC
Hit: 1d12 + 7 damage and make a "Grab" attack against the target.
M Grab • At-Will
Attack: +6 vs. Reflex
Hit: Target is Grabbed(Escape DC 15 Ends).
Str 11 (+1) Dex 8 (+0) Wis 11 (+1)
Con 17 (+4) Int 2 (–3) Cha 2 (–3)
Alignment evil Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Famished Zombie Level 13 Brute
Medium natural animate (undead) XP 800
HP 162; Bloodied 81
AC 25; Fortitude 26; Reflex 24; Will 25
Speed 4
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +7
Perception +14
Darkvision
Traits
Brains
The Zombie deals +10 damage on melee attacks against Grabbed Creatures.
Headshot
Any Critical Hit against the Zombie deals +20 Damage and permenently Blinds it.
Standard Actions
m Slam • At-Will
Attack: Touch (1 creature); +18 vs. AC
Hit: 3d12 + 7 damage and make a "Grab" attack against the target.
M Grab • At-Will
Attack: +16 vs. Reflex
Hit: Target is Grabbed(Escape DC 26 Ends).
Str 16 (+9) Dex 13 (+7) Wis 16 (+9)
Con 22 (+12) Int 7 (+4) Cha 7 (+4)
Alignment evil Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Monday, October 29, 2012
Halloween Monsters #3
Next on the List, an Artillery Skeleton!
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Skeleton Bone Tosser Level 4 Artillery
Medium natural animate (undead) XP 175
HP 42; Bloodied 21
AC 16; Fortitude 16; Reflex 17; Will 15
Speed 6
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +6
Perception +8
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 5 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Claw • At-Will
Attack: +9 vs. AC
Hit: 1d6 + 7.
r Bone Toss • At-Will
Attack: Range 10 (1 creature); +7 vs. Reflex
Hit: 1d10 + 9.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 10 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Rib Boomerang • Recharge 5 6
Trigger: The Skeleton makes a Ranged attack roll and dislikes the result.
Effect (Free): The Skeleton Rerolls the Attack roll and has Combat Advantage for the Reroll.
Skills Acrobatics +11
Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 6 (+0) Cha 6 (+0)
Alignment evil Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Red Skeleton Bone Tosser Level 14 Artillery
Medium natural animate (undead) XP 1,000
HP 107; Bloodied 54
AC 26; Fortitude 26; Reflex 27; Will 25
Speed 6
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +13
Perception +15
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 10 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Claw • At-Will
Attack: +19 vs. AC
Hit: 2d6 + 11.
r Bone Toss • At-Will
Attack: Range 10 (1 creature); +17 vs. Reflex
Hit: 2d10 + 11.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 20 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Rib Boomerang • Recharge
Trigger: The Skeleton makes a Ranged attack roll and dislikes the result.
Effect (Free): The Skeleton Rerolls the Attack roll and has Combat Advantage for the Reroll.
Skills Acrobatics +18
Str 20 (+12) Dex 23 (+13) Wis 17 (+10)
Con 17 (+10) Int 11 (+7) Cha 11 (+7)
Alignment evil Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Skeleton Bone Tosser Level 4 Artillery
Medium natural animate (undead) XP 175
HP 42; Bloodied 21
AC 16; Fortitude 16; Reflex 17; Will 15
Speed 6
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +6
Perception +8
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 5 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Claw • At-Will
Attack: +9 vs. AC
Hit: 1d6 + 7.
r Bone Toss • At-Will
Attack: Range 10 (1 creature); +7 vs. Reflex
Hit: 1d10 + 9.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 10 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Rib Boomerang • Recharge 5 6
Trigger: The Skeleton makes a Ranged attack roll and dislikes the result.
Effect (Free): The Skeleton Rerolls the Attack roll and has Combat Advantage for the Reroll.
Skills Acrobatics +11
Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 6 (+0) Cha 6 (+0)
Alignment evil Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Red Skeleton Bone Tosser Level 14 Artillery
Medium natural animate (undead) XP 1,000
HP 107; Bloodied 54
AC 26; Fortitude 26; Reflex 27; Will 25
Speed 6
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +13
Perception +15
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 10 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Claw • At-Will
Attack: +19 vs. AC
Hit: 2d6 + 11.
r Bone Toss • At-Will
Attack: Range 10 (1 creature); +17 vs. Reflex
Hit: 2d10 + 11.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 20 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Rib Boomerang • Recharge
Trigger: The Skeleton makes a Ranged attack roll and dislikes the result.
Effect (Free): The Skeleton Rerolls the Attack roll and has Combat Advantage for the Reroll.
Skills Acrobatics +18
Str 20 (+12) Dex 23 (+13) Wis 17 (+10)
Con 17 (+10) Int 11 (+7) Cha 11 (+7)
Alignment evil Languages —
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Sunday, October 28, 2012
Halloween Monsters #2
Next up, a Minion!
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Broken Skeleton Level 4 Minion Brute
Medium natural animate (undead) XP 44
HP 1; a missed attack never damages a minion
AC 16; Fortitude 17; Reflex 16; Will 15
Speed 6
Immune poison; Resist 10 necrotic
Initiative +4
Perception +8
Darkvision
Standard Actions
m Claw • At-Will
Attack: +9 vs. AC
Hit: 6.
Triggered Actions
Broken But Not Buried • Encounter
Trigger: The Skeleton is destroyed by damage of a type other than Radiant.
Effect (Immediate Interrupt): The Skeleton takes no damage and Falls Prone. The Skeleton is considered Bloodied until the end of the Encounter.
Str 12 (+3) Dex 15 (+4) Wis 12 (+3)
Con 18 (+6) Int 2 (–2) Cha 2 (–2)
Alignment Languages —
Equipment none
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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And I have a higher level version too.
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Broken Red Skeleton Level 14 Minion Brute
Medium natural animate (undead) XP 250
HP 1; a missed attack never damages a minion
AC 26; Fortitude 27; Reflex 26; Will 25
Speed 6
Immune poison; Resist 20 necrotic
Initiative +12
Perception +15
Darkvision
Standard Actions
m Claw • At-Will
Attack: +19 vs. AC
Hit: 12.
r HandAxe (weapon) • Encounter
Attack: Range 5/10 (1 creature); +19 vs. AC
Hit: 9.
Triggered Actions
Broken But Not Buried • Encounter
Trigger: The skeleton is Destroyed by Damage of a type other than Radiant.
Effect (Immediate Interrupt): The Skeleton takes no damage and Falls Prone. The Skeleton is considered Bloodied until the end of the Encounter.
Str 17 (+10) Dex 20 (+12) Wis 17 (+10)
Con 23 (+13) Int 7 (+5) Cha 7 (+5)
Alignment Languages —
Equipment handaxe
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Broken Skeleton Level 4 Minion Brute
Medium natural animate (undead) XP 44
HP 1; a missed attack never damages a minion
AC 16; Fortitude 17; Reflex 16; Will 15
Speed 6
Immune poison; Resist 10 necrotic
Initiative +4
Perception +8
Darkvision
Standard Actions
m Claw • At-Will
Attack: +9 vs. AC
Hit: 6.
Triggered Actions
Broken But Not Buried • Encounter
Trigger: The Skeleton is destroyed by damage of a type other than Radiant.
Effect (Immediate Interrupt): The Skeleton takes no damage and Falls Prone. The Skeleton is considered Bloodied until the end of the Encounter.
Str 12 (+3) Dex 15 (+4) Wis 12 (+3)
Con 18 (+6) Int 2 (–2) Cha 2 (–2)
Alignment Languages —
Equipment none
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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And I have a higher level version too.
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Broken Red Skeleton Level 14 Minion Brute
Medium natural animate (undead) XP 250
HP 1; a missed attack never damages a minion
AC 26; Fortitude 27; Reflex 26; Will 25
Speed 6
Immune poison; Resist 20 necrotic
Initiative +12
Perception +15
Darkvision
Standard Actions
m Claw • At-Will
Attack: +19 vs. AC
Hit: 12.
r HandAxe (weapon) • Encounter
Attack: Range 5/10 (1 creature); +19 vs. AC
Hit: 9.
Triggered Actions
Broken But Not Buried • Encounter
Trigger: The skeleton is Destroyed by Damage of a type other than Radiant.
Effect (Immediate Interrupt): The Skeleton takes no damage and Falls Prone. The Skeleton is considered Bloodied until the end of the Encounter.
Str 17 (+10) Dex 20 (+12) Wis 17 (+10)
Con 23 (+13) Int 7 (+5) Cha 7 (+5)
Alignment Languages —
Equipment handaxe
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Saturday, October 27, 2012
Halloween Monsters #1
So, it is that time of year. When things go BUMP in the night and children disguise themselves and journey into the darkness in search of treasure. Tasty treasure. So This week, I bring GM's a Treat and a few Tricks, too.
So, I'm sharing with all one of you that read my Blog some of my Halloween themed Monsters. Starting with a skeleton. Also, check back the next few days for new monsters, each day!
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Skeleton Lancer Level 4 Soldier
Medium natural animate (undead) XP 175
HP 52; Bloodied 26
AC 20; Fortitude 17; Reflex 16; Will 15
Speed 6
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +6
Perception +8
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 5 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Lance Strike (weapon) • At-Will
Attack: Reach 2; +9 vs. AC
Hit: 1d10 + 7.
Effect: The Target is Marked until the end of the skeleton's next turn.
M Multi-Thrust (weapon) • Encounter
Attack: Reach 2 (1 random creature in reach.); +7 vs. Reflex
Hit: 1d10 + 1.
Special: Make this attack 3 times.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 10 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Skills Athletics +11
Str 18 (+6) Dex 15 (+4) Wis 12 (+3)
Con 12 (+3) Int 6 (+0) Cha 6 (+0)
Alignment evil Languages —
Equipment longspear
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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And I have a higher level version too.
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Red Skeleton Lancer Level 14 Soldier
Medium natural animate (undead) XP 1,000
HP 137; Bloodied 69
AC 30; Fortitude 27; Reflex 26; Will 25
Speed 6
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +14
Perception +15
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 10 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Lance Strike (weapon) • At-Will
Attack: Reach 2; +19 vs. AC
Hit: 2d10 + 11.
Effect: The Target is Marked until the end of the skeleton's next turn.
M Multi-Thrust (weapon) • Encounter
Attack: Reach 2 (1 random creature in reach.); +17 vs. Reflex
Hit: 2d10 + -1.
Special: Make this attack 3 times.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 20 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Skills Athletics +18
Str 23 (+13) Dex 20 (+12) Wis 17 (+10)
Con 17 (+10) Int 11 (+7) Cha 11 (+7)
Alignment evil Languages —
Equipment longspear
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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So, I'm sharing with all one of you that read my Blog some of my Halloween themed Monsters. Starting with a skeleton. Also, check back the next few days for new monsters, each day!
-----
Skeleton Lancer Level 4 Soldier
Medium natural animate (undead) XP 175
HP 52; Bloodied 26
AC 20; Fortitude 17; Reflex 16; Will 15
Speed 6
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +6
Perception +8
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 5 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Lance Strike (weapon) • At-Will
Attack: Reach 2; +9 vs. AC
Hit: 1d10 + 7.
Effect: The Target is Marked until the end of the skeleton's next turn.
M Multi-Thrust (weapon) • Encounter
Attack: Reach 2 (1 random creature in reach.); +7 vs. Reflex
Hit: 1d10 + 1.
Special: Make this attack 3 times.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 10 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Skills Athletics +11
Str 18 (+6) Dex 15 (+4) Wis 12 (+3)
Con 12 (+3) Int 6 (+0) Cha 6 (+0)
Alignment evil Languages —
Equipment longspear
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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And I have a higher level version too.
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Red Skeleton Lancer Level 14 Soldier
Medium natural animate (undead) XP 1,000
HP 137; Bloodied 69
AC 30; Fortitude 27; Reflex 26; Will 25
Speed 6
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +14
Perception +15
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 10 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Lance Strike (weapon) • At-Will
Attack: Reach 2; +19 vs. AC
Hit: 2d10 + 11.
Effect: The Target is Marked until the end of the skeleton's next turn.
M Multi-Thrust (weapon) • Encounter
Attack: Reach 2 (1 random creature in reach.); +17 vs. Reflex
Hit: 2d10 + -1.
Special: Make this attack 3 times.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 20 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Skills Athletics +18
Str 23 (+13) Dex 20 (+12) Wis 17 (+10)
Con 17 (+10) Int 11 (+7) Cha 11 (+7)
Alignment evil Languages —
Equipment longspear
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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Friday, October 26, 2012
The Lack of Updates recently
Well, Stuff happened. Computer went wonky, was sick for most of a week, five important meetings in three days and recovering from each of those events took up a good bit of my time. But the most important thing is that I was doing a bunch of work on a couple of "Super Secret Projects" about which I am unable to talk about, yet. But, I now have time and both of my readers( :P ) will be glad to know I'm going to be updating more regularly for the time being. Starting today. Wish me luck(I'll need it!)
GF
GF
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