Posted 1st September 2009 at 04:10 AM byVentifus (A Monster for All Seasons)
We now leave the comfortable normality of Burnt Offerings to the creepy horrors of The Skinsaw Murders. First up is the ghoulish miniboss, Rogors Craesby. He attacked the PCs along with a handful of ghoul scarecrows, by leaping down off the roof of the farm the characters were exploring, just as they were leaving.
Spoiler:
Rogors Craesby, Dread Ghoul Level 8 Elite Skirmisher (Leader)
Medium natural humanoid (undead) XP 700
Initiative +11 Senses Perception +6; darkvision
Dark Corruption aura 3; Whenever an enemy fails a save against immobilization within the aura, it becomes stunned (save ends). Whenever an enemy fails a save against stunning within the aura, it becomes unconscious (save ends).
HP 178; Bloodied 89
AC 22; Fortitude 19; Reflex 20; Will 21
Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 6
Action Points 1
m Claws (standard; at-will)
+13 vs. AC; 2d6 + 8 damage, and the target is immobilized (save ends).
M Ghoulish Bite (standard; at-will)
Target must be immobilized, stunned, or unconscious; +13 vs. AC; 4d8 + 8 damage, the target loses 1 healing surge, and is stunned (save ends).
C Sanguine Command (minor; recharge 4) Charm
One ally or stunned enemy within close burst 6; the target moves half its speed and makes a basic melee attack.
C Word of Doom (standard; recharge 6) Healing, Necrotic
Close burst 3; targets enemies; +11 vs. Fortitude; 3d10 + 6 necrotic damage. Craesby can then heal himself and allies in the burst a combined number of hit points equal to to the sum total of the damage dealt by this power.
C Howl of Doom (free, when first bloodied; encounter) Healing, Necrotic
Close burst 6; targets enemies; +11 vs. Fortitude; 3d10 + 10 necrotic damage and the target is pulled 3 squares. If the target is pulled adjacent to Craesby, he can make a melee basic attack against the target.
Hit or Miss: Craesby heals 44 hit points.
Feast on the Fallen Healing, Necrotic
When an immobilized, stunned, or unconscious enemy begins its turn within 1 square of Craesby, it takes 5 necrotic damage, and Craesby heals the same amount.
Posted 25th August 2009 at 03:26 PM byVentifus (A Monster for All Seasons)
Gogmurt was fun to run. The PCs encounter him and his pet Owlbear in a very tight maze made of vines and brambles. Note that this "druid" was created before PHB2 came out, so I gave him abilities that "felt" like the 3e druid.
Posted 23rd August 2009 at 04:39 PM byVentifus (A Monster for All Seasons)
Koruvus is a hulking goblin, warped and mutated by Lamashtu, the goddess of monsters. The PCs fought him in a room with many 1x1 pits, each with a chillborn at the bottom.
This monster also shows how I like Solos, and even Elites: they must have lots to do, and be as interesting as 5 other monsters, combined. (Many Elite/Solo monsters that Wizards produces are too boring, though they are getting better at this.)
Posted 21st August 2009 at 04:05 AM byVentifus (A Monster for All Seasons)
These are my interpretation of the basic pathfinder-style goblins. Not too scary (although they can do decent damage when they surround you), but loads of fun when you roll a "1".
Posted 19th August 2009 at 03:22 PM byVentifus (A Monster for All Seasons)
Another incendiary monster, this time from the first Pathfinder module, Burnt Offerings.
Spoiler:
Goblin Grenadier
Level 6 Artillery
Small natural humanoid (goblin)
XP 250
Initiative +7 Senses Perception +3; low-light vision
HP 58; Bloodied 29
AC 18; Fortitude 18; Reflex 19; Will 17
Speed 6
M Torch (standard; at-will) Fire, Weapon
+13 vs. AC; 1d6 + 4 fire damage.
R Molotov Cocktail (standard; at-will) Fire
Ranged 5/10; +13 vs. AC; 1d10 + 4 fire damage
Hit or miss: The goblin makes a secondary attack centered on a square of the targets space. Area burst 1; +11 vs. Reflex; 1d6 fire damage and 5 ongoing fire damage.
Incindiary Advantage Fire
The goblin grenadier deals an extra 2d6 fire damage against creatures taking ongoing fire damage.
C Detonation (no action, when critically hit or damaged by fire; encounter) Fire
Success: this power is not expended.
Failure: All the molotov cocktails the grenadier carries explode and the goblin takes 37 fire damage. Close burst 3; +11 vs. Reflex; (); 3d10 + 4 fire damage and the target is pushed 1 square. Miss: half damage and the target is not pushed.
The goblin grenadier makes an immediate saving throw.
Critical Fumble
When the goblin rolls a natural 1 on an attack, it does something horribly stupid and embarrassing. It grants combat advantage to all enemies until the beginning of its next turn.
Goblin Evasion (immediate interrupt, when targeted by an area, close or ranged attack; at-will)
The goblin shifts 1 square.
Alignment Chaotic Evil
Languages
Str 13 (+4)
Dex 19 (+7)
Wis 10 (+3)
Con 16 (+6)
Int 10 (+3)
Cha 13 (+4)
Posted 18th August 2009 at 03:40 PM byVentifus (A Monster for All Seasons)
Jaagrath Kreeg, from the Hook Mountain Massacre. As powerful as he looks on paper, none of his follow-up attacks hit.
Spoiler:
Red Dragon Berserker Ogre Level 12 Elite Skirmisher
Large natural humanoid (ogre) XP 1,400
Initiative +14 Senses Perception +8
Red Dragon Rage aura 1; fire, primal, rage; Enemies take 2d6 fire damage at the start of their turns.
HP 248; Bloodied 124
AC 28; Fortitude 28; Reflex 27; Will 21
Resist 10 fire
Saving Throws +2
Speed 8, fly 4 (clumsy)
Action Points 1
m Dragonclaw Ogre Hook (minor; at-will) Fire, Primal, Weapon
Reach 2; +17 vs. AC; 2d6 + 5 damage and 10 ongoing fire damage (save ends).
M Rampage (free 1/round, when the ogre scores a critical hit; at-will) Primal, Weapon
Make a Dragonclaw Ogre Hook attack against the same target or a different target.
M Rageblood Charge (free, when the ogre reduces an enemy to 0 hp; at-will) Primal, Weapon
Make a charge attack against an enemy.
M Dragonfire Emissary (standard; at-will) Fire, Primal
Reach 2; +17 vs. AC; 3d6 + 10 damage and push the target 6 squares. If the target is pushed into the same square as another creature, make a secondary attack against the other creature.
Secondary attack; +15 vs. Reflex; (); 3d6 + 10 damage and both the primary and secondary targets are knocked prone. Make a tertiary attack. Miss: The primary target does not enter the secondary target's square.
Tertiary attack; Close burst 2 from the primary target's space.; +15 vs. Reflex; 3d6 + 10 fire damage.
M Red Dragon Charge (standard; recharge 5) Fire, Primal, Weapon
Charge 8 squares; Reach 2; +17 vs. AC; 3d6 + 10 damage, the target is pushed 2 squares, knocked prone and immobilized (save ends). Make a basic melee attack as a free action against any enemy who attacks the berserker during this attack.
Secondary attack; Close burst 2 from the square of the primary target; +15 vs. Reflex; 4d6 + 10 fire damage.
First failed save: the target cathes fire and takes 15 ongoing fire damage (save ends)
Second failed save: the target deals 15 fire damage to any creature that starts its turn within 1 square of the target.
Additional failed saves: the radius of the fire damage increases by 1 square.
C Frightful Presence (standard; at-will) Fear, Primal
Close burst 3; targets enemies; +15 vs. Will; the target is dazed until the end of the berserker's next turn.
Aftereffect: the target takes a -2 penalty to attack rolls (save ends).
A Dragonfire Retribution (immediate interrupt, when the ogre is hit by a ranged, close or area attack; recharge 3) Fire, Primal
Does not provoke; area burst 1 within 10 centered on the triggering enemy; +15 vs. Reflex; 2d10 + 10 fire damage.
Alignment Chaotic Evil Languages Common
Str 24 (+13) Dex 22 (+12) Wis 15 (+8)
Con 20 (+11) Int 13 (+7) Cha 10 (+6)