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Goblin Ghouls and The Skinsaw Man

Posted 9th September 2009 at 06:32 PM by Ventifus (A Monster for All Seasons)
The Skinsaw Man is the final boss of The Skinsaw Murders.



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Bat Ghoul

Posted 4th September 2009 at 02:35 AM by Ventifus (A Monster for All Seasons)
Updated 4th September 2009 at 02:43 AM by Ventifus
I don't think I was able to actually use this ghoul in game. The ever-growing cloud of mini shadow-bats would be an interesting element.



Bat Ghoul

Bat Ghoul Level 9 Elite Lurker
Large natural beast (undead) XP 800
Initiative +16 Senses Perception +13
HP 154; Bloodied 77
AC 23; Fortitude 20; Reflex 22; Will 21
Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 2 (clumsy), fly 8
Action Points 1
c Wing Slash (standard; at-will)
Close blast 2; +14 vs. AC; 2d6 + 5 damage and the target is blinded until the end of the bat's next turn. (This power may be used for opportunity attacks.)
R Piercing Cry (minor; at-will) • Thunder
Ranged 10; +12 vs. Reflex; 1d8 + 4 thunder damage and the target is pushed 2 squares.
A Hungry Darkness (standard; encounter) • Necrotic, Zone
Area burst 2 within 10; +12 vs. Fortitude; 3d10 + 5 necrotic damage. The power creates a zone filled with tiny shadowy bats that lasts until the end of the encounter. Enemies that start their turns in the zone take 3d10 necrotic damage and are blinded (save ends). All light sources below 9th level are extinguished.
At the beginning of the bat's turn, the zone's burst size increases 1 square.
Minor action: The bat dismisses the zone and this power recharges.
M Flyby Attack (standard; at-will)
The bat flies up to 8 squares and makes one basic attack at any point during that movement. The bat doesn’t provoke opportunity attacks when moving away from the target of the attack.
If the attack hits, the target is also knocked prone.
Consume the Sightless • Necrotic
Whenever the bat deals damage to a blinded enemy, that enemy takes an additional ongoing 10 necrotic damage (save ends, or until no longer blind).
Alignment Chaotic Evil Languages Common
Str 17 (+7) Dex 26 (+12) Wis 18 (+8)
Con 17 (+7) Int 4 (+1) Cha 8 (+3)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
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Rogors Craesby, Dread Ghoul

Posted 1st September 2009 at 05:10 AM by Ventifus (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.

Alignment Unaligned Languages —
Str 17 (+7) Dex 20 (+9) Wis 14 (+6)
Con 17 (+7) Int 14 (+6) Cha 23 (+10)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.





Spoiler:


Ghoul Scarecrow Level 8 Soldier
Medium natural humanoid (undead) XP 350
Initiative +11 Senses Perception +5
HP 89; Bloodied 44
AC 24; Fortitude 21; Reflex 23; Will 20
Resist 10 necrotic ; Vulnerable 5 radiant
Speed 8, climb 4
m Claws (standard; at-will)
+15 vs. AC; 1d8 + 5 damage, and the target is immobilized (save ends)
M Ghoulish Bite (standard; at-will)
Target must be immobilized, stunned, or unconscious; +13 vs. AC; 3d8 + 5 damage, and the target is stunned (save ends)
C Pestilential Breath (standard; encounter) • Poison, Necrotic
Close blast 5; +13 vs. Fortitude; 3d10 + 5 poison damage, and ongoing 5 necrotic damage (save ends)
Alignment Chaotic evil Languages Common
Str 16 (+7) Dex 21 (+9) Wis 13 (+5)
Con 17 (+7) Int 12 (+5) Cha 14 (+6)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
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Nualia, Champion of Lamashtu

Posted 29th August 2009 at 08:05 PM by Ventifus (A Monster for All Seasons)
Nualia is an Aasimar who was corrupted by Lamashtu, Mother of Monsters. Her left arm has been turned into a twisted demonic claw.

The encounter with her included a couple wrathspawn (q.v.), and an NPC wizard and fighter.



Spoiler:

Nualia, Champion of Lamashtu Level 8 Elite Soldier
Medium aberrant humanoid (lamashtu-warped, aasimar) XP 700
Initiative +10 Senses Perception +7
HP 176; Bloodied 88
AC 24; Fortitude 20; Reflex 19; Will 20
Resist 5 psychic
Saving Throws +2
Speed 6
Action Points 1
m Bastard sword (standard; at-will) • Weapon
+15 vs. AC; 1d10 + 5 damage.
Hit or miss: target is marked until the end of Nualia's next turn.
M Fiendish Claw (minor 1/round; at-will) • Psychic
+13 vs. Fortitude; 1d8 + 5 damage, 5 ongoing psychic damage and target is weakened (save ends both).
Nualia’s claw transforms those touched into monstrosities
C Blessing of Lamashtu (standard; recharge 6) • Psychic
Close burst 3; +15 vs. AC; 4d8 + 5 psychic damage and target gains vulnerable 5 psychic (save ends)
C Mark of Lamashtu (free, when first bloodied; encounter) • Psychic
Nualia’s Blessing of Lamashtu recharges, and Nualia uses it immediately. In addition, any target hit is marked until the end of Nualia's next turn.
Corrupt Vengeance (immediate reaction, when a marked creature makes an attack that does not include nualia; at-will) • Psychic
The target takes 10 psychic damage.
Alignment Unaligned Languages —
Str 20 (+9) Dex 18 (+8) Wis 16 (+7)
Con 16 (+7) Int 10 (+4) Cha 21 (+9)
Equipment Bastard sword
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
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Wrathspawn

Posted 27th August 2009 at 04:30 PM by Ventifus (A Monster for All Seasons)

Spoiler:

Wrathspawn Level 7 Elite Soldier
Medium aberrant humanoid (wrath, sinspawn) XP 600
Initiative +6 Senses Perception +4; low-light vision, scent sin 5 (see below)
HP 156; Bloodied 78
AC 23; Fortitude 19; Reflex 18; Will 19
Resist 5 psychic
Saving Throws +2
Speed 8
Action Points 1
M Claw (standard; at-will)
+14 vs. AC; 1d10 + 6 damage and the target is marked until the end of the wrathspawn's next turn.
M Wrathful Bite (immediate reaction, when a marked target ends its turn adjacent to the wrathspawn; at-will) • Psychic
+14 vs. AC; 1d8 + 5 damage and the wrathspawn makes a secondary attack against the same target.
Secondary Attack; +12 vs. Will; the target is overcome by rage, is dazed and marked (save ends).
First Failed Save: target is additionally weakened (save ends).
Second Failed Save: target is weakened and marked until the end of the encounter.
M Invoke Rage (minor 1/round; at-will) • Psychic
One creature marked by the sinspawn within close burst 5; +12 vs. Will; the target makes an immediate basic melee or ranged attack against its nearest ally.
C Pulse of Hate (standard; recharge 4) • Psychic
Close blast 3; +12 vs. Will; 3d10 + 5 damage and the target is marked and pulled 1 square.
Miss: Half damage and target is pulled but not marked.
Scent Sin
The wrathspawn has a form of truesight that can only detect creatures affected by ongoing effects from its wrathful bite, or creatures that are extraordinarily wrathful.
Alignment Chaotic Evil Languages Thassilonian
Str 19 (+7) Dex 12 (+4) Wis 13 (+4)
Con 14 (+5) Int 11 (+3) Cha 19 (+7)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
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Gogmurt, Goblin Druid

Posted 25th August 2009 at 04:26 PM by Ventifus (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.



Spoiler:

Gogmurt, Goblin Druid Level 7 Controller
Small natural humanoid (goblin) XP 300
Initiative +5 Senses Perception +8
HP 74; Bloodied 37
AC 21; Fortitude 18; Reflex 19; Will 20
Speed 6
m Flameblade (standard; at-will) • Fire, Primal
+11 vs. Reflex; 1d8 + 5 fire damage.
r Produce Flame (standard; at-will) • Fire, Primal
Ranged 10; +12 vs. AC; 2d6 + 5
A Entangle (standard; recharge 6) • Primal, Zone
Area burst 2 within 10; +12 vs. AC; the target is immobilized (save ends). The zone is filled with grasping vines and is considered diffilcult terrain until the end of the encounter. If a creature begins its turn in the zone, the druid makes another attack against it as above.
There can only be one entangle zone active at any one time. The druid can dismiss the zone as a free action.
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.
Woodland Stride
The druid ignores all difficult terrain, can move through squares obstructed by plants, and is immune to entangle.
Alignment Unaligned Languages —
Str 12 (+4) Dex 15 (+5) Wis 20 (+8)
Con 10 (+3) Int 16 (+6) Cha 14 (+5)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

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Koruvus, mutant solo goblin

Posted 23rd August 2009 at 05:39 PM by Ventifus (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.)



Spoiler:

Koruvus Level 6 Solo Brute
Medium aberrant humanoid (lamashtu-warped, goblin) XP 1,250
Initiative +4 Senses Perception +2; low-light vision
Call of Lamashtu aura 5; fear; Creatures suffering ongoing psychic damage are pulled 1d4 squares. If a creature is pulled adjacent, Koruvus makes an immediate dagger attack against it.
HP 288; Bloodied 144
AC 18; Fortitude 18; Reflex 17; Will 18
Resist 5 poison, 5 psychic
Saving Throws +5
Speed 6
Action Points 2
m Vitriolic Scimitar +2 (standard; at-will) • Weapon
+9 vs. AC; 1d10 + 7 damage (critical +2d6 acid) and the target is pushed 1 square.
Power (Daily * Acid): Free Action. Use this power when you hit with an attack using this weapon. All creatures adjacent to the target take acid damage equal to the weapon’s enhancement bonus.
m Handaxe (standard; at-will) • Weapon
+9 vs. AC; 1d6 + 7 damage
M Dagger (opportunity attack, when hit by a melee attack; at-will) • Weapon
+9 vs. AC; 1d4 + 7
M Double Strike (standard; at-will)
Koruvus makes a scimitar and a handaxe attack.
C Monstrous Gaze (minor; at-will) • Gaze, Psychic
One creature within close blast 2; +7 vs. Will; 5 ongoing psychic damage (save ends).
Each Failed Save: Target gets a cumulative -1 penalty to Will until the end of the encounter.
C Bloody Spew (standard; recharge 5) • Poison, Zone
Close blast 3; +9 vs. AC; 1d10 + 4 poison damage and the target takes ongoing 5 poison damage (save ends).
Effect: The spew creates a puddle in the area affected. All squares in the area are difficult terrain, and deal 5 poison damage to any creature that enters the zone or begins its turn there.
C Blood Eruption (free, when first bloodied; encounter) • Poison
Close burst 3; Koruvus makes a bloody spew attack against each creature in the burst. In addition, if a creature is hit, it is knocked prone and pushed 1d4 squares.
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.
Superior Goblin Evasion (immediate interrupt, when targeted by an area, close or ranged attack; at-will)
Koruvus shifts 2 squares.
Alignment Chaotic Evil Languages Common
Str 19 (+7) Dex 13 (+4) Wis 8 (+2)
Con 16 (+6) Int 3 (-1) Cha 19 (+7)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
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Goblins of the Night

Posted 22nd August 2009 at 06:23 PM by Ventifus (A Monster for All Seasons)

Spoiler:

Goblin Necromancer Level 8 Controller
Small natural humanoid (goblin) XP 350
Initiative +6 Senses Perception +5
HP 86; Bloodied 43
AC 22; Fortitude 20; Reflex 20; Will 21
Resist 5 necrotic
Speed 6
m Bone Staff (standard; at-will) • Necrotic, Weapon
+9 vs. AC; 1d6 + 4 damage plus 5 ongoing necrotic damage
r Vampiric Ray (standard; at-will) • Arcane, Necrotic, Healing, Implement
Ranged 10; +12 vs. Fortitude; 2d8 + 4 damage and the goblin necromancer regains 5 hit points.
R Cause Fear (standard; recharge 5) • Arcane, Implement, Fear
+12 vs. Will; The target immediately moves its speed + 4 squares away from the goblin necromancer, provoking opportunity attacks for movement normally.
C Reanimation (standard; recharge 6) • Arcane
Close burst 3; Each dead enemy or ally in burst returns to life as an undead minion with 1 hit point under the control of the necromancer.
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.
Deathly Vigor • Arcane, Healing
When a creature is reduced to 0 hit points or below within 3 squares of the goblin necromancer, the necromancer regains 10 hit points.
Alignment Chaotic Evil Languages Common
Str 9 (+3) Dex 15 (+6) Wis 13 (+5)
Con 14 (+6) Int 11 (+4) Cha 20 (+9)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.




Spoiler:


Goblin Shadowdancer Level 6 Lurker
Small natural humanoid (goblin) XP 250
Initiative +11 Senses Perception +2; darkvision
HP 55; Bloodied 27
AC 20; Fortitude 18; Reflex 19; Will 17
Speed 6
m Short Sword (standard; at-will) • Weapon
+11 vs. AC; 1d6 + 5 damage
Combat Advantage
The goblin shadowdancer deals 2d6 extra damage when it makes a successful melee attack on any target it has combat advantage against.
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.
Cloak of Shadows (free, when the goblin shadowdancer ends its turn at least 3 squares from its starting point; at-will) • Illusion
The goblin shadowdancer gains concealment until the end of its next turn.
Alignment Chaotic Evil Languages Common
Str 15 (+5) Dex 19 (+7) Wis 9 (+2)
Con 13 (+4) Int 13 (+4) Cha 10 (+3)
Equipment Short sword
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

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Basic Goblins

Posted 21st August 2009 at 05:05 AM by Ventifus (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".

Spoiler:

Goblin Dogkiller Level 6 Minion Skirmisher
Small natural humanoid (goblin) XP 63
Initiative +9 Senses Perception +4
HP 1; a missed attack never damages a minion.
AC 20; Fortitude 18; Reflex 19; Will 18
Speed 6
M Goblin Dogslicer (standard; at-will) • Weapon
+11 vs. AC; 7 damage (10 damage if the goblin dogkiller has combat advantage against the target).
Critical Fumble
If the goblin ever rolls a natural 1 on a d20, it kills itself in an embarrassing way.
Goblin Evasion (immediate interrupt, when targeted by an area, close or ranged attack; at-will)
The goblin shifts 1 square.
Alignment Chaotic Evil Languages Common
Str 13 (+4) Dex 19 (+7) Wis 13 (+4)
Con 13 (+4) Int 13 (+4) Cha 13 (+4)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.




Spoiler:

Goblin Commando Level 6 Skirmisher
Small natural humanoid (goblin) XP 250
Initiative +9 Senses Perception +3; low-light vision
HP 69; Bloodied 34
AC 20; Fortitude 18; Reflex 19; Will 17
Speed 6
M Horse Chopper (standard; at-will) • Weapon
Reach 2; +11 vs. AC; 1d10 + 6
r Shortbow (standard; at-will) • Weapon
Ranged 15/30; +11 vs. AC; 1d6 + 6 damage
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.
Dog and Horse Hate
The goblin does an extra 1d6 damage against dogs and horses.
Goblin Evasion (immediate interrupt, when targeted by an area, close or ranged attack; at-will)
The goblin shifts 1 square.
Great Position
If the Goblin Commando has the advantage of higher ground, or is mounted, its attacks deal an extra 1d6 damage.
Alignment Chaotic Evil Languages Common
Str 16 (+6) Dex 19 (+7) Wis 10 (+3)
Con 13 (+4) Int 10 (+3) Cha 13 (+4)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
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Goblin Grenadier

Posted 19th August 2009 at 04:22 PM by Ventifus (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 target’s 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)
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Red Dragon Berserker Ogre, Level 12 Elite Skirmisher

Posted 18th August 2009 at 04:40 PM by Ventifus (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)
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