| | Just, y'know, games and stuff.  | Posted 29th June 2008 at 09:17 AM by Wik (Wiktionary)
Updated 1st July 2008 at 02:37 AM by Wik This being stands nearly the height of a human, though it is hunched over. It has long arms that seem to reach its knees, with each hand ending in vicious claws, nearly half a foot long. It has a hide that seems to be made of mottled leaves, moss, and decaying bark, though underneath this camoflage is a blackened husk. It has no face, merely two black opals that seem to serve as eyes.
The Haaori Demon, also known as the "Face Stealer", was unleashed in the days following the last days of the Kaellian Empire. It is a perverse fiend that stalks its prey amongst the wilds of the land. It enjoys the thrill of the hunt, and often taunts prey, wounding caught prey before releasing it once more, terrorizing the poor soul until the Haaori Demon grows tired.
Haaori demons enjoy trophies, and proudly display mementos from particularly interesting prey. This is the origin of their nickname, "Face Stealers", as many Haaori cure the facial skins of those they have caught.
Haaori Demon Level 6 Lurker
Medium Elemental Humanoid XP 250
Initiative +7 Senses Perception +11; Darkvision
HP 58; Bloodied 29
AC 20; Fortitude 18, Reflex 19, Will 18
Immune Fear
Speed 8
Demon Claws (Standard; At-will)
+11 vs. AC; 1d6+4 damage, and the Haaori demon makes a secondary attack. Secondary Attack: +9 vs. Fortitude; the target is slowed (save ends).
Deadly Charge (Standard; recharge 6)
+11 vs. AC; 3d8+4 damage, and the target is knocked prone.
Vanish into Air (Immediate Reaction; Encounter)
When the Haaori Demon is hit by an attack, it can go invisible until the end of it's next turn.
Combat Advantage
A Haaori Demon deals an extra 1d6 damage on melee attacks against an opponent it has combat advantage against.
Alignment Chaotic Evil Languages Common, Abyssal
Skills Bluff +9, Intimidate +9, Nature +10, Stealth +12
Str 16 (+6); Dex 19 (+7); Wis 16 (+6);
Con 16 (+6); Int 14 (+5); Cha 13 (+4);
Tactics: Haaori demons prefer to strike their opponent, and then fade into hiding if the attack doesn't land a kill. They often use their Deadly charge attack against unaware foes, gaining combat advantage damage. Once struck, they immediately go invisible, and strike again with their demon claws before fading into the surrounding forest, outrunning their slowed victim. After this attack, they will stalk the foe for a short period of time, before repeating this attack.
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|  | Posted 28th June 2008 at 09:39 AM by Wik (Wiktionary)
Updated 28th June 2008 at 09:34 PM by Wik HALFLING THUG
Halflings commonly make scouts and expert slingers. However, there are the occasional halflings who prefer to stand close to their foes and fight toe to toe. Naturally, these halflings do not last long. HALFLING THUG--- Level 1 Soldier
Small Natural Humanoid XP 100
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Initiative +3; Senses Perception +5
HP 29; Bloodied 14
AC 17; Fortitude 16; Reflex 14; Will 12
Saving Throws: +5 vs. Fear Effects
Speed 6
--- [Melee basic] Short Sword (standard; at will)
+8 vs. AC; 1d10+3 damage, and the target is marked until the end of the Halfling thug’s next round Nimble Reaction
Halflings gain a +2 racial bonus to AC vs. Opportunity attacks Stand Without Fear (Immediate Reaction, when the halfling is hit by a fear effect, whether it fails or succeeds on its save; encounter)
The halfling gains a +2 bonus on all attack and damage rolls until the end of its next turn. Second Chance (Immediate interrupt, when the Halfling would be hit by an attack; encounter)
The Halfling forces the attacker to reroll the attack and take the new result.
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Alignment unaligned
Languages - Common, One other
Skills: Intimidation +5, Athletics +8
Str 16 (+3); Dex 13 (+1); Wis 9 (-1)
Con 13 (+1); Int 8 (-1); Cha 10 (+0)
Equipment: Short Sword, Leather Armour, Shield
__________________________________________________ __________________ Chy'sring "This Beast is easily the weight of a pony, though it takes a more snake-like form. However, similarities to a snake are few and far between. Instead of scales, it is coated in popping red pustules that leak a noxious fume. Long black spines line its back. Most horrifying of all, though, is it's "head" - nothing more than a massive, toothy maw, surrounded on all sides by disturbingly human-like eyes that never blink."
Chy'sring are said to be abomminations from the Far Realm, though they could just as easily be the result of a mad sorcerer's experimentations. In any event, they are terrifying urban predators that feed on lost children, unconscious drunks, and opiated addicts. Chy'sring--- Level 4 Soldier
Medium Aberrant Beast XP 175
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Initiative +4; Senses Perception +9, Darkvision Emit Nightmares: Aura 3; living creatures in the area suffer a -2 penalty on their will defence.
HP 58; Bloodied 29 (but see Toxic Pustules
AC 20; Fortitude 18; Reflex 16; Will 16
Immune: Fear, disease
Speed 6
--- [Melee basic] Insanity Bite (standard; at will)
+11 vs. AC; 1d10+4 damage, and the target is dazed until the end of the Chy'sring's next turn. Surrounded by Eyes
Chy'sring cannot be flanked. Toxic Pustules (Immediate Reaction; when the Chy'sring is first bloodied; encounter)
Burst 2; +7 vs. Reflex; 1d6+4 damage, and the target is dazed (save ends).
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Alignment Chaotic Evil
Languages - Understands Common
Skills: Endurance +11, Athletics +10
Str 16 (+5); Dex 15 (+4); Wis 15 (+4)
Con 18 (+6); Int 6 (+0); Cha 8 (+1)
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