Mesh Hongs Monster Request / Discussion Thread

Zieche

Explorer
Oh man. I really like the Manifestation Points idea. In fact I was planning on the party coming to a dramatic conclusion this week but i might stretch it out a week just to start building up to this guy. He's awesome.

Thanks so much and I can't wait to try the encounter in the ecounter!
 

log in or register to remove this ad

Zieche

Explorer
The Resplendent!

Regrettably I didn't have the time to setup the gatherers in previous encounters. So I included them in the final encounter as pseudo minions. I left their 30 hps but took their insubstantial away. This gave them a round or two of attacks each but kept them from becoming a distraction to the main resplendent.

Who was amazing. I gave the group a visual indicator of how many manifestation points he had with swirling blue energy that was slowly increasing his bulk but as he used certain powers the lights would go out and he would shrink ever so slightly. Faces of the absorbed would occasionally play across his body, the elf when he re rolled an attack, (against an elf archer, mmmm payback). The hafling face screamed in pain as he made a sword mage reroll a critical, good times.

For the most part I left him unchanged, I did switch the claw and whip attack ranges so the minor was a little more threatening to the backline while he clawed the front line.

His teleport ability and the burst that pushed targets had the defenders freaking out as he constantly was reshaping reality around them.

He spoke in soothing tones in their minds, often inviting them to "join his mind in glory", and "gaze upon how wonderfully he had reforged their meager frames into his new splendid form!". He used lines like "This reality does not please me!" as he teleported or allowed his gathers to attack.

The mind realm at the end was pretty scary, as his attack only managed to catch / hit the archer and the swordmage, leaving the rest of the party to watch as they tried to wear him down. He focused on the bloody swordmage and was able to drop him with 4 hps left.

The party agreed it was a terrifying fight and an excellent end to this particular campaign arc.
 

Mesh Hong

First Post
Recently I was thinking about interactive terrain elements, things you could switch on or off that altered the battlefield in some way. Then I suddenly thought it would be cool if a creature was interactive.

Here is my first attempt at a truly interactive creature and it should probably be viewed as a conceptual test. It is fairly involved (it has 10 traits!) but I wanted to present it in a logical manner and include all the required information in the stat block.

Living Forge
The Living Forge is a massive stone and metal construct designed to assist heavy metalwork, it is a 15ft by 15ft roughly cube shaped machine with a heavy metal door at the front leading to a large interior furnace used for softening large bars of metal for shaping.

At the top of the Living Forge there is a Service platform upon which there is a regulating station for the Living Forges working pressure and a mechanism for opening and closing the main furnace door, there are several hand holds and recesses constructed into the body of the Forge to assist climbing to the platform.

The Living Forge has a single 15ft mechanical arm used for manipulating and holding heavy metal bars, it is attached to a heavy metal ring just below the service platform that allows it to swing through 360 degrees.

Living Forge Level 24 Elite Brute
Huge Natural Animate (construct, blind) XP 12,100

Initiative +13 Senses Perception +15, blindsight 30
HP 500; Bloodied 250; also see Catastrophic Overload
AC 36; Fortitude 37, Reflex 34, Will 36
Immune disease, poison, gaze;
Resist 10 weapon attacks, also see Machine Resilience
Saving Throws +2
Speed 5, cannot shift
Pressure Points 1

Massive Bulk trait
Living Forge reduces all push, pull and slide effects it is subject to by 5
squares and it cannot be knocked prone

Unstoppable Force trait
Living forge may move into large or smaller sized creatures squares, this
provokes opportunity attacks as normal; each time the Living Forge
attempts to move into a creatures square the target creature is pushed
back into a legal square of their choosing; if the creature cannot be
pushed it takes the following attack and the Living Forges move is ended;
attack +29 vs. Fortitude; 2d12+20 damage

Machine Resilience trait
If Living Forge is subject to a stun effect it is instead dazed and cannot
expend Pressure Points for the relevant duration

Access Door - Open trait (interactive)
Requirement: Living Forge's Access Door is open
Effect: aura 3; all creatures entering or starting their turn inside the aura
take 30 fire damage
Interactive Action: Any adjacent creature may take a move action to
attempt to close the Access Door with a DC30 Athletics, Acrobatics or
Thievery check; on success see Access Door - Closed; on fail the target
takes 15 fire damage

Access Door - Closed trait (interactive)
Requirement: Living Forge's Access Door is Closed
Effect: At the end of its turn the Living Forge gains 1 Pressure Point
Interactive Action: Any adjacent creature may take a move action to
attempt to open the Access Door as a DC30 Athletics, Acrobatics or
Thievery check; on success see Access Door - Open; on fail the target
takes 15 fire damage

Service Platform trait, location
The service Platform can hold 1 large or 4 medium creatures; all creatures
on the Service Platform gain a +2 bonus to AC against attacks by the
Living Forge and all creatures not on the Service Platform

Climb Onto Service Platform trait (interactive)
Interactive Action: Any creature adjacent to the Living Forge may take a
move action to attempt to climb up the Living Forge onto its Service
Platform with a DC25 Athletics or Acrobatics check; on success they are
on the Platform and enter the Living Forges square; on fail they take 10
damage; all creatures on the Service Platform gain a +2 bonus to AC
against attacks by the Living Forge and all creatures not on the Service
Platform

Pressure Valve trait (interactive)
Requirement: Creature is on the Service Platform
Interactive Action: Creature may take a move action to try to increase or
decrease the Living Forges operating pressure; the creature makes a DC
30 Arcana, Athletics or Thievery check; on success the Living Forge either
gains or loses a Pressure Point as declared; on failure the creature takes
15 fire damage and the Living Forges either gains or loses a Pressure
Point, the opposite of that declared

Door Mechanism trait (interactive)
Requirement: Creature is on the Service Platform
Interactive Action: Creature may take a standard action to try to open or
close the Access Door; creature makes a DC25 Arcana, Athletics or
Thievery check; on success the Access Door opens or closes as declared;
on failure the Living Forge gains a Pressure Point

Inside the Forge trait, location
The Forge is large enough to hold 1 large or 2 medium sized creatures;
there is no line of sight or effect between the inside and the outside of
the Forge unless the Access Door is Open; creatures inside the forge take
30 fire damage at the start of their turn; these creatures may only make
melee basic attacks (but gain combat advantage) or take move actions to
make a DC 25 Athletics, Acrobatics or Endurance check to escape to any
free square adjacent to the Living Forge if the Access Door is Open; any
creature inside the Forge when Catastrophic Overload is triggered is
automatically hit by the explosion

:bmelee: Grabber Arm Slam (Standard; at-will)
Reach 3; attack +29 vs. AC; 4d6+20 damage

:melee: Double Slam (Standard; at-will)
Living Force makes 2 Grabber Arm Slam attacks

:melee: Grab, Crush and Drop (Standard; at-will) Pressure Point
Requirement: Living Forge expends 1 Pressure Point
Attaick: Reach 3; attack +29 vs. AC; 2d10+16 damage; on hit the target
is grabbed and takes the following secondary attack +27 vs. Fortitude;
4d10+24 damage; on hit slide the target to any free square within the
Living Forges reach where it is released from the grab and falls prone; on
miss the target takes half damage and is released from the grab

:melee: Into the Forge (Standard; recharge :5::6:) Pressure Point
Requirement: Access Door must be Open and Living Forge expends 2
Pressure Points
Attack: Reach 3; attack +29 vs. AC; 2d10+16 damage; on hit the target
is grabbed and takes the following secondary attack +27 vs. Reflex; on hit
the target is thrown inside the Living Forge (see Inside the Forge); on
miss the grab is released and the target may shift 1 square as an
immediate free action; hit or miss the Access Door becomes Closed

:close: Furnace Blast (Standard; recharge :5::6:) Pressure Point
Requirement: Access Door must be Closed and Living Forge expends 1
Pressure Point
Attack: Close Blast 5; attack +27 vs. Reflex; 3d10+15 Fire damage; on hit
target takes 10 ongoing fire damage; on miss target takes half damage;
hit or miss the Living Forges Access Door is Open

:melee: Shake Them Off (Minor) 1/round
Targets all creatures on Service Platform; attack +27 vs. Reflex or
Fortitude (whichever higher); 1d6+10 damage; on hit the target is thrown
from the Service Platform and lands prone in a free square of their choice
adjacent to the Living Forge, each target creature may make a DC25
Acrobatics check to land on their feet

Critical Systems triggered action
Trigger: Living Forge is subject to a critical hit
Effect: (no action) Living Forge makes an unmodified saving throw; on
success the critical hit is downgraded to a standard hit and the Living
Forge gains 1 Pressure Point; on failure the Living Forge gains 2 Pressure
Points and cannot expend Pressure Points until the end of its next turn;
success or fail the Access Door opens or closes depending on its current
state

Catastrophic Overload triggered action
Trigger: Living Forge is reduced to 0 HPs or has 10 Pressure Points
Effect: (no action) The Living Forge explodes in a violent fireball; burst (1x
Pressure Points); Pressure Points d10+10 fire damage; on miss target
takes half damage

Alignment Unaligned Languages common
Skills Arcana +20, Dungeoneering +20, History +20, Nature +20, Religion +20
Str 28 (+21) Dex 12 (+13) Wis 16 (+15)
Con 25 (+19) Int 16 (+15) Cha 3 (+8)

I kept the Living Forge an elite rather than a solo to make it a bit more reasonable and I also thought it would probably be more fun to have a number of Forge Workers in any encounter with it. That way you could have the Forge Workers interacting with the Living Forge as well as the PCs.

Imagine the fun of PCs and Workers fighting for control of the Service Platform, messing with the pressure system and opening and closing the door whilst the Living Forge is pounding the group with its Grabber Arm and pushing them about!

Anyway what do you think?
Is this far too crazy an idea?
Can you think of a better way of setting the stat block out?
 

Mesh Hong

First Post
Ettins are a stubborn and brutal race. The following example is of a particularly cunning Ettin who was impressed by soldiers he had fought in platmail. After a long period of trial an error he has fashioned himself a bulky but effective suit of ironmail to protect himself in battle. The ironmail is however not a perfect fit and enemies may be able take advantage of this by pulling the plates apart during combat to give their allies a brief advantage.

The Ettin carries a halberd with a long wicked curved blade, and the large iron hammer that is equally effective as a weapon and tool for maintaining its armour between fights.

Ettin Ironclad Level 14 Elite Soldier
Large Natural Humanoid (giant) XP 2,000

Initiative +14, also see Double Actions Senses Perception +11
HP 290; Bloodied 145
AC 31; Fortitude 28, Reflex 24, Will 26
Saving Throws +2
Speed 6
Action Points 1

TRAITS
Double Actions
The Ettin rolls initiative twice, gets two turns each round, and has a full
set of actions on each turn with its immediate action resetting after each
turn. Each set of actions corresponds to a different head.

Dual Brain
At the end of its turn the Ettin automatically saves against any daze, stun
or charm effects it is subject to that a save can end

Two Heads Are Better Than One
Requirement: Ettin is not bloodied
Effect: creatures flanking Ettin do not receive the +2 bonus to attack rolls

Can Opener (interactive)
Interactive Action: any creature making a melee attack against the Ettin
may declare that they are interfering with the Ettins armour when they
declare an attack
Hit: the attack deals half damage and the attacker makes a either a DC24
Acrobatics, DC24 Athletics, or a DC22 Thievery Check
Success: the Ettin takes a -2 penalty to AC until the start of attackers
next turn, this penalty does not stack with itself
Failure: the attacker is pushed 1 square

STANDARD ACTIONS
:bmelee: Halberd Slash at-will
Attack: melee 2 (one creature); +19 vs. AC
Hit: 2d6+10 damage and one secondary adjacent target takes 10 damage
Effect: primary target is marked

:bmelee: Hammer Strike at-will
Attack: melee 2 (one creature); +19 vs. AC
Hit: 3d6+12 damage and the target takes a Secondary Attack
Effect: target is marked
Secondary Attack (original target): +16 vs. Fortitude
Hit: target is knocked prone

:melee: Dual Strike recharge :5::6:
Effect: Ettin makes a Halberd Slash and Hammer Strike attack in any order

:close: Halberd Sweep recharge :6:
Attack: close burst 2 (enemies in burst); +18 vs. AC
Hit: 2d10+14 damage
Miss: half damage

:melee: Smashing Hammer recharge :6:
Requirement: Ettin is bloodied
Attack: melee 2 (one creature); +19 vs. AC
Hit: 3d10+15 damage and the target is dazed (save ends)
Miss: half damage

:close: Furious Rage (fear) at-will
Requirement: Ettin is bloodied
Attack: close burst 5 (enemies in burst); +16 vs. Will, this attack scores a
critical hit on a roll of 19 or 20
Hit: target is pushed 2 squares, on critical hit the target is also stunned
(save ends)
Effect: until the start of its next turn on the same initiative value Ettin
takes a -2 penalty to all defences and gains Threatening Reach (2) with
its Halberd Slash and Hammer Strike attacks

TRIGGERED ACTIONS
:melee: No Escape at-will
Trigger: adjacent enemy shifts or moves away from Ettin
Attack (immediate interrupt): +19 vs. Reflex
Hit: 1d12+10 damage and the target is immobilised (save ends)

Alignment Chaotic Evil Languages common, giant
Skills Athletics +22, Endurance +19, Intimidate +12
Str 30 (+17) Dex 14 (+9) Wis 18 (+11)
Con 24 (+14) Int 12 (+8) Cha 11 (+7)
Equipment ironmail, halberd, hammer

Well there he is, I hope you find him interesting or it gives you some ideas.
 
Last edited:

Mesh Hong

First Post
Here is a low paragon tier aquatic creature.

Silverbarb Jellyfish are usually found in small shoals in shallow warm oceans or lagoons. They are instinctive pack creatures and are very vulnerable if separated from their shoal for more than a day as their hunting and feeding technique require a level of teamwork for success.

Silverbarb Jellyfish are always found in shoals of 4 to 12, studies have noted that if a successful shoal becomes larger than 10 to 14 it always splits into two smaller shoals.

The main display of the Jellyfish’s group hunting technique is that in combat individual members of the shoal will use their Churning Pulse powers on different rounds to try and keep their prey in a disorientated and disadvantaged state.

Silverbarb Jellyfish Level 12 Skirmisher
Large Natural Beast (aquatic) XP 700

Initiative +15 Senses Perception +10, darkvision
HP 110; Bloodied 55
AC 26; Fortitude 22, Reflex 26, Will 24
Resist 10 lightning, 5 radiant
Vulnerable 5 necrotic
Speed swim 6

TRAITS
Combat Advantage
Jellyfish deals an additional 1d8 damage against targets granting it combat
advantage

Radiant Surge
If Jellyfish is hit by an attack with the radiant keyword it gains a
cumulative +1 bonus to its attack rolls until the end of its next turn

Necrotic Drain
If Jellyfish is hit by an attack with the necrotic keyword it takes a
cumulative -1 penalty to its attack rolls until the end of its next turn

STANDARD ACTIONS
:bmelee: Tendril Lash At-will
Attack: Melee 2 (one creature); +17 vs. AC
Hit: 2d8+10 lightning damage

:melee: Barb Strike (Lightning) At-will
Attack: Melee 4 (one creature); +17 vs AC
Hit: 2d6+10 damage and target takes 10 ongoing lightning damage (save
ends)
Effect: Jellyfish shifts 4 squares

MOVE ACTIONS
:close: Churning Pulse Recharge :6:
Attack: Close burst 4 (enemies in burst); +15 vs. Reflex or Fortitude
(whichever is higher)
Hit: Target grants combat advantage until the end of its next turn

MINOR ACTIONS
:melee: Poison Barb (Poison) 1/round
Requirement: Jellyfish is bloodied
Attack: Melee 1 (one creature); +15 vs. Reflex
Hit: Target takes cumulative 5 ongoing poison damage (save ends)

TRIGGERED ACTIONS
Wounded Pulse
Trigger: Jellyfish becomes bloodied
Effect (immediate reaction): Jellyfish’s Churning Pulse power recharges
and is used immediately

Alignment Unaligned Languages -
Str 4 (+3) Dex 24 (+13) Wis 10 (+6)
Con 8 (+5) Int 3 (+2) Cha 3 (+2)

Well there is a nice simple water encounter, I hope you find it interesting.
 

Mesh Hong

First Post
Here is another simple creature to add to my recent aquatic theme.

Blue Razor Fin’s are large grey and brown speckled fish with bright blue wickedly sharp fins and ridges. They are opportunistic predators and scavengers that are usually drawn to a location by the scent of blood.

A combat with these fish can turn nasty very quickly due to the Razor Fins shoal like swarming nature. Individually a Razor Fin is a mild nuisance, but many an unfortunate victim has discovered their true threat too late when they have been swarmed by multiple fish upon becoming bloodied.

Interestingly the Razor Fins reaction to blood can also be its weakness as if a nearby creature is slain they cannot help themselves from instinctively darting in its direction to look for an easy meal.

Blue Razor Fin Level 11 Skirmisher
Medium Natural Beast (aquatic) XP 600

Initiative +13 Senses Perception +5, lowlight vision
HP 114; Bloodied 57
AC 25; Fortitude 23, Reflex 25, Will 22
Speed swim 8

TRAITS
Taste of Blood
The Blue Razor Fin gains a +1 bonus to attack rolls against targets taking
ongoing bleeding damage

STANDARD ACTIONS
:bmelee: Wet Slam At-Will
Attack: Melee 1 (one creature); +15 vs AC
Hit: 1d10+9 damage

:melee: Razor Fin Dart At-Will
Effect: The Blue Razor Fin shifts 4 squares and makes the following attack
against a single target at any point
Attack: Melee 1 (one creature); +13 vs Reflex
Hit: 2d6+9 damage and 5 ongoing bleeding damage (save ends)

TRIGGERED ACTIONS
Blood Frenzy At-Will
Trigger: Enemy within 4 squares becomes bloodied
Effect (Immediate Reaction): Blue Razor Fin makes a Razor Fin Dart attack
against the bloodied target

Blood in the Water At-Will
Trigger: Any creature within 10 squares is reduced to 0 HPs
Effect (Compulsory Free Action): Blue Razor Fin is pulled 4 squares
towards the triggering creature

Alignment Unaligned Languages -
Str 12 (+6) Dex 22 (+11) Wis 10 (+5)
Con 18 (+9) Int 3 (+1) Cha 3 (+1)
 

Mesh Hong

First Post
The following are two more low paragon aquatic creatures, I should probably turn my attention away from the seas after this.

Spiny Demonfish were bred primarily as an active alarm system for underwater demonic lairs as they were magically manipulated to investigate threats, confront them and escalate their response if appropriate.

Young Spiny Demonfish lie in wait around the extreme perimeter area of a lair and launch themselves from hiding to attack any incoming threat with their poisoned spines. When each is defeated it sends a psychic communication to the parent that spawned it reporting its final location.

An adult (or parent) Demonfish can choose to investigate any psychic communications it receives from its spawn. It would usually ignore a single such communication but if it receives quick bursts of 2 or more such communications it will know that a threat is in the area.

Adult Spiny Demonfish have a keener psychic ability that not only sends the location of their death to their demonic master but also has a chance of sending an image of the creature responsible for its death. This ability is very useful for the master demon as it can make an assessment of the creatures entering its territory and respond accordingly.

Spiny Demonfish (young) Level 10 Minion
Medium Elemental Magical Beast (aquatic) XP 125

Initiative +10 Senses Perception +6
HP 1; a missed attack never damages a minion.
AC 26; Fortitude 23, Reflex 23, Will 21
Immune poison
Speed swim 7

TRAITS
Pack Attack
The Spiny Demonfish gains a +1 bonus to attack rolls against any target
that has at least one other Spiny Demonfish adjacent to it

STANDARD ACTIONS
:bmelee: Spine Pierce (poison) at-will
Attack: Melee 1 (one creature); +15 vs AC
Hit: 10 damage and 5 ongoing poison damage (save ends)

TRIGGERED ACTIONS
Spiny Defence (poison) at-will
Trigger: The Spiny Demonfish is missed by a melee attack from an
adjacent creature
Effect (Immediate Reaction): The Spiny Demonfish makes a Spine Pierce
attack against the triggering target

Psychic Transmission
Trigger: The Spiney Demonfish is reduced to 0 HPs
Effect (No Action): The Spiny Demonfish transmits its current location to
its parent Spiny Demonfish

Alignment Unaligned Languages understands Abyssal
Skills Stealth +17
Str 6 (+3) Dex 21 (+10) Wis 12 (+6)
Con 20 (+10) Int 4 (+2) Cha 10 (+5)

----

Spiny Demonfish (adult) Level 12 Elite Artillery
Large Elemental Magical Beast (aquatic) XP 1,400

Initiative +11 Senses Perception +6, darkvision
HP 200; Bloodied 100
AC 24; Fortitude 25, Reflex 25, Will 23
Immune poison
Saving Throws +2
Speed swim 6
Action Points 1

STANDARD ACTIONS
:bmelee: Spiny Jab (poison) at-will
Attack: Melee 1 (one creature); +17 vs AC
Hit: 2d10+10 damage and the target is weakened (save ends)

:ranged: Spine Shot (poison) at-will
Attack: Ranged 20 (one creature); +19 vs AC
Hit: 3d6+10 damage and the target is slowed (save ends)

:close: Spine Blast (poison) at-will
Attack: Close burst 5 (enemies in burst); +16 vs AC
Hit: 2d8+10 damage and 10 ongoing poison damage (save ends)

:close: Cloud of Poison (poison, zone) recharge :5::6:
Attack: Close burst 3 (enemies in burst); +18 vs Fortitude
Hit: 3d10+10 poison damage and target gains vulnerability 5 poison (save
ends)
Effect: This attack creates a zone that lasts until the start of Spiny
Demonfish's next turn, all creatures inside the zone gain total concealment
and all creatures starting their turn inside the zone take 5 poison damage

TRIGGERED ACTIONS
Spiny Defence at-will
Trigger: The Spiny Demonfish is subject to a melee attack from an
adjacent creature
Effect (Immediate Reaction): The Spiny Demonfish makes a Spiny Jab
attack against the triggering target

Variable Resistance 3/encounter
Trigger: The Spiny Demonfish takes acid, cold, fire, lightning or thunder
damage
Effect (Immediate Interrupt): The Spiny Demonfish gains 20 resistance to
the triggering damage type until the end of the encounter or it uses
Variable Resistance again

Psychic Transmission encounter
Trigger: The Spiny Demonfish is reduced to 0 HPs
Attack (No Action): Ranged 10 (triggering enemy); +15 vs Will
Hit: 10 psychic damage and the target is stunned until the end of its next
turn and the Spiny Demonfish transmits its current location and the image
of the triggering target to its demonic master
Miss or No Target: The Spiny Demonfish transmits its current location to its demonic master

Alignment Unaligned Languages understands Abyssal
Skills Stealth +18
Str 8 (+5) Dex 20 (+11) Wis 10 (+6)
Con 22 (+12) Int 5 (+3) Cha 12 (+7)
 
Last edited:

Mesh Hong

First Post
Here is a mummified Ogre, no doubt guarding a secluded crypt bricked off at the back of a cave. Woe betide anyone who disturbs him and his undead slaves as he will not give up the treasures he is protecting without a serious fight.

Ogre Mummy Level 15 Elite Brute
Large Natural Humanoid (undead) XP 2,400

Initiative +12 Senses Perception +9, darkvision
HP 364; Bloodied 182
AC 27; Fortitude 28, Reflex 26, Will 27
Immune disease, poison
Resist 10 necrotic; Vulnerable 5 fire
Saving Throws +2
Speed 8
Action Points 1

TRAITS
Dread Aura (fear) aura 5
All living creatures inside the aura take a -2 penalty to attack rolls

Flames of Fear
While the Ogre Mummy is taking ongoing fire damage it may not recharge
powers and it takes a -2 penalty to all attack rolls that do not include the
enemy responsible for the ongoing fire damage

Regeneration (healing)
Whenever the Ogre Mummy starts its turn with at least 1 HP it regains 10
HPs, if the Ogre Mummy takes radiant damage this ability does not
function on its next turn

Turn Resistance
The Ogre Mummy gains a +4 bonus to its Will defence against Turn
Undead attacks

STANDARD ACTIONS
:bmelee: Flail Thrash at-will
Attack: Melee 2 (one creature); +20 vs AC
Hit: 3d8+15 damage, on a critical hit the Ogre Mummy may disarm the
target of any one unattached held item, the removed item is placed in a
square of the Ogre Mummy's choice within burst 2

:melee: Thrash and Grab (necrotic) at-will
Effect: The Ogre Mummy makes a Flail Thrash attack and follows up with
the following secondary attack against the same target
Secondary Attack: +18 vs Reflex, +20 if the Primary Attack hit
Hit: 2d10+10 necrotic damage and the target is grabbed and takes 10
ongoing necrotic damage (escape ends), the Ogre Mummy may only have
one target grabbed at a time

:melee: Crushing Hold (necrotic) at-will
Attack: Melee 2 (grabbed target); +18 vs Fortitude
Hit: 3d10+20 necrotic damage and the target immediately contracts
Potent Mummy Rot (see notes) and loses any necrotic resistance until the
end of the encounter

:close: Flail Sweep recharge :5::6:
Attack: Close burst 2 (enemies in burst); +20 vs AC
Hit: 3d10+15 damage and the target is knocked prone

:close: Dust Breath (necrotic) encounter
Attack: Close blast 4 (creatures in blast); +18 vs Fortitude
Hit: 2d10+10 necrotic damage and the target immediately contracts
Potent Mummy Rot (see notes) and is weakened (save ends)
Miss: 10 necrotic damage

TIGGERED ACTIONS
Beat Back at-will
Trigger: The Ogre Mummy is hit or missed by an adjacent enemy
Attack (Immediate Reaction): Melee 1 (one creature); +18 vs Fortitude Hit: 2d6+10 necrotic damage and the target is pushed 1 square

Alignment Unaligned Languages common, giant
Skills Athletics +19, Intimidate +11
Str 24 (+14) Dex 10 (+7) Wis 14 (+9)
Con 22 (+13) Int 6 (+5) Cha 8 (+6)
Equipment Heavy Flail


Potent Mummy Rot (level 15 disease)
Any creature subject to this disease gains its effects immediately (not after the encounter as usual), this makes the Potent strain of the disease much more dangerous than a standard version of it.

An infected target may only receive treatment (or make an endurance check) against the disease once a day as part of an extended rest.

Stable Endurance or Heal DC 23
Improve Endurance or Heal DC 27

State
-1 – Cured
Initial – The target regains only half the number of HPs from healing effects
+1 – The target regains only half the number of HPs from healing effects, and the targets maximum HPs are reduced by 25%
+2 – The target dies
 

The Jelly fish and spiny blues are great Mesh, they'll be very handy in my ongoing "Tides of Evil" campaign - the PCs are 12 level so its perfect!

I'd like you to take a look at my Solo. Previous efforts have been a little disappointing, but I'm hopping this bad-boy will turn out different :)

The group is large - 7 PCs and they're about ready to reach 13 level, the heroes are infiltrating a sahuagin fortress with the intention of destroying the teleport circles they believe the sahuagin are using to bring their armies into the staging ground of their invasion.

The "teleport cirlce" is in fact an enormous Astral Hydra, a specially bred creature that allows the sahuagin to use its multiple oesophagi as wormholes though astral space.


Astral Hydra Level 15 Solo Controller
Gargantuan Natural Magical Beast (Aquatic) XP 6,000
Initiative +0 Senses Perception +14

HP 632; Bloodied 316 (See New Arrivals)
AC 29; Fortitude 29, Reflex 27, Will 26
Saving Throws +5
Speed 0 (See Rooted)
Action Points 2

Traits
Many Heads ; Astral Hydra takes a turn on Initiative counts 30, 20 and 10. At the begining of each of it's turns it may make a saving throw against any stunned or dazed condition, even if a saving throw would not normally end this.

Rooted ; Astral Hydra cannot move, nor be shifted, slided, pulled, pushed or teleported.

Standard Actions
M Gnashing Maw (at-will)
Melle 3, one creature, +20 vs AC, Hit: 3d6+13

c Venom Jet (recharge 56) ♦ Poison
Close Blast 4, targets creatures, +18 vs Fortitude, hit: 3d8+10 poison and target is weakened (save ends).

m Snapping Jaws (recharge 56)
Melle 3, targets one, two or three creatures, +18 vs AC, hit: 2d8+9

m Predatory Lunge (recharge 56)
Melle 4, one creature, +18 vs Reflex, hit: 5d6+18 and target is pulled 4 squares and restrained. Astral Hydra may have up to 3 creatures restrained at a time.

Minor Actions

New Arrivals (encounter, recharge when bloodied)
5 Praetorian Vanguard appear in squares next to astral hydra.

r Mystic Lure (recharge 56) ♦ does not provoke opportunity attacks
Ranged 20, one creature, +20 vs will, hit: Target is teleported to a square adjacent to astral hydra.

Triggered Actions
m Chew (Free; at-will) ♦
Trigger: an enemy ends it's turn restrained by Astral Hydra.
Melle 4, restrained creature, +18 vs fortitude, Hit:3d8+13

Alignment Unaligned
Languages
Str 25 (+14) Dex 18 (+11) Wis 20 (+12)
Con 20 (+12) Int 4 (+4) Cha 10 (+7)

The Sahuagin Legionairre referrenced in the stat block is a lvl12 Soldier minion based of a dragonborn one in darksun creature compendium.

So long, and thanks for all the fish!
 
Last edited:

wcpfish

First Post
Oddly enough, if you would like to do some additional hydra work....I need a major BBEG in the form of a "mechanical hydra" I'm thinking Level 11 solo. It had gold-plated scales and is worshiped as a god by a misled cult. Anything you can come up with Mesh, I would definitely appreciate! (No time constraints at all as my party is just beginning the campaign!) ;) Thanks in advance!

WCPFish
 

Remove ads

Top