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<blockquote data-quote="the Jester" data-source="post: 4813810" data-attributes="member: 1210"><p>Another solo, and another aquatic monster to boot:</p><p></p><p><strong><span style="font-size: 12px">ELEMENTAL, CALLER FROM BELOW--- lLevel 18 Solo Lurker</span></strong></p><p>In the deep, black places of the ocean, strange things come to rest- corpses, cast-off magic, even light itself is pulled down and consumed. It is no wonder that sometimes a malevolence grows in such places, taking on an elemental form of black water that leaves the deep shadows of its home and moves out in search of prey. </p><p></p><p>These terrible elementals are also known as callers from the deeps and vampire currents.</p><p></p><p>Large elemental animate (water)--- XP 10,000</p><p>---</p><p><strong>Initiative</strong> +14; <strong>Senses </strong>Perception +12; darkvision</p><p><strong>HP </strong>560; <strong>Bloodied</strong> 280</p><p><strong>AC </strong>32; <strong>Fortitude</strong> 32; <strong>Reflex</strong> 29; <strong>Will </strong>31</p><p><strong>Saving Throws</strong> +5</p><p><strong>Speed</strong> 4, swim 8</p><p><strong>Action Points</strong> 2</p><p>---</p><p><strong>[Melee basic] Grasp of the Dark Waters</strong> (standard; at will): Reach 2; +23 vs. AC; 1d10+7 damage and target is grabbed (escape ends). While the caller from below has a target grabbed, it can attack with this power, but it cannot grab a second creature without releasing the first. See also combat advantage.</p><p></p><p><strong>[Melee] Enervating Grip</strong> (minor 1/round; at will) <strong>Cold, Necrotic:</strong> Only against a grabbed target; reach 2; +21 vs. Fortitude; Hit: 2d6+7 cold and necrotic damage and the target is weakened (save ends). See also combat advantage.</p><p></p><p><strong>[Melee] Pull Below</strong> (standard; at will): Only against a grabbed target in the water; reach 2; +21 vs. Fortitude; Hit: 3d8+7 damage, plus the caller from below and the target descend 8 squares. See also combat advantage.</p><p></p><p><strong>[Melee] Slyness of the Waters</strong> (immediate interrupt; when an enemy within 2 shifts; at will): The caller from below makes an opportunity attack on the triggering enemy.</p><p></p><p><strong>[Close] Siren’s Call</strong> (minor 1/round; at will) <strong>Charm, Psychic: </strong>Close burst 20; attacks each living natural creature in burst; +19 vs. Will; 1d6+6 psychic damage and the target takes a move towards the caller from below as a free action.</p><p></p><p><strong>[Close] Rough Seas</strong> (standard; recharges when first bloodied): Close burst 2; +21 vs. AC; Hit: 4d10+7 damage, plus target slides 4; Miss: half damage and target slides 1.</p><p></p><p><strong>Combat Advantage:</strong> When the caller from below has combat advantage, it deals an extra 2d8 damage on melee attacks.</p><p><strong></strong></p><p><strong>Escape Below</strong> (move; recharge 5 6) <strong>Illusion: </strong>The caller from below shifts down 8 and turns invisible in the water until it leaves the water or takes a standard action. </p><p>---</p><p><strong>Alignment</strong> evil; <strong>Languages</strong> Primordial</p><p><strong>Skills</strong> Stealth +19</p><p><strong>Str</strong> 26; <strong>Dex</strong> 20; <strong>Wis</strong> 16</p><p><strong>Con </strong>26; <strong>Int</strong> 15; <strong>Cha </strong>23</p></blockquote><p></p>
[QUOTE="the Jester, post: 4813810, member: 1210"] Another solo, and another aquatic monster to boot: [B][SIZE="3"]ELEMENTAL, CALLER FROM BELOW--- lLevel 18 Solo Lurker[/SIZE][/B] In the deep, black places of the ocean, strange things come to rest- corpses, cast-off magic, even light itself is pulled down and consumed. It is no wonder that sometimes a malevolence grows in such places, taking on an elemental form of black water that leaves the deep shadows of its home and moves out in search of prey. These terrible elementals are also known as callers from the deeps and vampire currents. Large elemental animate (water)--- XP 10,000 --- [B]Initiative[/B] +14; [B]Senses [/B]Perception +12; darkvision [B]HP [/B]560; [B]Bloodied[/B] 280 [B]AC [/B]32; [B]Fortitude[/B] 32; [B]Reflex[/B] 29; [B]Will [/B]31 [B]Saving Throws[/B] +5 [B]Speed[/B] 4, swim 8 [B]Action Points[/B] 2 --- [B][Melee basic] Grasp of the Dark Waters[/B] (standard; at will): Reach 2; +23 vs. AC; 1d10+7 damage and target is grabbed (escape ends). While the caller from below has a target grabbed, it can attack with this power, but it cannot grab a second creature without releasing the first. See also combat advantage. [B][Melee] Enervating Grip[/B] (minor 1/round; at will) [B]Cold, Necrotic:[/B] Only against a grabbed target; reach 2; +21 vs. Fortitude; Hit: 2d6+7 cold and necrotic damage and the target is weakened (save ends). See also combat advantage. [B][Melee] Pull Below[/B] (standard; at will): Only against a grabbed target in the water; reach 2; +21 vs. Fortitude; Hit: 3d8+7 damage, plus the caller from below and the target descend 8 squares. See also combat advantage. [B][Melee] Slyness of the Waters[/B] (immediate interrupt; when an enemy within 2 shifts; at will): The caller from below makes an opportunity attack on the triggering enemy. [B][Close] Siren’s Call[/B] (minor 1/round; at will) [B]Charm, Psychic: [/B]Close burst 20; attacks each living natural creature in burst; +19 vs. Will; 1d6+6 psychic damage and the target takes a move towards the caller from below as a free action. [B][Close] Rough Seas[/B] (standard; recharges when first bloodied): Close burst 2; +21 vs. AC; Hit: 4d10+7 damage, plus target slides 4; Miss: half damage and target slides 1. [B]Combat Advantage:[/B] When the caller from below has combat advantage, it deals an extra 2d8 damage on melee attacks. [B] Escape Below[/B] (move; recharge 5 6) [B]Illusion: [/B]The caller from below shifts down 8 and turns invisible in the water until it leaves the water or takes a standard action. --- [B]Alignment[/B] evil; [B]Languages[/B] Primordial [B]Skills[/B] Stealth +19 [B]Str[/B] 26; [B]Dex[/B] 20; [B]Wis[/B] 16 [B]Con [/B]26; [B]Int[/B] 15; [B]Cha [/B]23 [/QUOTE]
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