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<blockquote data-quote="Phoenix8008" data-source="post: 5173287" data-attributes="member: 211"><p>Dang't sneaks up to the side of the doorframe, hoping Beryk's larger frame and the sound of combat would keep him hidden. But he trips on his way in, making it impossible not have been heard. Peaking his head around, he stabs at the air and sends a bolt of lightning at the serpentine construct, but it slithers out of the way at the last moment. The flash, however, dazzles him, making it impossible to see if the turrets have a control panel.</p><p></p><p>Beyrk moves a bit closer to the action laughing at the silly toys arrayed against them. <span style="color: Red">"Come on guys we can do this! Pick yourself up Kauldron."</span> His shout forces the cobra back and over the edge of the floor. Kauldron is brought back from the edge, moving behind Beyrk.</p><p></p><p>Quagmire's armor flares with a soft white glow as he reaches out and touches Kauldron's shoulder. A sickly green miasma seems to flow away from Kauldron and into Quagmire, causing the hobgoblin to shudder briefly. <span style="color: Olive">"Not bad, snake. When you're dead, I'll be sure to get a flask of that stuff to put in my drinks. Interesting flavor. Hey Hrav; you gonna let these overgrown pocketwatches do that to ya? You've chased a dragon off; pull yerself together and do what ye do best! Haaaaurgh!"</span> He yells, brandishing his sword and charging recklessly forward, looking for a wounded target to finish off. He hits one of the clay scouts, which starts leaking a gooey fluid.</p><p></p><p>Hrav is cheered by Quag's reminiscing over good times, and is able to focus enough to use Mutt's presence as a distraction to the mechanical canine to hit it solidly. He can't seem to totally get back into the action, however.</p><p></p><p><span style="color: Yellow">“Attack again I must. Friends have need of Girth.”</span></p><p></p><p>The warlock looked and sounded shocked at the way the fight was going but needs must! Picking up the hem of his robe he skipped nimbly through the doorway and over towards the bed, almost disappearing into the shadows as he did so. Then with a casual wave of his hand he started to draw upon his Mistresses power.</p><p></p><p><span style="color: Yellow">“Strange beings these, my Lady but hopes this one that they will be to your satisfaction"</span>.</p><p></p><p>A bolt of eldritch light shot from his rod to strike one of the clay beasts which itself seemed to react strangely although still it took damage and dropped motionless to the ground.</p><p></p><p>Then with a deep breath Girth delved within himself once more and once more drew upon the darkness of his Mistress. A dark shadow shot out to envelop the iron dog, limning it in a dark nimbus and rendering it inert as it drops to the floor.</p><p></p><p>The remaining 3 clay figures fly forward to attack. Two of them try to bite at Hrav while he is unable to see them, but even with that advantage they are unable to sink their fangs into him. The third flings a mental bolt at Quagmire, hoping to daze the hobgoblin, but it fails to connect as well.</p><p></p><p>The iron cobra slithers back up the steps to the top floor and launches a bolt of mental venom at Quagmire, striking true and poisoning the hobgoblins mind with confusion.</p><p></p><p>The remaining turret reloads and fires its bolt at Quagmire, making it past his defenses but barely scratching him.</p><p></p><p>Your turn...</p><p></p><p><img src="http://www.enworld.org/forum/attachment.php?attachmentid=43855&stc=1&d=1273070376" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>[sblock=Die rolls]<a href="http://invisiblecastle.com/roller/view/2506450/" target="_blank">C1 and C2 biting at Hrav AC19 w/CA due to being invisible to him and C3 atttacking Quagmire Ref15 w/Mind Touch attack (1d20+3+2=11, 1d6=4, 1d20+3+2=12, 1d6=2, 1d20+5=12, 1d6+3=5)</a></p><p>All 3 clay scouts miss.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2506454/" target="_blank">Poison the mind vs Quagmire Will 17. (1d20+8=23)</a></p><p>Quagmire hit. He is dazed and slowed(save ends both)</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2506460/" target="_blank">Turret 1 w/ CA firing at Quagmire AC20 (1d20+8+2=28, 2d8+3=6)</a></p><p>Hits Quagmire for 6 damage.[/sblock][sblock=Status]<strong>Party current/total HP's (future/total hp's), [current/total HS's]; conditions</strong></p><p>Hrav: 23/46, [4/8]; <span style="color: Red">Bloodied</span>, dazed (save ends), Clay Scouts are invisible to him while dazed</p><p>Quagmire: 35/41, [5/9]; ongoing 5 poison dmg(save ends), Dazed and slowed(save ends both)</p><p>Girth: 45/45, [8/10]; gain Concealment TeoNT, </p><p>Dang't: 32/32, [3/8]; </p><p>Beyrk: 35/35, [9/11]; </p><p>Kauldron: 17/29 <em>(-1/29)</em>, [2/12]; Slowed(save ends)</p><p></p><p><strong>Milestones: 2.5 (2 AP's awarded today)</strong></p><p></p><p><strong>Enemy current(future)/total HP's/conditions:</strong></p><p>Iron Cobra: 10/75; <span style="color: Red">bloodied</span>, <span style="color: DarkOrange">marked by Kauldron</span>, subject to Divine Sanction</p><p><s>Iron Defender: 0/47;</s> <span style="color: Red">dying</span></p><p>Clay Scout 1: 31/31; </p><p>Clay Scout 2: 24/31; </p><p><s>Clay Scout 3:-8/31</s>; <span style="color: Red">destroyed</span></p><p>Clay Scout 4: 31/31; </p><p>Turret 1: 38/38; </p><p><s>Turret 2: -8/38;</s> <span style="color: Red">destroyed</span>[/sblock][sblock=Enemy Stats]<strong>Iron Cobra</strong></p><p>Medium natural animate (construct, homunculus)</p><p>HP 75; Bloodied 37</p><p>AC 20; Fortitude 20, Reflex 18, Will 17</p><p>Immune disease, poison</p><p>Speed 7; <em>see also slithering shift</em></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Bite<strong>(standard; at-will) ✦ Poison</strong></strong></p><p><strong><strong>+11 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage (save</strong></strong></p><p><strong><strong>ends).</strong></strong></p><p><strong><strong><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Poison the Mind</strong> (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/3.gif" class="smilie" loading="lazy" alt=":3:" title="Three :3:" data-shortname=":3:" /><img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /> ) ✦ Psychic</strong></strong></p><p><strong><strong>Ranged 10; aff ects only creatures taking ongoing poison damage;</strong></strong></p><p><strong><strong>+8 vs. Will; the target is dazed and slowed (save ends both); <em>see</em></strong></strong></p><p><strong><strong><em>also guard area.</em></strong></strong></p><p><strong><strong><strong>Guard Area</strong></strong></strong></p><p><strong><strong>An iron cobra can use its poison the mind power against any</strong></strong></p><p><strong><strong>creature in its guarded area (see the “Guard” sidebar), even if</strong></strong></p><p><strong><strong>the power hasn’t recharged and even if the target isn’t taking</strong></strong></p><p><strong><strong>ongoing poison damage.</strong></strong></p><p><strong><strong><strong>Slithering Shift</strong> (move; at-will)</strong></strong></p><p><strong><strong>The iron cobra shifts 3 squares as a move action.</strong></strong></p><p><strong><strong>Alignment Unaligned; Languages —</strong></strong></p><p><strong><strong>Skills: Stealth +10</strong></strong></p><p><strong><strong><strong>Str</strong> 17 (+6) <strong>Dex</strong> 15 (+5) <strong>Wis</strong> 13 (+4)</strong></strong></p><p><strong><strong><strong>Con</strong> 19 (+7) <strong>Int</strong> 5 (+0) <strong>Cha</strong> 12 (+4)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Iron Defender</strong></strong></strong></p><p><strong><strong>Medium natural animate (construct, homunculus)</strong></strong></p><p><strong><strong>Initiative +5 Senses Perception +6; darkvision</strong></strong></p><p><strong><strong>HP 47; Bloodied 23</strong></strong></p><p><strong><strong>AC 18; Fortitude 16, Reflex 15, Will 13</strong></strong></p><p><strong><strong>Immune disease, poison</strong></strong></p><p><strong><strong>Speed 6</strong></strong></p><p><strong><strong><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Bite</strong> (standard; at-will)</strong></strong></p><p><strong><strong>+8 vs. AC; 1d8 + 3 damage.</strong></strong></p><p><strong><strong><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Guard Creature</strong> (immediate reaction, when an adjacent enemy</strong></strong></p><p><strong><strong>attacks the creature guarded by the iron defender; at-will)</strong></strong></p><p><strong><strong>The iron defender makes a bite attack against the enemy (see the</strong></strong></p><p><strong><strong>“Guard” sidebar).</strong></strong></p><p><strong><strong><strong>Pursue and Attack</strong></strong></strong></p><p><strong><strong>When the iron defender makes an opportunity attack, it shifts 1</strong></strong></p><p><strong><strong>square before or after the attack.</strong></strong></p><p><strong><strong>Alignment: Unaligned; Languages —</strong></strong></p><p><strong><strong><strong>Str</strong> 16 (+4) <strong>Dex</strong> 15 (+3) <strong>Wis</strong> 11 (+1)</strong></strong></p><p><strong><strong><strong>Con</strong> 15 (+3) <strong>Int</strong> 5 (–2) <strong>Cha</strong> 8 (+0)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Clay Scout</strong></strong></strong></p><p><strong><strong>Small natural animate (construct, homunculus)</strong></strong></p><p><strong><strong>Initiative +7 Senses: Perception +6; darkvision</strong></strong></p><p><strong><strong>HP 31; Bloodied 15</strong></strong></p><p><strong><strong>AC 16; Fortitude 13, Reflex 14, Will 15</strong></strong></p><p><strong><strong>Immune disease, poison</strong></strong></p><p><strong><strong>Speed 6, fl y 3 (clumsy)</strong></strong></p><p><strong><strong><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Bite</strong> (standard; at-will) ✦ Poison</strong></strong></p><p><strong><strong>+3 vs. AC; 1d6 damage, and the homunculus makes a secondary</strong></strong></p><p><strong><strong>attack against the same target. Secondary Attack: +2 vs. Fortitude;</strong></strong></p><p><strong><strong>the target is slowed (save ends). See also guard object.</strong></strong></p><p><strong><strong><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Mind Touch</strong> (standard; at-will) ✦ Psychic</strong></strong></p><p><strong><strong>Ranged 10; +5 vs. Refl ex; 1d6 + 3 psychic damage, and the target</strong></strong></p><p><strong><strong>is dazed (save ends); see also guard object.</strong></strong></p><p><strong><strong><strong>Guard Object</strong></strong></strong></p><p><strong><strong>The clay scout gains a +4 bonus to attack rolls against targets</strong></strong></p><p><strong><strong>adjacent to or carrying its guarded object (see the “Guard”</strong></strong></p><p><strong><strong>sidebar).</strong></strong></p><p><strong><strong><strong>Limited Invisibility</strong> ✦ Illusion</strong></strong></p><p><strong><strong>The clay scout is invisible to dazed creatures.</strong></strong></p><p><strong><strong><strong>Redirect</strong> (immediate interrupt, when targeted by a melee or a</strong></strong></p><p><strong><strong>ranged attack; at-will)</strong></strong></p><p><strong><strong>The clay scout makes an attack against the attacker: +4 vs. Will;</strong></strong></p><p><strong><strong>the triggering attack targets a creature adjacent to the clay scout</strong></strong></p><p><strong><strong>instead (as chosen by the clay scout).</strong></strong></p><p><strong><strong>Alignment Unaligned Languages —</strong></strong></p><p><strong><strong>Skills Stealth +8</strong></strong></p><p><strong><strong><strong>Str</strong> 10 (+1) <strong>Dex</strong> 15 (+3) <strong>Wis</strong> 10 (+1)</strong></strong></p><p><strong><strong><strong>Con</strong> 13 (+2) <strong>Int</strong> 10 (+1) <strong>Cha</strong> 16 (+4)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Magic Crossbow Turrets</strong></strong></strong></p><p><strong><strong>HP 38; Bloodied 19</strong></strong></p><p><strong><strong>AC16, Fort 13, Reflex 13, Will 13</strong></strong></p><p><strong><strong><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Attack: Each crossbow attacks one intruder. It magically distinguishes intruders from natives of the dungeon.</strong></strong></p><p><strong><strong>+8 vs. AC (2d8+3 damage)[/sblock]</strong></strong></p></blockquote><p></p>
[QUOTE="Phoenix8008, post: 5173287, member: 211"] Dang't sneaks up to the side of the doorframe, hoping Beryk's larger frame and the sound of combat would keep him hidden. But he trips on his way in, making it impossible not have been heard. Peaking his head around, he stabs at the air and sends a bolt of lightning at the serpentine construct, but it slithers out of the way at the last moment. The flash, however, dazzles him, making it impossible to see if the turrets have a control panel. Beyrk moves a bit closer to the action laughing at the silly toys arrayed against them. [COLOR="Red"]"Come on guys we can do this! Pick yourself up Kauldron."[/COLOR] His shout forces the cobra back and over the edge of the floor. Kauldron is brought back from the edge, moving behind Beyrk. Quagmire's armor flares with a soft white glow as he reaches out and touches Kauldron's shoulder. A sickly green miasma seems to flow away from Kauldron and into Quagmire, causing the hobgoblin to shudder briefly. [COLOR="Olive"]"Not bad, snake. When you're dead, I'll be sure to get a flask of that stuff to put in my drinks. Interesting flavor. Hey Hrav; you gonna let these overgrown pocketwatches do that to ya? You've chased a dragon off; pull yerself together and do what ye do best! Haaaaurgh!"[/COLOR] He yells, brandishing his sword and charging recklessly forward, looking for a wounded target to finish off. He hits one of the clay scouts, which starts leaking a gooey fluid. Hrav is cheered by Quag's reminiscing over good times, and is able to focus enough to use Mutt's presence as a distraction to the mechanical canine to hit it solidly. He can't seem to totally get back into the action, however. [COLOR="Yellow"]“Attack again I must. Friends have need of Girth.”[/COLOR] The warlock looked and sounded shocked at the way the fight was going but needs must! Picking up the hem of his robe he skipped nimbly through the doorway and over towards the bed, almost disappearing into the shadows as he did so. Then with a casual wave of his hand he started to draw upon his Mistresses power. [COLOR="Yellow"]“Strange beings these, my Lady but hopes this one that they will be to your satisfaction"[/COLOR]. A bolt of eldritch light shot from his rod to strike one of the clay beasts which itself seemed to react strangely although still it took damage and dropped motionless to the ground. Then with a deep breath Girth delved within himself once more and once more drew upon the darkness of his Mistress. A dark shadow shot out to envelop the iron dog, limning it in a dark nimbus and rendering it inert as it drops to the floor. The remaining 3 clay figures fly forward to attack. Two of them try to bite at Hrav while he is unable to see them, but even with that advantage they are unable to sink their fangs into him. The third flings a mental bolt at Quagmire, hoping to daze the hobgoblin, but it fails to connect as well. The iron cobra slithers back up the steps to the top floor and launches a bolt of mental venom at Quagmire, striking true and poisoning the hobgoblins mind with confusion. The remaining turret reloads and fires its bolt at Quagmire, making it past his defenses but barely scratching him. Your turn... [img]http://www.enworld.org/forum/attachment.php?attachmentid=43855&stc=1&d=1273070376[/IMG] [sblock=Die rolls][url=http://invisiblecastle.com/roller/view/2506450/]C1 and C2 biting at Hrav AC19 w/CA due to being invisible to him and C3 atttacking Quagmire Ref15 w/Mind Touch attack (1d20+3+2=11, 1d6=4, 1d20+3+2=12, 1d6=2, 1d20+5=12, 1d6+3=5)[/url] All 3 clay scouts miss. [url=http://invisiblecastle.com/roller/view/2506454/]Poison the mind vs Quagmire Will 17. (1d20+8=23)[/url] Quagmire hit. He is dazed and slowed(save ends both) [url=http://invisiblecastle.com/roller/view/2506460/]Turret 1 w/ CA firing at Quagmire AC20 (1d20+8+2=28, 2d8+3=6)[/url] Hits Quagmire for 6 damage.[/sblock][sblock=Status][B]Party current/total HP's (future/total hp's), [current/total HS's]; conditions[/B] Hrav: 23/46, [4/8]; [COLOR="Red"]Bloodied[/COLOR], dazed (save ends), Clay Scouts are invisible to him while dazed Quagmire: 35/41, [5/9]; ongoing 5 poison dmg(save ends), Dazed and slowed(save ends both) Girth: 45/45, [8/10]; gain Concealment TeoNT, Dang't: 32/32, [3/8]; Beyrk: 35/35, [9/11]; Kauldron: 17/29 [I](-1/29)[/I], [2/12]; Slowed(save ends) [B]Milestones: 2.5 (2 AP's awarded today)[/B] [B]Enemy current(future)/total HP's/conditions:[/B] Iron Cobra: 10/75; [COLOR="Red"]bloodied[/COLOR], [COLOR="DarkOrange"]marked by Kauldron[/COLOR], subject to Divine Sanction [s]Iron Defender: 0/47;[/s] [COLOR="Red"]dying[/COLOR] Clay Scout 1: 31/31; Clay Scout 2: 24/31; [s]Clay Scout 3:-8/31[/s]; [COLOR="Red"]destroyed[/COLOR] Clay Scout 4: 31/31; Turret 1: 38/38; [s]Turret 2: -8/38;[/s] [COLOR="Red"]destroyed[/COLOR][/sblock][sblock=Enemy Stats][B]Iron Cobra[/B] Medium natural animate (construct, homunculus) HP 75; Bloodied 37 AC 20; Fortitude 20, Reflex 18, Will 17 Immune disease, poison Speed 7; [i]see also slithering shift[/i] :bmelee: [B]Bite[B](standard; at-will) ✦ Poison +11 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage (save ends). :ranged: [B]Poison the Mind[/B] (standard; recharge :3::4::5::6: ) ✦ Psychic Ranged 10; aff ects only creatures taking ongoing poison damage; +8 vs. Will; the target is dazed and slowed (save ends both); [I]see also guard area.[/I] [B]Guard Area[/B] An iron cobra can use its poison the mind power against any creature in its guarded area (see the “Guard” sidebar), even if the power hasn’t recharged and even if the target isn’t taking ongoing poison damage. [B]Slithering Shift[/B] (move; at-will) The iron cobra shifts 3 squares as a move action. Alignment Unaligned; Languages — Skills: Stealth +10 [B]Str[/B] 17 (+6) [B]Dex[/B] 15 (+5) [B]Wis[/B] 13 (+4) [B]Con[/B] 19 (+7) [B]Int[/B] 5 (+0) [B]Cha[/B] 12 (+4) [B]Iron Defender[/B] Medium natural animate (construct, homunculus) Initiative +5 Senses Perception +6; darkvision HP 47; Bloodied 23 AC 18; Fortitude 16, Reflex 15, Will 13 Immune disease, poison Speed 6 :bmelee: [B]Bite[/B] (standard; at-will) +8 vs. AC; 1d8 + 3 damage. :melee: [B]Guard Creature[/B] (immediate reaction, when an adjacent enemy attacks the creature guarded by the iron defender; at-will) The iron defender makes a bite attack against the enemy (see the “Guard” sidebar). [B]Pursue and Attack[/B] When the iron defender makes an opportunity attack, it shifts 1 square before or after the attack. Alignment: Unaligned; Languages — [B]Str[/B] 16 (+4) [B]Dex[/B] 15 (+3) [B]Wis[/B] 11 (+1) [B]Con[/B] 15 (+3) [B]Int[/B] 5 (–2) [B]Cha[/B] 8 (+0) [B]Clay Scout[/B] Small natural animate (construct, homunculus) Initiative +7 Senses: Perception +6; darkvision HP 31; Bloodied 15 AC 16; Fortitude 13, Reflex 14, Will 15 Immune disease, poison Speed 6, fl y 3 (clumsy) :bmelee: [B]Bite[/B] (standard; at-will) ✦ Poison +3 vs. AC; 1d6 damage, and the homunculus makes a secondary attack against the same target. Secondary Attack: +2 vs. Fortitude; the target is slowed (save ends). See also guard object. :ranged: [B]Mind Touch[/B] (standard; at-will) ✦ Psychic Ranged 10; +5 vs. Refl ex; 1d6 + 3 psychic damage, and the target is dazed (save ends); see also guard object. [B]Guard Object[/B] The clay scout gains a +4 bonus to attack rolls against targets adjacent to or carrying its guarded object (see the “Guard” sidebar). [B]Limited Invisibility[/B] ✦ Illusion The clay scout is invisible to dazed creatures. [B]Redirect[/B] (immediate interrupt, when targeted by a melee or a ranged attack; at-will) The clay scout makes an attack against the attacker: +4 vs. Will; the triggering attack targets a creature adjacent to the clay scout instead (as chosen by the clay scout). Alignment Unaligned Languages — Skills Stealth +8 [B]Str[/B] 10 (+1) [B]Dex[/B] 15 (+3) [B]Wis[/B] 10 (+1) [B]Con[/B] 13 (+2) [B]Int[/B] 10 (+1) [B]Cha[/B] 16 (+4) [B]Magic Crossbow Turrets[/B] HP 38; Bloodied 19 AC16, Fort 13, Reflex 13, Will 13 :ranged: Attack: Each crossbow attacks one intruder. It magically distinguishes intruders from natives of the dungeon. +8 vs. AC (2d8+3 damage)[/sblock][/B][/B] [/QUOTE]
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