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Awesome solo monster fight
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<blockquote data-quote="Al'Kelhar" data-source="post: 5463014" data-attributes="member: 7884"><p>Hmm, multi-headed solos that tear themselves apart when bloodied seems to be a bit of a theme... I threw the below at my party of six 11th level PCs a couple of weeks ago:</p><p></p><p><strong>Wellspring fused horror</strong> Level 13 Solo Controller</p><p>Large aberrant beast XP 4000</p><p><strong>HP</strong> 635; <strong>Bloodied</strong> 317; see also <em>bloodied fission</em> <strong>Initiative</strong> +10</p><p><strong>Regeneration</strong> 5</p><p><strong>AC</strong> 27; <strong>Fort</strong> 27;<strong> Ref </strong>25; <strong>Will</strong> 24 <strong>Perception</strong> +9; all-around vision</p><p><strong>Vulnerable</strong> 10 psychic (if the horror takes psychic damage its regeneration doesn’t function on its next turn); see also <em>psychic madness</em></p><p><strong>Saving Throws </strong>+5 <strong>Action Points </strong>2</p><p><strong>Speed</strong> 5, climb 5; see also <em>scuttle</em></p><p><strong><em>TRAITS</em></strong></p><p><strong>Fused creatures</strong></p><p> The Wellspring fused horror comprises two mutated humanoids horribly fused by the energies of the <em>Tear of Ioun</em>. At the start of the encounter, roll two initiative rolls for it. Before becoming bloodied, it has two turns every round, a full set of actions (standard, move, and minor) on each of its turns, and can take one immediate action between each of its turns. See also <em>bloodied fission</em>.</p><p></p><p><strong><em>STANDARD ACTIONS</em></strong></p><p><strong>Tentacle ♦ At-will</strong></p><p><em>Attack:</em> Melee 2 (one creature); +18 vs. AC</p><p><strong>Hit:</strong> 3d6+9 damage and the target is grabbed (until escape). The Wellspring fused horror can have up to 4 targets grabbed at a time, but only 3 if it wants to make any other tentacle or tentacle flurry attacks.</p><p></p><p><strong>Tentacle rip ♦ At-will</strong></p><p><em>Attack:</em> Melee 2 (one creature grabbed by the horror); +17 vs. Fortitude</p><p><em>Hit:</em> 6d6+9 damage and the target is pushed 3 squares, knocked prone and no longer grabbed.</p><p></p><p><strong>Tentacle flurry ♦ At-will</strong></p><p><em>Attack:</em> Close burst 1 (enemies in burst); +18 vs. AC</p><p><em>Hit:</em> 3d6+9 damage and the horror slides the target 1 square and knocks it prone.</p><p></p><p><strong><em>MOVE ACTIONS</em></strong></p><p><strong>Scuttle ♦ At-will</strong></p><p> The horror shifts 3 squares, taking any grabbed creatures with it.</p><p></p><p><em><strong>MINOR ACTIONS</strong></em></p><p><strong>Bite ♦ At-will, 1/turn</strong></p><p><em>Attack:</em> Melee 2 (one creature grabbed by the horror); +18 vs. AC</p><p><em>Hit:</em> 1d6+9 damage and ongoing 5 poison damage (save ends).</p><p></p><p><strong>Tear and constrict ♦ At-will, 1/turn</strong></p><p><em>Effect:</em> The horror maintains all grabs and each grabbed target takes 10 damage.</p><p></p><p><em><strong>TRIGGERED ACTIONS</strong></em></p><p><strong>Foolish flank ♦ At-will, only while not bloodied</strong></p><p><em>Trigger:</em> An enemy moves into a position flanking the horror (note that the horror has all-around vision).</p><p><em>Effect (opportunity attack):</em> The horror makes a tentacle attack against the triggering enemy.</p><p></p><p><strong>Psychic madness ♦ At-will</strong></p><p><em>Trigger:</em> The horror takes psychic damage.</p><p><em>Effect (immediate reaction): </em>The horror makes a tentacle flurry attack.</p><p></p><p><strong>Tentacle block ♦ At-will</strong></p><p><em>Requirement:</em> The horror must have at least one creature grabbed.</p><p><em>Trigger:</em> The horror would be hit by a melee or ranged attack.</p><p><em>Effect (immediate interrupt): </em>The target for the attack becomes the grabbed creature.</p><p></p><p><strong>Bloodied fission</strong></p><p><em>Trigger:</em> The Wellspring fused horror is first bloodied.</p><p><em>Effect (free): </em>The Wellspring fused horror splits into two Medium creatures, each occupying one of the squares of the original fused horror. Each separate horror has half the fused horror’s remaining hit points, and acts as an entirely independent creature on one of the fused horror’s initiative counts. An independent horror can only have one creature grabbed at a time, and cannot use <em>foolish flank</em>, but otherwise has the same characteristics as the fused horror.</p><p></p><p><strong>Skills</strong> Athletics +17</p><p><strong>Str</strong> 22 (+12) <strong>Dex</strong> 19 (+10) <strong>Wis</strong> 6 (+4)</p><p><strong>Con</strong> 15 (+8) <strong>Int</strong> 8 (+5) <strong>Cha</strong> 17 (+9)</p><p><strong>Alignment</strong> Chaotic Evil <strong>Languages</strong> Common</p><p> </p><p></p><p>It was a fun fight, won handily, but not easily, by the PCs. The highlight of the battle - for me, as DM - was the <em>tentacle rip</em> critical hit on the already bloodied wizard. And the fact that the ranger's first shot in every round hit the fighter grabbed by the horror.</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 5463014, member: 7884"] Hmm, multi-headed solos that tear themselves apart when bloodied seems to be a bit of a theme... I threw the below at my party of six 11th level PCs a couple of weeks ago: [B]Wellspring fused horror[/B] Level 13 Solo Controller Large aberrant beast XP 4000 [B]HP[/B] 635; [B]Bloodied[/B] 317; see also [I]bloodied fission[/I] [B]Initiative[/B] +10 [B]Regeneration[/B] 5 [B]AC[/B] 27; [B]Fort[/B] 27;[B] Ref [/B]25; [B]Will[/B] 24 [B]Perception[/B] +9; all-around vision [B]Vulnerable[/B] 10 psychic (if the horror takes psychic damage its regeneration doesn’t function on its next turn); see also [I]psychic madness[/I] [B]Saving Throws [/B]+5 [B]Action Points [/B]2 [B]Speed[/B] 5, climb 5; see also [I]scuttle[/I] [B][I]TRAITS[/I][/B] [B]Fused creatures[/B] The Wellspring fused horror comprises two mutated humanoids horribly fused by the energies of the [i]Tear of Ioun[/i]. At the start of the encounter, roll two initiative rolls for it. Before becoming bloodied, it has two turns every round, a full set of actions (standard, move, and minor) on each of its turns, and can take one immediate action between each of its turns. See also [I]bloodied fission[/I]. [B][I]STANDARD ACTIONS[/I][/B] [B]Tentacle ♦ At-will[/B] [I]Attack:[/I] Melee 2 (one creature); +18 vs. AC [B]Hit:[/B] 3d6+9 damage and the target is grabbed (until escape). The Wellspring fused horror can have up to 4 targets grabbed at a time, but only 3 if it wants to make any other tentacle or tentacle flurry attacks. [B]Tentacle rip ♦ At-will[/B] [I]Attack:[/I] Melee 2 (one creature grabbed by the horror); +17 vs. Fortitude [I]Hit:[/I] 6d6+9 damage and the target is pushed 3 squares, knocked prone and no longer grabbed. [B]Tentacle flurry ♦ At-will[/B] [I]Attack:[/I] Close burst 1 (enemies in burst); +18 vs. AC [I]Hit:[/I] 3d6+9 damage and the horror slides the target 1 square and knocks it prone. [B][I]MOVE ACTIONS[/I][/B] [B]Scuttle ♦ At-will[/B] The horror shifts 3 squares, taking any grabbed creatures with it. [I][B]MINOR ACTIONS[/B][/I] [B]Bite ♦ At-will, 1/turn[/B] [I]Attack:[/I] Melee 2 (one creature grabbed by the horror); +18 vs. AC [I]Hit:[/I] 1d6+9 damage and ongoing 5 poison damage (save ends). [B]Tear and constrict ♦ At-will, 1/turn[/B] [I]Effect:[/I] The horror maintains all grabs and each grabbed target takes 10 damage. [I][B]TRIGGERED ACTIONS[/B][/I] [B]Foolish flank ♦ At-will, only while not bloodied[/B] [I]Trigger:[/I] An enemy moves into a position flanking the horror (note that the horror has all-around vision). [I]Effect (opportunity attack):[/I] The horror makes a tentacle attack against the triggering enemy. [B]Psychic madness ♦ At-will[/B] [I]Trigger:[/I] The horror takes psychic damage. [I]Effect (immediate reaction): [/I]The horror makes a tentacle flurry attack. [B]Tentacle block ♦ At-will[/B] [I]Requirement:[/I] The horror must have at least one creature grabbed. [I]Trigger:[/I] The horror would be hit by a melee or ranged attack. [I]Effect (immediate interrupt): [/I]The target for the attack becomes the grabbed creature. [B]Bloodied fission[/B] [I]Trigger:[/I] The Wellspring fused horror is first bloodied. [I]Effect (free): [/I]The Wellspring fused horror splits into two Medium creatures, each occupying one of the squares of the original fused horror. Each separate horror has half the fused horror’s remaining hit points, and acts as an entirely independent creature on one of the fused horror’s initiative counts. An independent horror can only have one creature grabbed at a time, and cannot use [I]foolish flank[/I], but otherwise has the same characteristics as the fused horror. [B]Skills[/B] Athletics +17 [B]Str[/B] 22 (+12) [B]Dex[/B] 19 (+10) [B]Wis[/B] 6 (+4) [B]Con[/B] 15 (+8) [B]Int[/B] 8 (+5) [B]Cha[/B] 17 (+9) [B]Alignment[/B] Chaotic Evil [B]Languages[/B] Common It was a fun fight, won handily, but not easily, by the PCs. The highlight of the battle - for me, as DM - was the [i]tentacle rip[/i] critical hit on the already bloodied wizard. And the fact that the ranger's first shot in every round hit the fighter grabbed by the horror. Cheers, Al'Kelhar [/QUOTE]
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