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Dungeons of Dread Prerelease this past weekend?

Jack99

Adventurer
Apologies if these have already been posted, but I can't seem to find them anywhere.

Young Red Dragon
Large Natural Magical Beast (Dragon)
Level 7 Solo Soldier
AC 27, Fort 25, Ref 17, Will 20
HP 136/68 (isn't this a bit low?)
Init +7, Spd 6, Fly 8 (hv)
Senses: darkvision, low-light vision, perception +16
resist fire 15, save +5
Attacks
Basic melee: bite reach 2, +15 vs AC, 1d10+7+5 fire
Melee: 2 claws reach 2, +15 each vs AC, 2d8+7
Limited Powers:
Action point 1
Bloodied breath: Immed, when first bloodied; breath weapon
Breath weapon: Cone 5, +9 vs Ref; 3d12+6 fire (½ on miss), recharge 4
Skills: bluff +9, insight +10, jump +19
Str +10 (+24) Con +9 (+22) Dex +7 (+18) Int +3 (+11) Wis +6 (+16) Cha +5 (+14)
 

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Jack99

Adventurer
Immolith
Large Elemental Magical Beast (Demon, Undead)
Level 15 Controller (Leader)
AC 27, Fort 28, Ref 28, Will 25
HP 95/47
Init +14, Spd 6
Senses: Perception +9
Immune poison, resist fire 15, var 30 (2/encounter), weakness:vulnerable rad 10
Attacks:
Melee: Claw reach 4, +22 vs AC, 1d8+8 and followup
Followup +17 vs Fort, pull 3 and restrained, lose resist fire, only 1 at the time
Abilities
Flaming body: 2d6 nec or fire to enemy that moves or starts turn adjacent or moves into its space.
Surge of Flame: Once bloodied, flaming body affects enemies within 3.
Vigor of the Grave: Undead Allies within 5 heal 10 each round at start of this creature's turn.
Str +14 (+24) Con +10 (+17) Dex +15 (+26) Int +6 (+9) Wis +9 (+15) Cha +10 (+16)
 

Jack99

Adventurer
Champion of Baphomet
Large Natural Humanoid
Level 13 Brute (Leader)
AC 26, Fort 25, Ref 21, Will 21
HP 105/52
Init +10, Spd 7
Senses: Scent, Perception +8
Immune: Confused
Attack:
Standard melee: Maze Hammer Reach 2; +17 vs AC; 1d10+6 and ongoing 5 wound and bewildering bash
Melee: Gore Reach 2, +17 vs AC, 1d12+6 and push 2 (2d12+12 and push 4 on charge)
Limited Powers:
Melee: bewildering bash; followup on Maze Hammer, +17 vs Will; Confused (save ends), recharge 4
Ferocity: reaction, at 0 hp: immediate standard attack
ranged attack: lead the befuddled Minor; range 5, Confused enemy makes standard attack (you chose target), recharge 4
Str +12 (23) Con +12 (23) Dex +10 (19) Int +6 (10) Wis +8 (14) Cha +9 (16)
 

Jack99

Adventurer
Bralani
Medium Fey Humanoid (Eladrin)
Level 19 Controller
AC 32, Fort 28, Ref 32, Will 34
HP 113/56
Init +22, Spd 6, Fly 9 (hover)
Senses: Lowlight vision, perception +16
Resist rad 20, weakness vulnerable nec 5
Attack:
Standard Melee: +4 longsword +26 vs AC 1d8+12
?: Whirlwind Blast: Line 10, +21 vs Ref 1d6+12
Limited Powers:
Ranged attack: Curse of Autunm: range 5, +21 vs will; -2 atk/Def and slowed 1 rd. Continue -5 atk/Def and slowed 1 rd. Conclude -5 atk/def and slowed 1 rd and dies in 24 hours. Permanent, remove as curse, recharge 5
Abilities:
Cloak of Autumn Gusts: Aura 5, -2 melee(??) attack and half speed
Str +13 (18) Con +11 (15) Dex +17 (26) Int +10 (12) Wis +11 (14) Cha +19 (30)
 

hennebeck

First Post
So cross-referencing the monster3 pdf, I don't have many that aren't there.

I did notice the Bralani isn't on that monsters3 form but it is written up in this thread.

Here are the other 2 thatI have that are missing:

Young Silver Dragon
Large Natural Magical Beast (Dragon)
Level 8 Solo Brute
AC 24, Fort 23, Ref 19, Will 21
HP 147/73
Init +7, Spd 6, Fly 7 (hv)
Senses: darkvision, low-light vision, perception +17
resist cold 20, save +5
Attacks
Basic melee: bite reach 2, +14 vs AC, 1d12+5+5 cold
Melee: 2 claws reach 2, +14 each vs AC, 2d8+5
Limited Powers:
Action point 1
Bloodied breath: Immed, when first bloodied; breath weapon
Breath weapon: Cone 5, +8 vs Fort; 3d12+4 cold (½ on miss), recharge 4
Str +9 (+20) Con +8 (+18) Dex +10 (+22) Int +5 (+13) Wis +7 (+17) Cha +6 (+15)




Tiefling Warlock
Medium Natural Humanoid
Level 7 Artillery
AC 18, Fort 19, Ref 17, Will 21
HP 40/20
Init +3, Spd 6
Senses: low-light vision, perception +3
Attacks
Basic melee: Dagger +11 vs AC, 1d4+1
Range: Soul Blast Rg 20; +9 vs Fort; 1d8+5 nec
Limited Powers:
melee Curse of the Lurking Serpent minor; +9 vs Will; 1d6+5 poison if ends turn closer to this creature (save ends). Rchg 5, only if no target affected.
Desperate Distraction immed, only while Bloodied; reroll range atk that just hit this creature, use lower result. Rchg 4.
Diabolic Escape Move; invis 1 rd, then tport 5. Rchg 6.
Abilities: Heretic's Fury +2 atk and dmg if enemies outnumber allies in sight.
Str +4 (+12) Con +6 (+17) Dex +3 (+10) Int +5 (+14) Wis +3 (+10) Cha +8 (+21)
 

Halfling Paladin
Small Natural Humanoid
...Melee: Impetuous Challenge; Reaction, whenever adjacent enemy moves away; +10 vs will...

Hmmh... sounds wrong... shouldn´t it be interrupt... IIRC reaction would immobilize you after you moved away which would make not so much sense...
 

jackston2

First Post
The green dragon is great.

The other dragons are all immense and brutal war beasts, but the green dragon is the mad scientist, with a slightly befuddled appearance and wild grin.

The eyes are completely circular and covered in a protective, opaque lens, goggles through which the green dragon views the moronic adventurers about have a taste of its specially concocted alchemical breath.
 

Spatula

Explorer
bganon said:
Yikes, I hope two-weapon fighting is better for the PCs than it is for the Everfrost Ranger. +11 vs AC seems pretty low for level 9, and I don't think the encounter powers really make up for it.
Not only that, but it appears the Everfrost Ranger can attack with one weapon or the other, but never with both in the same action. Since the off-hand handaxe is inferior to the longsword, I am not sure why you would ever choose to use it, or what benefit TWF actually confers...
 


TheLordWinter

First Post
My guess (and sadly this seems like something we won't have more than guesses on until the books come out) is that it functions like a Sustain Minor and each round you must perform a new attack. So it will represent a kind of battle of wills in the Vampire example, with the vampire attempting to overcome the target's mind while they're fighting against it (through the saving throws and their continued Will defense).
 

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