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Dungeons of Dread Prerelease this past weekend?

PieAndDragon

Duncan T
Emerald Orb Wizard
Medium Natural Humanoid
Level 9 Controller
AC 20 Fort 16 Ref 20 Will 21 HP/Bloodied 48/24
Init +5 Spd 7
Senses: Perception +4
Attacks
Basic Melee: Dagger +7 vs AC; 1d4+1
Ranged: Sudden Spikes; Range 10; +13 vs Ref; 2d6+6 (3d6+6 if target in difficult terrain)
Limited Powers
Close: Emerald Burst; Burst 1; +11 vs Reflex; 4d6+4 (half on miss). Recharge 4
Area: Shard Storm; Burst 2; range 20; +11 vs Ref; 1d10+4 (half on miss). Area becomes difficult terrain 1 round, then 1d10+4 automatic to creatures in or adjacent to area. Recharge 3
Str +5 (12) Con +6 (14) Dex +5 (12) Int +8 (19) Wis +5 (12) Cha +7 (17)
 

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PieAndDragon

Duncan T
Ettin Jack-of-Irons
Large Natural Humanoid
Level 10 Elite Brute
AC 25 Fort 22 Ref 15 Will 17 HP/Bloodied 119/59
Init +6 Spd 6
Senses: Perception +17
Resist: save +2
Attacks
Basic Melee: Club; Reach 2; +15 vs AC; 2d6+5
Limited Powers: Action Point 1
Swat: Immediate; opposed attack against adj enemy that shifts. Recharge 5
Abilities
Double Actions: 2 turns per rd; can't take more than 1 move action per turn, or more than one immediate action or reaction per round.
Str +10 (20) Con +11 (23) Dex +6 (12) Int +4 (8) Wis +7 (15) Cha +4 (9)
 

PieAndDragon

Duncan T
Dwarf Shieldmaiden
Medium Natural Humanoid
Level 12 Soldier
AC 29 Fort 23 Ref 18 Will 19 HP/Bloodied 96/48
Init +13 Spd 5
Senses: Perception +9
Attacks
Basic Melee: +3 warhammer +19 vs AC; 1d10+8
Melee: Finish the Bloodied +21 vs AC; bloodied only: 2d10+8
Abilities
Deny the Weak: Bloodied enemies get -4 Melee atk against this creature and adjacent allies
Skills: Endurance +16
Str +11 (20) Con +9 (16) Dex +8 (14) Int +6 (11) Wis +9 (17) Cha +6 (11)
 

PieAndDragon

Duncan T
Vampire Vizier
Medium Natural Humanoid (Undead)
Level 11 Elite Controller
AC 27 Fort 23 Ref 24 Will 27 HP/Bloodied 101/50
Init +12 Spd 6
Senses: darkvision; Perception +12
Immune: Poison
Resist: save +2
Weakness: vuln radiance 10; sunlight
Attacks
Basic Melee: +1 greatsword +17 vs AC; 2d6+6
Limited Powers: Action Point 1
Melee: Blood Drain; Requires cbt adv; +13 vs Fort, living humanoid only; 2d12+2 AND enervated (save ends) AND this creature gains 25 hp. Recharge 5
Ranged: Dominating Gaze; Minor; range 5; +13 vs Will; Dazed 1 rd; Continue: Stunned 1 rd. Conclude Dominated (save -2 ends all). Only 1 at a time. Recharge 5
Abilities
Blood Thirst: +5 Melee damage to bloodied.
Regen 11
Hurt By Sunlight: Only 1 standard action per turn; no Blood Drain, Dominating Gaze, Regenerate. 26 damage each round, destroyed at 0 hp
Mist Form: Automatic at 9 hp; fly 12 to lair. Destroyed in sunlight.
Scent of Blood: Combat advantage against living bloodied
Str +9 (19) Con +7 (14) Dex +7 (14) Int +5 (11) Wis +7 (14) Cha +10 (20)
 


Jhaelen

First Post
detomo said:
Mind Flayer Scourge
[...]
Basic Melee: Tentacle Grab +13 vs Ref; 1d8+7 AND Restrained (only 1 at a time)
Hmm, do we already know, what the mechanic effects of 'restrained' are?
Thanks for posting these, detomo!
 

Muminalver

First Post
Lamia
Medium fey magical beast (undead)
Level 12 elite controller
Init +12 spd 6 cbl 6
Ac28 fort 23 ref 24 will 27 Hp/bloodied 114/57
Senses perception +13
Resist nec 25; save +2; insubstan to meele & missile
Attacks touch +14 vs fort; 1d8+5 & death beetle contagion
Toxic spray range 6; +14 vs. fort 1d4+5 & death beetle contagion
Beetle dance burst 5; +15 vs. will, only if target affected by death beetle contagion; dominated (save ends)
Stupify minor; burst 1; +15 vs. Will;dased 1rd
Limited powers: action point 1. meele swarms embrace move; shift into target's space, +12 vs Fort; 3d8+5 AND death beetle contagion. rchg 5.
Abilities: Death beetle contagion 5 dmg each rd at start of turn (save ends) to target and all adj allies.
Deceptive veil M fey or beast (insight dc30)
Str +6 (11) con +11(20) dex +12 (22) int +7 (13) wis +8(14) cha +15(28)
 

bgardner said:
No, it just means that the hydra loses 1 attack but then immediately gains 2 more. It can use the attacks on it's turn. It's not an immediate attack, it's instead a change the # of attacks the creature gets that happens immediately.

I like this mechanic a lot. It's a lot more simple then the 3.X version of the hydra.

but why that cryptic: loses 1 attack, then immediately gain 2 more? Why not just +1 attack I can understand it flavour wise, but mechanically it seems strange... although it is quite a cool ability...
 

senna

First Post
UngeheuerLich said:
but why that cryptic: loses 1 attack, then immediately gain 2 more? Why not just +1 attack I can understand it flavour wise, but mechanically it seems strange... although it is quite a cool ability...

This is a case of "fluffing" the mechanics, the hydra does not gain one attack, it loses an attack to gain two, because the hydra loses a head and gains two. Its only confuse if you think purely mechanicaly.
 

Iron Sky

Procedurally Generated
detomo said:
Vampire VizierRanged: Dominating Gaze; Minor; range 5; +13 vs Will; Dazed 1 rd; Continue: Stunned 1 rd. Conclude Dominated (save -2 ends all). Only 1 at a time. Recharge 5

Interesting ability. Wonder if it means first hit you are dazed, next round if it hits you are stunned, next round if it hits you are dominated or if you make one attack, if hit dazed and make that make 2nd attack, if it hits, stunned and make a 3rd attack, if it hits, dominated.
 

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