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Mesh Hongs Monster Request / Discussion Thread
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<blockquote data-quote="Old_school_overlord" data-source="post: 5242478" data-attributes="member: 60631"><p>I'll have you know I doubled it's HP and added an action point with a minimum of parental supervision.</p><p></p><p></p><p>K, revised version:</p><p></p><p></p><p>Shargin, Chosen of Dajobas-Ra Level 15 Elite Brute</p><p>Large Natural Humanoid XP 2,400</p><p>Initiative +11 Senses Perception +11</p><p>HP 360; Bloodied 180; Roar of the Depths recharges when bloodied.</p><p>AC 28; Fortitude 29, Reflex 27, Will 28</p><p>Saving Throws +2</p><p>Speed 8, Swim 8</p><p>Action Points 1</p><p></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:" /> Claw (Standard; at-will)</p><p>Melle 2; +20 vs AC, 4D6+18 damage.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Bite, Thrash, Throw (Standard; at-will)</p><p>Melle 2; +20 vs AC, 3D8+10 and ongoing 10 (Save Ends). Secondry Attack: +18 vs Fortitude; 2D6+10 and target is slide 3 squares and knocked prone.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Blood Frenzy (Immediate Reaction when an enemy becomes bloodied; recharge 456)</p><p>Shargin Charges or makes a basic attack against the triggering enemy.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Roar of the Depths (Minor; encounter) ♦ Fear, Thunder</p><p>Close Blast 5; +18 vs Fortitude; 2D8+10 Thunder Damage and target is dazed (Save Ends)</p><p></p><p>Juggernaught of Death ♦ Trait</p><p>Whenever Shargin misses with a Melee attack, Shargin's next hit with a Melee attack deals an extra 2D8 damage.</p><p></p><p>Alignment Evil</p><p>Skills Religion +16, Intimidate +18</p><p>Str 23 (+13) Dex 16 (+10) Wis 16 (+10)</p><p>Con 20 (+12) Int 20 (+12) Cha 20 (+12)</p><p></p><p></p><p></p><p>On a side note, I recently ran the encounter for Pandorum and the Panarii Spirit storm. Pandorum started out dealing some heavy initial damage and infuriated some melee strikers who hadn't bothered to get any ranged attacks. Thanks to a daze effect that took forever to save against, Pandorum was dispatched without any of the cool stuff ever being gotten off. The Spirit Storm was more successful, everyone was amused when the warden managed to knock a cloud of ghosts prone with a burst attack. Two exciting fights, though it could probably have been just a little bit harder - one extra monster in each stage would have really ratcheted up the tension I think.</p></blockquote><p></p>
[QUOTE="Old_school_overlord, post: 5242478, member: 60631"] I'll have you know I doubled it's HP and added an action point with a minimum of parental supervision. K, revised version: Shargin, Chosen of Dajobas-Ra Level 15 Elite Brute Large Natural Humanoid XP 2,400 Initiative +11 Senses Perception +11 HP 360; Bloodied 180; Roar of the Depths recharges when bloodied. AC 28; Fortitude 29, Reflex 27, Will 28 Saving Throws +2 Speed 8, Swim 8 Action Points 1 :bmelee: Claw (Standard; at-will) Melle 2; +20 vs AC, 4D6+18 damage. :melee: Bite, Thrash, Throw (Standard; at-will) Melle 2; +20 vs AC, 3D8+10 and ongoing 10 (Save Ends). Secondry Attack: +18 vs Fortitude; 2D6+10 and target is slide 3 squares and knocked prone. :melee: Blood Frenzy (Immediate Reaction when an enemy becomes bloodied; recharge 456) Shargin Charges or makes a basic attack against the triggering enemy. :close: Roar of the Depths (Minor; encounter) ♦ Fear, Thunder Close Blast 5; +18 vs Fortitude; 2D8+10 Thunder Damage and target is dazed (Save Ends) Juggernaught of Death ♦ Trait Whenever Shargin misses with a Melee attack, Shargin's next hit with a Melee attack deals an extra 2D8 damage. Alignment Evil Skills Religion +16, Intimidate +18 Str 23 (+13) Dex 16 (+10) Wis 16 (+10) Con 20 (+12) Int 20 (+12) Cha 20 (+12) On a side note, I recently ran the encounter for Pandorum and the Panarii Spirit storm. Pandorum started out dealing some heavy initial damage and infuriated some melee strikers who hadn't bothered to get any ranged attacks. Thanks to a daze effect that took forever to save against, Pandorum was dispatched without any of the cool stuff ever being gotten off. The Spirit Storm was more successful, everyone was amused when the warden managed to knock a cloud of ghosts prone with a burst attack. Two exciting fights, though it could probably have been just a little bit harder - one extra monster in each stage would have really ratcheted up the tension I think. [/QUOTE]
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