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Red Hand of Doom 4.0
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<blockquote data-quote="Benimoto" data-source="post: 4284382" data-attributes="member: 40093"><p>Aaaand, here's my take on the bluespawn stormlizard. Hopefully, this should make their single appearance in the mod memorable.</p><p></p><p>[sblock]</p><p><strong>Bluespawn Stormlizard</strong> Level 9 Brute</p><p>Large natural beast (reptile) XP 400</p><p>Initiative +3 Senses Perception +6; low-light vision</p><p>HP 120; Bloodied 60</p><p>AC 20; Fortitude 20, Reflex 15, Will 18</p><p>Resist 10 lightning, 10 thunder</p><p>Speed 7</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:" /> Gore (standard; at-will) * Thunder</p><p> +12 vs. AC; 2d8 + 5 thunder damage or 4d8 + 5 thunder damage on a charge.</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:" /> Lightning Link (minor; recharge 4 5 6) * Lightning</p><p> Close burst 5; targets up to two creatures who are also within 5 of another stormlizard; +10 vs. Reflex; 1d6 + 4 lightning damage. Miss: Half damage.</p><p>Ride the Stormlizard (while mounted by a friendly rider of 5th level or higher; at-will) * Mount</p><p> The rider gains resist 10 lightning and resist 10 thunder.</p><p>Alignment Unaligned Languages --</p><p>Str 21 (+9) Dex 9 (+3) Wis 14 (+6)</p><p>Con 20 (+9) Int 5 (+1) Cha 8 (+3)</p><p></p><p>Bluespawn Stormlizard Tactics: Bluespawn stormlizards charge the enemy in pairs or as a pack. They try to stay close enough to other stormlizards that they can use their lightning link whenever possible.</p><p>[/sblock]</p><p>I ditched the lightning arc to focus on their brutishness, but kept the lightning link, since that ability is seriously evocative. Also, their gore does thunder damage now, since that sounded awesome.</p><p></p><p>EDIT: Here is also the blood ghost berzerkers, for the same encounter.</p><p></p><p>[sblock]</p><p><strong>Blood Ghost Berserker</strong> Level 7 Brute</p><p>Medium natural humanoid XP 300</p><p>Initiative +3 Senses Perception +6; low-light vision</p><p>HP 96; Bloodied 48</p><p>AC 19; Fortitude 18, Reflex 16, Will 15</p><p>Speed 6</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:" /> Greataxe (standard; at-will) * Weapon</p><p> +10 vs. AC; 1d12 + 7 damage.</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:" /> Unnerving Howl (minor; encounter) * Fear</p><p> +8 vs. Will; All attackers gain combat advantage against the target until the end of the blood ghost berzerker's next turn.</p><p>Predatory Eye (minor; encounter)</p><p> The blood ghost berserker deals an extra 1d6 damage on the next attack it makes with combat advantage. It must apply this bonus before the end of its next turn.</p><p> </p><p>Alignment Evil Languages Common, Goblin</p><p>Str 21 (+9) Dex 17 (+3) Wis 14 (+6)</p><p>Con 16 (+9) Int 10 (+1) Cha 10 (+3)</p><p></p><p>Blood Ghost Berserker Tactics: Blood ghost berserkers charge fearlessly into melee with their greataxes. As the melee is joined, the blood ghosts begin to howl like ferocious spirits, using their unnerving howl attack.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4284382, member: 40093"] Aaaand, here's my take on the bluespawn stormlizard. Hopefully, this should make their single appearance in the mod memorable. [sblock] [B]Bluespawn Stormlizard[/B] Level 9 Brute Large natural beast (reptile) XP 400 Initiative +3 Senses Perception +6; low-light vision HP 120; Bloodied 60 AC 20; Fortitude 20, Reflex 15, Will 18 Resist 10 lightning, 10 thunder Speed 7 :bmelee: Gore (standard; at-will) * Thunder +12 vs. AC; 2d8 + 5 thunder damage or 4d8 + 5 thunder damage on a charge. :close: Lightning Link (minor; recharge 4 5 6) * Lightning Close burst 5; targets up to two creatures who are also within 5 of another stormlizard; +10 vs. Reflex; 1d6 + 4 lightning damage. Miss: Half damage. Ride the Stormlizard (while mounted by a friendly rider of 5th level or higher; at-will) * Mount The rider gains resist 10 lightning and resist 10 thunder. Alignment Unaligned Languages -- Str 21 (+9) Dex 9 (+3) Wis 14 (+6) Con 20 (+9) Int 5 (+1) Cha 8 (+3) Bluespawn Stormlizard Tactics: Bluespawn stormlizards charge the enemy in pairs or as a pack. They try to stay close enough to other stormlizards that they can use their lightning link whenever possible. [/sblock] I ditched the lightning arc to focus on their brutishness, but kept the lightning link, since that ability is seriously evocative. Also, their gore does thunder damage now, since that sounded awesome. EDIT: Here is also the blood ghost berzerkers, for the same encounter. [sblock] [B]Blood Ghost Berserker[/B] Level 7 Brute Medium natural humanoid XP 300 Initiative +3 Senses Perception +6; low-light vision HP 96; Bloodied 48 AC 19; Fortitude 18, Reflex 16, Will 15 Speed 6 :bmelee: Greataxe (standard; at-will) * Weapon +10 vs. AC; 1d12 + 7 damage. :melee: Unnerving Howl (minor; encounter) * Fear +8 vs. Will; All attackers gain combat advantage against the target until the end of the blood ghost berzerker's next turn. Predatory Eye (minor; encounter) The blood ghost berserker deals an extra 1d6 damage on the next attack it makes with combat advantage. It must apply this bonus before the end of its next turn. Alignment Evil Languages Common, Goblin Str 21 (+9) Dex 17 (+3) Wis 14 (+6) Con 16 (+9) Int 10 (+1) Cha 10 (+3) Blood Ghost Berserker Tactics: Blood ghost berserkers charge fearlessly into melee with their greataxes. As the melee is joined, the blood ghosts begin to howl like ferocious spirits, using their unnerving howl attack. [/sblock] [/QUOTE]
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