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19th-level Monster Conversions
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<blockquote data-quote="the Jester" data-source="post: 4817795" data-attributes="member: 1210"><p>Best use of the recharge mechanic EVAR (as far as I have created, anyway).</p><p></p><p><strong><span style="font-size: 15px">TERATOMORPH--- Level 19 Elite Brute</span></strong></p><p>Gargantuan elemental beast (blind, ooze)--- XP 4,800</p><p>---</p><p><strong>Initiative</strong> +12; <strong>Senses </strong>Perception +15; blindsense 10, tremorsense 10</p><p><strong>Warp Reality</strong> aura 10; the area is treated as difficult terrain, and at the end of the teratomorph’s turn, a random creature in the aura is attacked: +20 vs. Reflex; 2d6+7 acid, cold, fire, lightning, poison or thunder damage (determine randomly)</p><p><strong>HP</strong> 436; <strong>Bloodied</strong> 218</p><p><strong>AC </strong>33; <strong>Fortitude</strong> 35; <strong>Reflex</strong> 28; <strong>Will </strong>33</p><p><strong>Resist</strong> all 5</p><p><strong>Saving Throws</strong> +2</p><p><strong>Speed</strong> 3, climb 3 (spider climb), swim 3 (plus see Dimensional Shift)</p><p><strong>Action Points</strong> 1</p><p>---</p><p><strong>[Melee basic] Mutating Strike </strong>(standard; recharge 1, 2): Reach 2; +21 vs. AC; 2d8+7 damage and ongoing 5 damage (save ends). If the victim dies from the damage, its body is horribly twisted and warped by the effects, making raising it from the dead problematic at best. </p><p></p><p><strong>[Melee basic] Annihilating Strike</strong> (standard; recharge 2, 3): Reach 2; +21 vs. AC; 1d12+7 damage and target is stunned (save ends). If the victim is reduced to 0 hit points by this damage, its body is utterly destroyed. </p><p></p><p><strong>[Melee basic] Bonding Strike</strong> (standard; recharge 3, 4): Reach 2; +21 vs. AC; 3d8+7 damage and target is grabbed (save ends). </p><p></p><p><strong>[Melee basic] Transporting Strike</strong> (standard; recharge 4, 5): Reach 2; +21 vs. AC; 3d8+7 damage and target slides 8 squares. </p><p></p><p><strong>[Melee basic] Draining Strike</strong> (standard; recharge 5, 6): Reach 2; +21 vs. AC; 2d10+7 damage and target is weakened (save ends).</p><p><strong> </strong></p><p><strong>[Melee basic] Disorienting Strike </strong>(standard; recharge 1, 6): Reach 2; +21 vs. AC; 3d8+7 damage and target is dazed (save ends). </p><p><strong></strong></p><p><strong>[Melee] Double Strike </strong>(action; recharge): The teratomorph makes two basic attacks. </p><p></p><p><strong>Extra Recharge</strong> (free; at the end of the teratomorph’s turn and when a creature provokes an opportunity attack; at will): The teratomorph immediately makes a recharge roll. </p><p></p><p><strong>Dimensional Shift</strong> (move; recharge 5 6) <strong>Teleportation: </strong>The teratomorph teleports 10 squares.</p><p>---</p><p><strong>Alignment </strong>unaligned; <strong>Languages</strong> -</p><p><strong>Str</strong> 26; <strong>Dex</strong> 17; <strong>Wis </strong>22</p><p><strong>Con</strong> 18; <strong>Int </strong>1; <strong>Cha</strong> 5</p></blockquote><p></p>
[QUOTE="the Jester, post: 4817795, member: 1210"] Best use of the recharge mechanic EVAR (as far as I have created, anyway). [B][SIZE="4"]TERATOMORPH--- Level 19 Elite Brute[/SIZE][/B] Gargantuan elemental beast (blind, ooze)--- XP 4,800 --- [B]Initiative[/B] +12; [B]Senses [/B]Perception +15; blindsense 10, tremorsense 10 [B]Warp Reality[/B] aura 10; the area is treated as difficult terrain, and at the end of the teratomorph’s turn, a random creature in the aura is attacked: +20 vs. Reflex; 2d6+7 acid, cold, fire, lightning, poison or thunder damage (determine randomly) [B]HP[/B] 436; [B]Bloodied[/B] 218 [B]AC [/B]33; [B]Fortitude[/B] 35; [B]Reflex[/B] 28; [B]Will [/B]33 [B]Resist[/B] all 5 [B]Saving Throws[/B] +2 [B]Speed[/B] 3, climb 3 (spider climb), swim 3 (plus see Dimensional Shift) [B]Action Points[/B] 1 --- [B][Melee basic] Mutating Strike [/B](standard; recharge 1, 2): Reach 2; +21 vs. AC; 2d8+7 damage and ongoing 5 damage (save ends). If the victim dies from the damage, its body is horribly twisted and warped by the effects, making raising it from the dead problematic at best. [B][Melee basic] Annihilating Strike[/B] (standard; recharge 2, 3): Reach 2; +21 vs. AC; 1d12+7 damage and target is stunned (save ends). If the victim is reduced to 0 hit points by this damage, its body is utterly destroyed. [B][Melee basic] Bonding Strike[/B] (standard; recharge 3, 4): Reach 2; +21 vs. AC; 3d8+7 damage and target is grabbed (save ends). [B][Melee basic] Transporting Strike[/B] (standard; recharge 4, 5): Reach 2; +21 vs. AC; 3d8+7 damage and target slides 8 squares. [B][Melee basic] Draining Strike[/B] (standard; recharge 5, 6): Reach 2; +21 vs. AC; 2d10+7 damage and target is weakened (save ends). [B] [Melee basic] Disorienting Strike [/B](standard; recharge 1, 6): Reach 2; +21 vs. AC; 3d8+7 damage and target is dazed (save ends). [B] [Melee] Double Strike [/B](action; recharge): The teratomorph makes two basic attacks. [B]Extra Recharge[/B] (free; at the end of the teratomorph’s turn and when a creature provokes an opportunity attack; at will): The teratomorph immediately makes a recharge roll. [B]Dimensional Shift[/B] (move; recharge 5 6) [B]Teleportation: [/B]The teratomorph teleports 10 squares. --- [B]Alignment [/B]unaligned; [B]Languages[/B] - [B]Str[/B] 26; [B]Dex[/B] 17; [B]Wis [/B]22 [B]Con[/B] 18; [B]Int [/B]1; [B]Cha[/B] 5 [/QUOTE]
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