Olrox17
Hero
Originally posted on the WOTC forums. I'm the original content creator.
First Post:
First Post:
Olrox17
Joined Jul 2010
1002 Posts
Hey people, I'm working on an adventure set in the Castlevania world.
All the PCs of my home game are level 20, well equipped and fairly optimized, and they're going to be sucked into Dracula's Castle by a malfunctioning portal.
I'm refluffing a lot of existing monsters to recreate the classical castlevania enemies, but I'm also creating some stuff on my own.
Let's start with some minions:
Flea Man Level 20 Minion Lurker
Small fey humanoid XP 700
HP 1; a missed attack never damages a minion.
Initiative +21
AC 34, Fortitude 31, Reflex 35, Will 30
Perception +18
Speed 8
Traits
Hopper
The flea man cannot be targeted by an attack unless it is the nearest enemy to the attacker.
Standard Actions
m/r Distracting Axe (weapon) At-Will
Attack: Melee 1 or Ranged 5/10 (one creature); +25 vs. AC
Hit: 14 damage. Choose one of the flea man’s allies within 5 squares of the target. Until the end of the target’s next turn, the target is marked by that creature. In addition, if the target has any creatures marked, those marks end.
Skills Athletics +16, Acrobatics +22
Str 13 (+11) Dex 25 (+17) Wis 16 (+13) Con 18 (+14) Int 8 (+9) Cha 8 (+9)
Alignment evil Languages Deep Speech
Flea men in castlevania are fast, annoying, and very hard to catch, and that's the feeling i want to recreate.
Medusa Head Level 20 Minion Controller
Small natural animate (undead) XP 700
HP 1; a missed attack never damages a minion.
Initiative +17
AC 34; Fortitude 32, Reflex 34, Will 30
Senses Perception +19 , Darkvision
Immune disease, poison
Speed 1, fly 8 (hover)
Traits
Petrifying Essence
Whenever the medusa head hits a slowed target with a bite attack, the target is also immobilized until the end of the medusa head’s next turn.
If the target was already immobilized, it is also restrained until the end of the medusa head’s next turn.
If the target was already restrained, it is also dazed until the end of the medusa head’s next turn.
If the target was already restrained and dazed, it is also petrified until the end of the medusa head’s next turn
Standard Actions
m Bite (standard, at-will) +23 vs Fortitude; 14 damage and the target is pushed 1 and slowed until the end of the medusa head’s next turn
Alignment Evil Languages None
Str 10 (+10) Dex 24 (+17) Wis 20 (+15) Con 18 (+14) Int 6 (+8) Cha 8 (+9)
I want the medusa heads to petrify their victims like in the game, but petrified it's a very powerful control effect, so I created a slippery slope. The more you get hit by them, the worse the effect becomes, until you're finally petrified for a brief period.
Merman Level 20 Minion Artillery
Medium natural humanoid (aquatic) XP 700
HP 1; a missed attack never damages a minion.
Initiative +16
AC 32, Fortitude 31, Reflex 33, Will 32
Perception +18, Darkvision
Speed 6, swim 8
Standard Actions
m Bite At-Will
Attack: Melee 1 (one creature); +25 vs. AC
Hit: 11 damage.
A Fireball At-Will
Attack: Area burst 2 within 10; creatures in the burst; +25 vs. Reflex
Hit: 11 fire damage.
Triggered Actions
Desperate Escape At-Will
Trigger: The merman is hit or missed by a close or an area attack.
Effect (Immediate Interrupt): The merman shifts 2 squares and falls prone at the end of the movement.
Str 18 (+14) Dex 22 (+16) Wis 17 (+13) Con 17 (+13) Int 8 (+9) Cha 10 (+10)
Alignment evil Languages Deep Speech
Fairly standard artillery with a twist: the mermen can be hard to catch with area/close attacks, but they end up prone in return for dodging an attack.
Skeleton Archer Level 20 Minion Skirmisher
Medium natural animate (undead) XP 700
HP 1; a missed attack never damages a minion.
Initiative +17
AC 34 (36 against opportunity attacks), Fortitude 33, Reflex 32, Will 31
Perception +14, Darkvision
Speed 6
Resist 10 necrotic
Immune disease, poison
Standard Actions
m Claw (Weapon) At-Will
Attack: Melee 1 (one creature); + 25 vs. AC
Hit: 14 damage.
r Shortbow (Weapon) At-Will
Attack: Ranged 15/30 (one creature); + 25 vs. AC
Hit: 14 damage.
Move Actions
Shifting Strike At-Will
Requirement: The skeleton must have attacked in this round.
Effect: The skeleton shifts 2 squares.
Str 23 (+16) Dex 20 (+15) Wis 19 (+14) Con 20 (+15) Int 5 (+7) Cha 9 (+9)
Alignment Unaligned Languages -
Equipment: bone arrows x20, shortbow .
The skeleton is designed as an all-purpose minion, good for every kind of battle. No flashy abilities, it's just a regular skeleton. it's based on an already existing minion, the deathguard skeleton.
Skull Ghost Level 20 Minion Brute
Medium shadow animate (undead) XP 700
HP 1; a missed attack never damages a minion.
Initiative +15
AC 32, Fortitude 34, Reflex 32, Will 31
Perception +14, Darkvision
Speed 6 (hover)
Immune disease, poison; Resist 10 necrotic
Standard Actions
m Ghostly Touch At-Will
Attack: Melee 1 (one creature); + 23 vs. Reflex
Hit: 18 necrotic and fire damage.
Triggered Actions
M Death Hold
Trigger: The skull ghost drops to 0 hit points.
Effect: The ghost can shift 1 square before the attack.
Attack (No Action): Melee 1 (one creature); + 23 vs. Reflex
Hit: The target is grabbed and takes 10 ongoing necrotic and fire damage as long as it is grabbed. The ghost is still alive and it’s immune to all damage. It cannot take actions during its turn, but it doesn’t need to take actions to sustain the grab. It can still be targeted by attacks and it dies when the grab ends.
Str 21 (+15) Dex 20 (+15) Wis 19 (+14) Con 18 (+14) Int 3 (+6) Cha 6 (+8)
Alignment Unaligned Languages -
I like this one a lot. An high-damage, low AC minion that can still annoy the PCs after his death. It's a ghost, after all!
Vampire Bat Swarm Level 20 Minion Soldier
Medium natural beast (swarm) XP 700
HP 1; a missed attack never damages a minion.
Initiative +20
AC 36, Fortitude 31, Reflex 34, Will 31
Perception +20, Blindsight 10
Speed fly 8 (hover)
Traits
Swarm Attack Aura 2
Any enemy that starts its turn within the aura takes 5 damage.
Standard Actions
m Blood Drain At-Will
Attack: Melee 1 (one creature); +23 vs. Fortitude
Hit: 9 damage, and the target is weakened until the end of the swarm’s next turn.
Str 14 (+12) Dex 26 (+18) Wis 21 (+15) Con 17 (+13) Int 2 (+6) Cha 11 (+10)
Alignment Unaligned Languages -
It isn't Castlevania without bats. These soldier minions can't mark, but since their attacks weaken, the PCs will probably try to get rid of them early. Which is exactly the purpose of soldier monsters!
Please give me your opinions!
Aug 03, 2011 0:40:23
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