creatures found; dusting off an old notebook

Argyle King

Legend
A thread I briefly participated in earlier lead me to look through a few of my old notebooks. There I found some creatures I had created for D&D 4E back when that was my primary rpg. I'm pretty sure I've posted a lot of these over on the WoTC forum at some point, but they've probably long since been buried under other threads.

You may notice that some of these use mechanics which break somewhat from the traditional 4E format. Also, these were created using (mostly) the original guidelines in the original three books for D&D 4E. As such, some of the damage expression may be outdated. Feel free to offer suggestions, fixes which update the mechanics to better fit with the newer material, or whatever else you feel would contribute in a helpful way.

I'll start by posting the 'Chargers,' and then move onto other things.
 

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Before you stands...well, more or less stands...what appears to be a thick metallic wagon wheel which is jagged with teeth similar to a saw blade; protruding from each side of the wheel in a manner similar to an axle is a spinning metal rod to which you notice are affixed several sword-like blades. From time to time you also notice the sound of a small crackle similar to that of static.

BLADEWHEEL CHARGER LEVEL 10 SOLDIER
Medium Natural Animate (construct) XP 500
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Initiative +11 Senses Perception +4; Blindsight 12
HP 106; Bloodied 53
AC 24; Fortitude 22; Reflex 22; Will 18
Immune disease, poison, sleep, gaze; also see Electrical Surge
Speed 8
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Charge (minor; at-will)
Chargers are powered by some sort of storm magic that seems to harness the power of lightning which is not yet fully understood by contemporary sages. A Charger's attacks rely on built up Charges of the energies which power it. As a minor action a Bladewheel Charger can generate and store a Charge; a Bladewheel Charger can hold a maximum of three charges. When a Charger uses such a power the power description also states the amount of charges expended.

Electrical Surge
A Bladewheel Charger is neither immune nor resistant to powers or attacks with the Lightning Keyword; however, when struck by a power or an attack which has the Lightning Keyword and/or includes Lightning as a type of damage the Bladewheel Charger gains a Charge as a free action.

Blade Strike (standard; at-will) (basic melee)
The Bladewheel Charger makes a blade attack against a target. +15 vs AC; 1d8+4 damage

Surge (minor; expends 1 charge)
The Bladewheel Charger starts to buzz and crackle with the sounds of electrical energies. The Bladewheel Charger must expend 1 Charge to use this power. The next attack that a Bladewheel Charger uses after using this power also deals ongoing 5 Lightning damage on a hit (save ends)

Overdrive (move; expends 1 charge)
The metal menace before you begins to move toward you with an uncanny quickness; you barely have time to try to move out of the way before it is upon you. The Bladewheel Charger must expend 1 Charge to use this power. The Bladewheel Charger can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the Bladewheel Charger must end its move in an unoccupied space. When it enters an enemy's space the Bladewheel Charger makes trample attack: +15 vs Reflex; 1d8+4 damage and the target is knocked prone.

Whirling Blades (standard; encounter; expends 2 Charges)
The blades mounted on the sides of this mayhem machine start to spin rapidly with a sinister whistle. The Bladewheel Charger must expend 2 Charges to use this Encounter power. The Bladewheel Charger makes 4 Blade Strike attacks. Special: If this power is used after using Surge, all 4 of the Blade Strike attacks made with the Whirling Blades power gain the extra damage effect granted by Surge; however, if multiple attacks hit the same target the ongoing damage is not cumulative. (i.e. If all 4 attacks hit the same target the target would not then be taking ongoing 20 Lightning.)

STR 16 (+8) DEX 18 (+9) WIS 8 (+4)
CON 18 (+9) INT 6 (+3) CHA 9 (+4)

Knowledges
DC 15 Nature or Arcana - You know that this is some sort of construct; you seem to recall reading somewhere or hearing somewhere some information which leads you to remember that this particular type of construct is called a Bladewheel Charger. You know that it is an Animate type of Natural origin.

DC 20 Nature or Arcana - You know that this particular construct uses its blades to attack its targets; it also has the ability to channel Lightning damage into its attacks.

DC 25 Nature or Arcana - You know the immunities of the creature. Only a character who has skill training in the appropriate knowledge skill (Nature or Arcana) knows the details of the Electrical Surge property.
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What you see in front of you is something that looks like a humanoid skeleton forged out of metal, but you notice that the skeleton does not have arms, and instead of a head there is a metal cube lined with many small holes.

Boltspewer Charger Level 11 Artillery
Medium Natural Animate(construct) XP 600
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Initiative +9 Senses Perception +4; Blindsight 30
HP 91; Bloodied 45
AC 23 Fortitude 23 Reflex 23 Will 19
Immune disease, poison, sleep, gaze; also see Electrical Surge
Speed 5
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Charge (minor; at-will)
Chargers are powered by some sort of storm magic that seems to harness the power of lightning which is not yet fully understood by contemporary sages. A Charger's attacks rely on built up Charges of the energies which power it. As a minor action the Boltspewer Charger can generate and store a Charge; Boltspewer Chargers can hold a maximum of three charges. When a Charger uses such a power the power description also states the amount of charges expended.

Electrical Surge
The Boltspewer Charger is neither immune nor resistant to powers or attacks with the Lightning Keyword; however, when struck by a power or an attack which has the Lightning Keyword and/or includes Lightning as a type of damage the Boltspewer Charger gains a Charge as a free action.

Kick (standard; at-will) (basic melee)
+18 vs AC; 1d4+4 damage

Spew Bolt (standard; at-will)
Ranged 15; +18 vs AC; 1d8+5 damage
OR
Ranged 30; +16 vs AC; 1d8+5 damage

Surge (minor; expends 1 charge)
The Boltspewer Charger starts to buzz and crackle with the sounds of electrical energies. The Boltspewer Charger must expend 1 Charge to use this power. The next attack that the Boltspewer Charger uses after using this power also deals ongoing 5 Lightning damage on a hit (save ends)

Bolt Storm (standard; expends 1 charge)
Close Blast 5; +14 vs Reflex; 1d8+5 damage

STR 16 (+8) DEX 18 (+9) WIS 8 (+4)
CON 19 (+9) INT 5 (+2) CHA 8 (+4)
 

You hear a sound like metal scratching against the ground, and from a distance you can see what appears to be a pile of metal shards moving toward you. As the curiosity moves closer you begin to be able to see that it is a swarm of metallic creatures which resemble spiders.

Nanocharger Spyders Level 12 Brute (Leader)
Small Natural Animate (construct)(swarm)(spider) XP 700
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Initiative +12 Senses: Perception +6; Blindsight 12
Swarm Attack aura 1; the Nanocharger Spyders make a basic attack as a free action against each enemy that begins its turn in the aura.
HP 140; Bloodied 70
AC 24 Fortitude 20 Reflex 26 Will 20
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks.
Immune disease, poison, sleep, gaze; also see Electrical Surge
Speed 6, climb 4 (spider climb)
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Charge (minor; at-will)
Chargers are powered by some sort of storm magic that seems to harness the power of lightning which is not yet fully understood by contemporary sages. A Charger's attacks rely on built up Charges of the energies which power it. As a minor action Nanocharger Spyders can generate and store a Charge; Nanocharger Spyders can hold a maximum of three charges. When a Charger uses such a power the power description also states the amount of charges expended.

Electrical Surge
Nanocharger Spyders are neither immune nor resistant to powers or attacks with the Lightning Keyword; however, when struck by a power or an attack which has the Lightning Keyword and/or includes Lightning as a type of damage Nanocharger Spyders gain a Charge as a free action.

Shocking Swarm (standard; at-will) Lightning (basic melee)
+15 vs AC; 3d4+4 Lightning damage, and ongoing 5 Lightning damage (save ends)

Repairing Surge (standard; expends 1 Charge, burst 1)
The Nanocharger Spyders have the ability repair damage done to other chargers. The Nanocharger Spyders must expend 1 Charge to use this power. One Charger ally in the burst recovers 1d6+4 HP.

Recharger (minor; expends 2 charges, burst 1)
The Nanocharger Spyders have the ability to help the powers of other Chargers charge more quickly. The Nanocharger Spyders must expend 2 charges to use this power. All Charger allies in the burst gain 1 Charge.

STR 10 (+6) DEX 22 (+12) WIS 10 (+6)
CON 10 (+6) INT 5 (+3) CHA 5 (+3)
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Level 12 Encounter for a group of 5 PCs xp 3500
1 Electrified Floor Trap xp 500
2 Bladewheel Chargers xp 1000
2 Nanocharger Spyders xp 1400
1 Boltspewer Charger xp 600
 

Four long metal legs each tipped with three metal prongs which resemble toes clank along the ground toward you. Seated at and balanced atop the center of the metal legs is what you assume to be the creature's body. The body looks like a thick hunk of metal and stone with cone-shaped holes of various sizes and depths carved into it. Barely; just barely, you can hear the clanking of the creature's feat echo around inside of the cones along with a low sort of crackling hiss which seems to eminate from inside the body of the creature.

DC 21 Arcana check: Thunderscream Chargers are the product of experiments pertaining to the prolonged exposure of the organic mind to various sounds and frequencies of sound. The most notable ability of the Thunderscream Charger -and that for which it is named- is the ability to emit a high pitched sound which dazes foes.

DC 25 Arcana: Thunderscream Chargers also have the ability to emit a low droning sound which puts creatures to sleep. It takes some time for the full effect to take hold, but eventually the target of such an attack will fall asleep unless the effect is resisted.


Thunderscream Charger Level 12 Controller
Medium Natural Animate(construct) XP 700
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Initiative +9 Senses Perception +4; Blindsight 12
HP 118; Bloodied 89
AC 26 Fortitude 26 Reflex 22 Will 19
Resist 2 Thunder
Immune disease, poison, sleep, gaze; also see Electrical Surge
Speed 5
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Charge (minor; at-will)
Chargers are powered by some sort of storm magic that seems to harness the power of lightning which is not yet fully understood by contemporary sages. A Charger's attacks rely on built up Charges of the energies which power it. As a minor action the Thunderscream Charger can generate and store a Charge; Thunderscream Chargers can hold a maximum of three charges. When a Charger uses such a power the power description also states the amount of charges expended.

Electrical Surge
The Thunderscream Charger is neither immune nor resistant to powers or attacks with the Lightning Keyword; however, when struck by a power or an attack which has the Lightning Keyword and/or includes Lightning as a type of damage the Thunderscream Charger gains a Charge as a free action.

Kick (standard; at-will) (basic melee)
+17 vs AC; 1d4+4 damage

Thunderscream Wail (standard; expends 1 charge) Thunder
The Thunderscream Charger emits a high pitched wail which assaults the mind and rattles your ear drums with pain and annoyance. Close burst 5; +16 vs Fortitude; 2d8+5 Thunder damage and the target is dazed and takes ongoing 5 Thunder damage (save ends both).

Lullaby Song (standard; expends 2 charges)
A low rhythmic droning sound starts to eminate from the Thunderscream Charger. Something about the sound is easing to the mind, and you start to feel a comfortable warmth rush over you. It's so comforting that you could almost go to sleep. Close Burst 5; +16 vs Will; the target is slowed (save ends). On a failed saving throw against the slowed condition imposed by this power the target then falls prone, falls asleep, and gains the unconcious condition; if the target takes any damage it wakes up. Alternatively, another creature can take a standard action to wake up a creature rendered unconcious by this power. Being rendered unconcious by this power does not remove the slowed condition (as such, a creature could wake up and then fall back asleep as a result of failing the save again.)

STR 16 (+8) DEX 17 (+9) WIS 8 (+5)
CON 24 (+13) INT 5 (+3) CHA 9 (+5)


notes which were part of the notebook entry I found for this creature:

"I was probably more wordy with my description of Lullaby Song than I needed to be, but -with the fiasco surrounding some of the issues with the Sleep spell- I thought it best to try to be as specific as possible about what happens via this ability.

I'm not sure how satisfied I am with the physical description I gave for the creature. My original idea was to have the creature look similar to the Boltspewer Charger, but replace the head with one which looked like old-timey loudspeakers. I couldn't quite think of a good way to explain that in terms that would make sense in the context of D&D though. If someone can figure out some language to put this concept into, I'd appreciate it."
 

Are you almost done with that door?
Just a minute; I almost have it.
*snap**pop*
I'm not sure what you just did, but something just popped out of the floor, and it doesn't look good.
Nothing to worry about. Those are just a bunch of Whirling Blade Traps. I've seen them a thousand times. They'll probably just randomly bounce around and not even come over this way.
Are you sure? They don't seem to be moving very randomly...


Much like their more mundane counterpart -the Whirling Blades Trap- Whirlblade Chargers are typically hidden with instructions to spring themselves unexpectedly upon trespassers. Essentially they are Whirlblade Traps which have been modified by the same technology used to create chargers. Although they have only a small hint of sentience, this is enough to turn an otherwise simply annoying hazard into a potentially dangerous stalker.

DC 21 Perception to notice a Whirlblade Charger hidden among a surface.


WHIRLBLADE CHARGER LEVEL 11 LURKER
Medium Natural Animate (construct) XP 600
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Initiative +13 Senses Perception +4; Blindsight 12
HP 90; Bloodied 45
AC 25; Fortitude 23; Reflex 23; Will 18
Immune disease, poison, sleep, gaze; also see Electrical Surge
Speed 8
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Charge (minor; at-will)
Chargers are powered by some sort of storm magic that seems to harness the power of lightning which is not yet fully understood by contemporary sages. A Charger's attacks rely on built up Charges of the energies which power it. As a minor action a Bladewheel Charger can generate and store a Charge; a Whirlblade Charger can hold a maximum of three charges. When a Charger uses such a power the power description also states the amount of charges expended.

Electrical Surge
A Whirlblade Charger is neither immune nor resistant to powers or attacks with the Lightning Keyword; however, when struck by a power or an attack which has the Lightning Keyword and/or includes Lightning as a type of damage the Whirlblade Charger gains a Charge as a free action.

Tornado of Blades (standard; at-will) (basic melee)
Burst 1; +14 vs AC; 2d8+5 damage

Surge (minor; expends 1 charge)
The Whirlblade Charger starts to buzz and crackle with the sounds of electrical energies. The Whirlblade Charger must expend 1 Charge to use this power. The next attack that a Whirlblade Charger uses after using this power also deals ongoing 5 Lightning damage on a hit (save ends)

Improved Tornado of Blades (minor; stance; expends 2 charges)
A crackle of energy escapes from the spinning maelstrom of blades before you as the Whirlblade Charger seems to spin faster. Until the end of the Whirlblade Charger's next turn, the Whirlblade Charger can make a Tornado of Blades attack as a free action whenever an enemy starts their turn adjacent to the Whirlblade Charger.

I wouldn't touch that if I were you/Full Metal Rodeo
The Whirlblade Charger is essentially a spinning hunk of metal covered in blades; as such, trying to Grab a Whirlblade Charger is dangerous. A creature attempting to Grab a Whirlblade Charger is subject to an attack: +14 vs Reflex; 3d6+5 damage; Miss: Half damage.
However, the Whirlblade Charger has a flat top, and, as such, it is theoretically possible to "ride" one while attempting to disable it with a thievery skill challenge. A creature of medium size or smaller can attempt to jump on top of a Whirlblade Charger. Maintaining your balance on top of a Whirlblade Charger requires either a DC 20 Acrobatics check or a DC 20 Athletics check once the creature lands upon the Whirlblade Charger and then again at the beginning of each turn atop the Whirlblade Charger; upon failure the creature is tossed 1d4 squares in a random direction and knocked prone. If Improved Tornado of Blades is active, the DC of the Athletics and Acrobatics checks increases to 25. While "riding" the Whirlblade Charger, a character can participate in a Complexity 1 Thievery Skill Challenge to disable the Whirlblade Charger (DC 16 thievery checks.) Although a creature standing upon a Whirlblade Charger in this manner would essentially be adjacent to the Whirlblade Charger and in range of of the charger's attacks, a creature in this position cannot be attacked by the Whirlblade Charger upon which he/she rides.

STR 18 (+9) DEX 18 (+9) WIS 8 (+4)
CON 18 (+9) INT 5 (+2) CHA 8 (+4)
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Sundrinker A Sundrinker is an extention of the charger technology. Through the magical manipulation of and the grafting of various types of plants onto the surface of a charger, the inventors of the chargers found a way to increase the productivity and the functionality of their creations. Since the plants used gain nurishment from sunlight, whenever chargers who have been modified with this process are exposed to sunlight, that nurishment is also shared with the charger. In a sense, this technology starts to the blur the line between living creature and machine by producing something which is partially both.

prerequisites: Construct; Charger; Level 10 or higher [Sundrinker Elite Any Construct (plant) XP Elite]
Defenses: +2 AC; +4 Fortitude; +2 Reflex; +2 Will
Resist: 5 + 1/2 level Radiant
Saving Throws +2 Action Point 1
Hit Points +7 per level + Constitution score +7
Regeneration 10 whenever exposed to direct sunlight; see also Radiant Fuel. If the charger takes damage from an attack with the shadow keyword, its regeneration is reduced by 5 until the end of the charger's next turn. If the charger takes damage from an attack with the radiant keyword or an attack which deals radiant damage, its regeneration increases by 5 until the end of the charger's next turn.

Efficient Charger When a charger with this template spends an action point, it may also gain a charge as a free action. This ability does not allow a charger to hold more charges than usual.

Radiant Fuel If hit by an attack which has the radiant keyword or an attack which deals radiant damage, its regeneration functions until the end of its next turn if its regeneration is not already functioning.

Radiant Strike If a sundrinker charger's regeneration is currently functioning it can can convert any attack power it has to radiant, change a power’s energy keyword to radiant, or add radiant energy to an attack power that doesn’t normally deal energy damage.

Spore Cloud (minor; expends 1 charge) The relationship between a sundrinker and the plant grafts on its body are such that both creatures are aware of each other. A sundrinker charger can channel energy into the plant material and cause it to produce a cloud of spores and/or various other biological material which can blind foes. Close burst 1; this power creates a zone that remains in place until the end of the sundrinker's next turn. The zone blocks line of sight for all creatures except the sundrinker. Any creature entirely within the area (except the sundrinker) is blinded.
 

about chargers - these are a few scraps of notes I had jotted down about the creatures. Nothing was ever fully set in stone. There are simply some rough ideas I had about their history and backstory.


(optional; added for flavor) DC 25 History or Dungeoneering (trained only) - Many years ago a long forgotten tomb of an ancient sage of legend was rediscovered; much like other such discoveries adventurers flocked to the site in hopes of discovering forgotten treasures and ancient knowledges. Inside the tomb a type of construct which was unfamiliar to the current sages and mages of your world was discovered. This construct was given the name of "Charger" because of the ability they have to charge themselves with energy and fuel special attacks. The most commonly encountered one was the Bladewheel Charger. Other types exist, but knowledge of the other types is scarce at this point in time; the workings of the Bladewheel Charger is not fully understood yet, but a few people have managed to "reprogram them for other tasks." They can be given simple instructions such as "guard this area," "defend this person," and etc, but they don't possess the full reasoning and thinking capabilities of an actual living creature.

Some suspect that the technology used to create chargers may have been the forerunner to warforged, but this may or may not be true; as of yet, no evidence has been found to confirm such thoughts. Whether Chargers were a stepping stone for Warforged or Chargers are simply a similar and parallel technology is knowledge which has been lost somewhere in time.
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I had some point I apparently also had the idea for some manner of Solo charger encounter in which five different chargers joined together to form something similar to Voltron.
 

Shadow Mage Level 12 Artillery
medium shadow humanoid xp 350
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Initiative +10 senses: darkvision; perception +12
Shadows of Despair aura 3; a creature in the aura other than a Shadow Mage
loses any necrotic resistance or immunity it may have. Another Shadow Mage in
the aura can spend a minor action to teleport to another square in the same aura.

HP 93; Bloodied 46
AC 24; Fortitude 23; Reflex 23; Will 25
Resist 15 Necrotic; Vulnerable 10 Radiant
Speed 5
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Shadow Strike (standard; at-will) * necrotic, weapon
+16 vs AC; 1d4+6 damage; this attack deals an extra 1d4 necrotic damage if the Shadow Mage has total concealment against the target. On a critical hit, this power does an additional 1d4 necrotic.
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Shadow Bolt (standard; at-will) * necrotic, arcane
Ranged 20; +17 vs Reflex; 2d8+6 necrotic damage; this attack deals an extra 1d4 necrotic damage if the Shadow Mage has total concealment against the target.
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Shadows of Death (when dropped to 0 hit points) * necrotic, zone
Close burst 3; +13 vs Reflex; 2d8+6 necrotic damage and the target is blinded until the beginning of its next turn. Effect: The burst creates a zone of shadows which lasts until the end of the encounter. All light sources in the burst are extinguished, and any light source brought into the zone is extingished. Any attack which has the radiant keyword and/or deals radiant damage which is made from inside the zone takes a -2 to attack and damage rolls.
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Clinging Shadows (standard; recharge 6) * necrotic; arcane
Area bust 1 within 10; +15 vs Will; 3d4 necrotic damage and targets are blinded (save ends)
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Shadow Warp (minor, teleport)
see shadows of despair above
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Alignment: Evil Languages: Common, Deep Speech
Skills: Insight +17, Diplomacy +15, Arcana +14

STR 13 (+7) DEX 19 (+10) WIS 22 (+12)
CON 15 (+8) INT 16 (+9) CHA 18 (+10)

equipment: dagger
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Shadow Mage Tactics

Much like other artillery creatures, shadow mages try to keep their distances and pelt foes from a distance. Shadow Bolt is the primary means of attack; Clinging Shadows is typically used when a group of foes starts to get closer; if possible, Shadow Mages will try to catch as many strikers and defenders as possible. This tactic changes slightly if if a foe wielding radiant energy is present in the encounter; Shadow Mages will attempt to focus fire on foes capable of dealing radiant damage.

If multiple Shadow Mages are involved in an encounter, they engage foes with a ranged version of skirmisher tactics; using the auras of each other to quickly move around the battlefield and strike at foes with volleys of shadow bolts. In groups, Shadow Mages are less reluctant about using Clinging Shadows, and will attempt to blind as many foes in the opening volley as possible.

Shadow Mage Lore

I'm keeping this vague because they can be used in a lot different ways depending on a campaign's needs. The basic idea is that these were mages who delved into dark (somewhat literally) arcane secrets and were twisted into something else by the power they found. I imagine that they look similar to the ring wraiths from the LoTR trilogy, but with more of an arcane flavor (i.e. robes, rune carved daggers, and staffs and such) instead of swords, steeds, and the like. Also, they aren't undead. They look like whatever race they were in life, but with the contour lines of their bodies darked and swirling black pupils.

They could be used in a campaign using Dragon Age for some inspiration, in a Forgotten Realms campaign as casters who use the dark weave, or a variety of other campaigns.


notes:

Some of the 'mistakes' in my design were on purpose. In particular, the HP and exp were intentionally low. The idea being that two of these would be used together as a team; as a challenge.

The damage of Clinging Shadows was an attempt at experimenting with different damage expressions, so that is something which may need changed. Though I went with d4s instead of d8s due to the attack also having the blind condition attached to it. 3d8+5 with blind and hitting multiple targets seemed a little on the rough side; I'm not sure if it would be balanced by needing to recharge or not.
 

Bunnodile Level 8 Skirmisher
Medium Fey Beast XP 350
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Initiative +9 Senses: Tremorsense 2, Telepathic Echolocation
HP 89, Bloodied 44
AC 22 Fortitude 20 Reflex 21 Will 19
Resist 5 Psychic
Speed 6
Immune: Gaze
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Bite (standard; at-will)
+13 vs AC 2d6+5 damage and the target is grabbed until the target escapes or the Bunnodile releases the target. The Bunnodile cannot make bite attacks while grabbing a creature, but it may use clamping jaws.

Clamping Jaws (standard; at-will)
If a Bunnodile begins its turn with a target grabbed in its jaws it makes an attack against the grabbed creature: +13 vs AC for 3d6+5 damage; a miss still deals half damage.

Death From Above (standard; recharge 4,5,6)
The Bunnodile leaps at its prey, shifting 6 squares and making a bite attack; on a hit it deals an extra 1d6 damage and the target is grabbed.

Bunnodile Bounce (move; recharge 3)
The Bunnodile shifts 10 squares.

Telepathic Echolocation (minor; at-will) Burst 10, Psychic
Bunnodiles cannot see or hear the way that most creatures do. They can emit a combination of telepathic and psychic pulses which function similar to a dolphin's echolocation. Until the beginning of their next turn this allows them to sense creatures within the burst; since this doesn't use sight it perfectly pinpoints creatures who are invisible or otherwise obscured by effects such as blur or displacement. This sense also tells the Bunnodile some basic information such as whether or not the creature sensed is a Bunnodile, alive, dead, sick, or neither alive nor dead.

Shared Echolocation (minor; at-will) Burst 10, Psychic
The Bunnodile can share its Telepathic Echolocation information with other Bunnodiles in the burst. In this way a group of Bunnodiles could possible "see" beyond the normal limits of their senses. For example: A PC is 9 Squares away from one Bunnodile; 19 squares away from a second Bunnodile. The first Bunnodile could use it's echolocation to "see" the PC and then send this sensory information to the second Bunnodile which would allow the second Bunnodile to "see" the PC.

Soft Fall
Bunnodiles ignore the first 30ft of fall damage.

STR 17 (+7)
CON 17 (+7)

DEX 20 (+9)
INT 4 (+1)

WIS 13 (+5)
CHA 16 (+7)

(The modifiers listed include the adjustments for 1/2 level.)



This strange beast can only described as something which looks like a large crocodile's snout and jaws balanced atop two oversized rabbit legs. At the back of the creature's head/body is a round tuft of hair which resembles a rabbit tail.
 

Kobold Sneak Level 1 Lurker
Small Natural Humanoid XP 100
Initiative +5 Senses: Perception +1; darkvision
HP 24, Bloodied 12
AC 15 Fortitude 13 Reflex 13 Will 13; see also trap sense
Speed 6
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Javelin Jab [basic melee] (standard; at-will) * weapon
+6 vs AC 1d6 damage and 1d4 poison damage
not usable after using Javelin Toss

Javeline Toss (standard; encounter) * weapon
Ranged 10/20 +6 vs AC 1d6 damage and 1d4 poison damage

Shiv [basic melee] (standard; at will) * weapon
+7 vs AC 1d4 damage
only usable after using Javelin Toss

Smoke Bomb (move; encounter)
Close Burst 1; The Kobold Snak tosses a small ball against the ground and it explodes into a cloud of smoke and dust which lasts until the end of the Kobold Sneak's next turn. As part of this action, the Kobold Sneak may shift one square. Creatures inside cloud have cover against adjacent creatures. Creatures inside the cloud cannot see non-adjacent creatures. Creatures outside the cloud cannot see creatures inside the cloud to whom they are not adjacent. The cloud also blocks line of sight to all creatures to whom you are not adjacent to.

Shifty (minor; at-will)
The Kobold Shifts one square

Trap Sense
The Kobold gains a +2 bonus to all defenses against traps

STR 10 (+0) DEX 14 (+2) WIS 12 (+1)
CON 12 (+1) INT 11 (+0) CHA 10 (+0)

Alignment: Evil Languages: Draconic
skills: stealth +9, thievery +9, acrobatics +7
Equipment: Leather Armor, smoke bomb, javelin, shiv (shoddily made dagger), 50ft rope



The small scaly creature before you is easily recognized as a kobold. In it's hands it wields a javelin; you also notice a piece of bone which has been roughly hewn into a dagger strapped to its ankle with a piece of cloth. Black leather armor fits snuggly around the body, and strips of cloth are wrapped around its feet.


At the time I was trying to figure out a better way to word the smoke bomb ability. The effect I was going for was something similar to what is described as Heavily Obscured terrain on pages 61 & 62 of the DM's Guide.
 

Dire Goldfish Swarm Level 6 Skirmisher
Small Natural Beast (aquatic)(swarm) XP 250
Initiative +10 Senses: +4 Perception
Swarm Attack Aura 1, The Dire Goldfish Swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 75, Bloodied 37
AC 20 Fortitude 19 Reflex 19 Will 17
Resist half damage from melee and ranged attacks; vulnerable 10 against close and area attacks.
Speed Swim 8
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Bite (standard; at-will)
+11 vs AC 1d6+4 and ongoing 5 damage (save ends)

Frenzy of Teeth (standard; recharge 4,5,6) Burst 1
+9 vs AC 1d6+4 and ongoing 5 damage (save ends)

Uncanny Quickness (move; at-will)
The Dire Goldfish Swarm shifts 3 squares as a move action.

STR 16 (+6) DEX 19 (+7) WIS 13 (+4)
CON 19 (+7) INT 2 (-1) CHA 10 (+3)

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Bloodpack Shark Level 6 Brute
Large Natural Beast (aquatic) XP 250
Initiative +5 Senses: Perception +7, low-light vision, blood sense
HP 86, Bloodied 43
AC 18, Fortitude 18, Reflex 18, Will 18
Speed Swim 8
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Bite (standard; at-will)
+9 vs AC 2d8+5

Blood Frenzy
Bloodpack Sharks have a +2 bonus to defenses and damage rolls versus bloodied opponents.

Pack Tactics
The Bloodpack Shark gains combat advantage against a target that is threatened by more than one Bloodpack Shark.

Bloodsense
Bloodpack Sharks can detect bloodied creatures as if the Bloodpack Shark had Truesight.

STR 19 (+8) DEX 16 (+6) WIS 16 (+6)
CON 16 (+6) INT 5 (+0) CHA 14 (+4)
 

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