D&D Experience: Two Page Spreads on Display


log in or register to remove this ad

Dalamar

Adventurer
Feygrove Choker, Level 12 Lurker (XP 700)
Medium Fey Humanoid
Initiative +13; Senses Perception +7; low-light vision
HP 91; Bloodied 45
AC 24; Fortitude 22, Reflex 22, Will 19
Speed 8 (forest walk), climb 8 (spider climb)
m Tentacle Claw (standard; at-will)
Reach 3; +17 vs. AC; 2d6+4 damage, and the garget is grabbed (until escape). A target trying to escape the grab takes a -4 penalty to the check. The feygrove choker can grab up to 2 creatures at once.
M Choke (standard; at-will)
Up to 2 grabbed targets; +17 vs. Fortitude; 2d8+4 damage. The feygrove choker makes a separate attack against each grabbed target.
A Vine Fester (standard; recharge 6)
Area burst 3 within 10, nearby vines animate and snate the feygrove choker's enemies; +15 vs. Reflex; the target is restrained (save ends)
Body Shield (immediate interrupt, when targeted by a melee or ranged attack against Reflex or AC; recharges when the choker makes a successful tentacle claw attack)
The cavern choker makes its grabbed victim the target instead. The choker cannot use this power to redirect attacks made by a creature it is currently grabbing.
Chameleon Hide (minor; at-will)
The feygrove choker gains concealment until the start of its next turn. It can't use this power while grabbing a creature or while grabbed.
Alignment Unaligned; Languages Elven
Skills Stealth +15
Str 19 (+10) Dex 18 (+10) Wis 13 (+7)
Con 13 (+7) Int 6 (+4) Cha 6 (+4)


Note that there is a copy-paste error (faithfully represented on my transcription of it) on the Feygrove Choker, as its Body Shield ability once refers to Cavern Choker.
 
Last edited:

Dalamar

Adventurer
Chuul, Level 10 Soldier (XP 500)
Large aberrant magical beast (aquatic)
Initiative +10; Senses Perception +9; darkvision
HP 109; Bloodied 54
AC 27; Fortitude 26, Reflex 20, Will 21
Speed 6, swim 6
m Claw (standard; at-will)
Reach 2; +17 vs. AC; 1d6+6 damage, or 3d6+6 damage against an immobilized creature
M Double Attack (standard; at-will) * Paralysis, Poison
The chuul makes two claw attacks. If both attacks hit a single target, the chuul makes a secondary attack against the same target with its tentacles. Secondary Attack: +14 vs. Fortitude; the target is immobilized (save ends)
Tentacle Net * Paralysis, Poison
A creature hit by a chuul's opportunity attack is immobilized until the end of the chuul's next turn.
Alignment Unaligned; Languages Deep Speech
Str 22 (+11) Dex 16 (+8) Wis 18 (+9)
Con 21 (+10) Int 4 (+2) Cha 14 (+7)

Chuul Juggernaut, Level 23 Elite Soldier (XP 10,700)
Huge aberrant magical beast (aquatic)
Initiative +17; Senses Perception +17; darkvision
Psychic Moan (psychic) aura 1; a chuul juggernaut exudes a constant hum of psychic energy. Enemies in the aura take a -2 penalty to Will defense and gain vulnerable 5 psychic.
HP 434; Bloodied 217
AC 39; Fortitude 37 Reflex 31 Will 33
Saving Throws +2
Speed 7, swim 7
Action Points 1
m Claw (standard; at-will)
Reach 3; +30 vs. AC; 2d8+8 damage, or 5d8+8 damage against an immobilized creature.
M Double Attack (standard; at-will) * Paralysis, Poison
The chuul juggernaut makes two claw attacks. If both claw attacks hit a single target, the chuul juggernaut makes a secondary attack against the same target with its tentacles. Secondary Attack: +28 vs. Fortitude; the target is immobilized (save ends).
R Psychic Lure (standard; at-will) * Psychic
Range 10; +29 vs. Will; 2d10+3 psychic damage, and the target is pulled 5 squares.
Tentacle Net * Paralysis, Poison
A creature hit by a chuul juggernaut's opportunity attack is immobilized until the end of the juggernaut's next turn.
Alignment Unaligned; Languages Deep Speech
Str 27 (+19) Dex 19 (+15) Wis 22 (+17)
Con 25 (+18) Int 4 (+8) Cha 16 (+14)
 

chaotix42

First Post
I saw the bodak and boneclaw on the first page... and then I found this thread. *sniff* So beautiful... *sniff* Thanks for this!

This is such a fantastic tease - with nothing but 1st level characters at our disposal to boot!
 


Plane Sailing

Astral Admin - Mwahahaha!
Anybody else notice the apparent typo?

In the Cavern Choker tactics it talks about using living shield to protect itself while choking grabbed prey.

However, the powers list has the entry Body Shield to make its grabbed victim the target instead.

Hold the presses!
 


Khuxan

First Post
Here's the tiefling racial entry, courtesy of davethegame's scans:

[sblock]Heirs of a shattered empire who live in the shadows and do not fear the dark

RACIAL TRAITS
Average Height:
5’ 6” - 6’ 2”
Average Weight: 140-230 lb.

Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, choice of one other
Skill Bonuses:: +2 Bluff, +2 Stealth
Bloodhunt: You gain a1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist fire 5 + one-half your level.
Infernal Wrath: You can use infernal wrath as an encounter power.

Internal Wrath...Tiefling Racial Power
You call upon your furious nature to improve your odds of harming your foe.
Ecnounter
Minor Action...Personal
Effect:
You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.

Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and the tieflings were left to make their own way in a world that often fears and resents them.

Play a tiefling if you want...
* to be a hero who has a dark side to overcome.
* to be good at tricking, intimidating, or persuading others to do your will
* to be a member of a race that favors the warlock, warlord, and rogue classes.

PHYSICAL QUALITIES
Tieflings’ appearance testifies to their infernal bloodline. They have large horns, thick, nonprehensile tails that range in length from 4 to 5 feet; sharply pointed teeth; and eyes that are solid orbs of black, red, white, silver, or gold. Their skin color covers the whole human range and also extends to reds, from a ruddy tan to a brick red. Their hair, cascading down from behind their horns, is as likely to be dark blue, red, or purple as more common human colors.
Tieflings favor dark colors and reds, leathers and glossy furs, small spikes and buckles. Tiefling-crafted arms and armor often have an archaic style, harkening back to the glory of their long-vanquished empire.

PLAYING A TIEFLING
Hundreds of years ago, the leaders of the human empire of Bael Turath made pacts with devils to solidify their hold over its enormous territory. Those humans became the first tieflings, and they governed their empire in the name of their infernal masters. In time, Bael Turath came into conflict with Arkhosia, the ancient empire of the dragonborn, and decades of warfare left both empires in ruins. Bael Turath’s grand capital was thrown down in ruin.
Tieflings are heirs of the surviving noble dynasties that ruled the empire. Their bloodline is tained by their diabolical connections, passing to their descendants through all generations. In many ways, they are human; they can have children with humans, for example. but their offspring are always tieflings.
Centuries of other races’ distrust and outright hatred have made tieflings self-reliant and often too willing to live up to the stereotypes imposed on them. As a race without a homeland, the tieflings know that they have to make their own way in the world and that they have to be strong to survive, and they are not quick ot trust anyone who claiims to be a friend. However, when a tiefling’s companions demonstrate they trust him or her, the tiefling quickly learns to extend the same trust to them. And once a tiefling gives someone trust and loyalty, the tieflling is a firm friend and ally for life.
Although the nobles of Bael Turath subjugated themselves to devils, most present-day tieflings give little thought to gods or patrons, preferring to look out for themselves. Therefore, they do not often follow the path of the divine; tiefling clerics or paladins are rare.
Tieflings are not numerous. Sometimes a tiefling merhcant clan that is descended from a Bael Turath dynasty settles as a group in a land where wealth can purchase safety and comfort. But most tieflings are born outside such hidden dynasties and grow up in the roughest quarters of human cities and towns. These tieflings often become swindlers, theives, or crime lords who care out a niche for themselves amid the squalor of their surroundings.

Tiefling Characteristics: Cunning, disquieting, imposing, mysterious, proud, rebellious, self-reliant, sinister, sly, unconventional.

Male Names: Akmenos, Amnon, Barukas, Damakos, Ekermon, Iados, Kairon, Lencis, Meloch, Morthos, Pelados, Skamos, Theran.

Female Names: Akta, Bryseis, Damatala, Ex, Kallista, Lerissa, Makaria, Nemeria, Orlatice, Phelaius, ???

Some young tieflings, striving to find a place in the world, choose a name that signifies a concept and then try to embody the concept. For some, the chosen name is a noble quest. For others, its a grim destiny.

Modern Names: Art, Carrion, Chant, Despair, Fear, Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Torment, Weary.

TIEFLING ADVENTURERS
Three same tiefling adventurers are described bleow.
Akmenos is a tiefling warlock torn between good and evil. He longs to fit into the human society in which he lives and would like to call himself genuinely good. At the same time, he fears taht his soul is irretrievably tained by the touch of evil - both the evil in his blood and the sinister nature of his infernal pact. He feels as if he is on a tightrope between good and evil and might eventually fall either way. His companions recognise the good in his heart and trust him, and that trust has been enough on some days to keep him from sliding into evil. His life is tormented, and though he believes he is called to a great destiny, he is not sure whether he will become a hero or a villain.
Kallista is a tiefling warlord who prays daily that Bahamut will help her keep her commitment to live justly and honourably. She has no love for Bahamut’s priests and temples, but she feels a personal connection to the Platinum Dragon, which inspires her to acts of nobility and sacrifice. She leads a group of adventurers in strikes against evil forces but dreams of one day leading an army under Bahamut’s banner. In his name, she struggles to keep her violent temper and cruel streak under tight control.
Random is a tiefling rogue, a native of the streets and alleys of a human city and no strnager to poverty, mistrust, or prejudice. As far as he’s concerned, good and evil are a matter for priests and philosophers to discuss in their marble temples and universities. The reality of life on the street is survival, and he’s willing to do what’s necessary to survive. As part of an adventuring group, he has had his first taste of wealth and discovered that he likes it, but he hasn’t forgotten his roots. He has also had his first taste of trust and friendship, which are growing on him as well.[/sblock]
 
Last edited:


chaotix42

First Post
Man, those gnolls are great! They emphasize pack and mob tactics really well, and when opponents are bloodied they get even nastier! Love it. And Chaotic Evil shows up yet again! The plot thickens.

Dig the art so far, too. Steve Prescott ftw!
 

Remove ads

Top