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Mesh Hongs Monster Request / Discussion Thread
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<blockquote data-quote="Old_school_overlord" data-source="post: 5374935" data-attributes="member: 60631"><p>The Jelly fish and spiny blues are great Mesh, they'll be very handy in my ongoing "Tides of Evil" campaign - the PCs are 12 level so its perfect!</p><p></p><p>I'd like you to take a look at my Solo. Previous efforts have been a little disappointing, but I'm hopping this bad-boy will turn out different <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The group is large - 7 PCs and they're about ready to reach 13 level, the heroes are infiltrating a sahuagin fortress with the intention of destroying the teleport circles they believe the sahuagin are using to bring their armies into the staging ground of their invasion. </p><p></p><p>The "teleport cirlce" is in fact an enormous Astral Hydra, a specially bred creature that allows the sahuagin to use its multiple oesophagi as wormholes though astral space.</p><p></p><p></p><p>Astral Hydra Level 15 Solo Controller</p><p>Gargantuan Natural Magical Beast (Aquatic) XP 6,000</p><p>Initiative +0 Senses Perception +14</p><p></p><p>HP 632; Bloodied 316 (See New Arrivals)</p><p>AC 29; Fortitude 29, Reflex 27, Will 26</p><p>Saving Throws +5</p><p>Speed 0 (See Rooted)</p><p>Action Points 2</p><p></p><p>Traits</p><p>Many Heads ; Astral Hydra takes a turn on Initiative counts 30, 20 and 10. At the begining of each of it's turns it may make a saving throw against any stunned or dazed condition, even if a saving throw would not normally end this.</p><p></p><p>Rooted ; Astral Hydra cannot move, nor be shifted, slided, pulled, pushed or teleported.</p><p></p><p>Standard Actions</p><p>M Gnashing Maw (at-will)</p><p>Melle 3, one creature, +20 vs AC, Hit: 3d6+13</p><p></p><p>c Venom Jet (recharge 56) ♦ Poison</p><p>Close Blast 4, targets creatures, +18 vs Fortitude, hit: 3d8+10 poison and target is weakened (save ends).</p><p></p><p>m Snapping Jaws (recharge 56)</p><p>Melle 3, targets one, two or three creatures, +18 vs AC, hit: 2d8+9</p><p></p><p>m Predatory Lunge (recharge 56)</p><p>Melle 4, one creature, +18 vs Reflex, hit: 5d6+18 and target is pulled 4 squares and restrained. Astral Hydra may have up to 3 creatures restrained at a time.</p><p></p><p>Minor Actions</p><p></p><p>New Arrivals (encounter, recharge when bloodied)</p><p>5 Praetorian Vanguard appear in squares next to astral hydra.</p><p></p><p>r Mystic Lure (recharge 56) ♦ does not provoke opportunity attacks</p><p>Ranged 20, one creature, +20 vs will, hit: Target is teleported to a square adjacent to astral hydra.</p><p></p><p>Triggered Actions</p><p>m Chew (Free; at-will) ♦</p><p>Trigger: an enemy ends it's turn restrained by Astral Hydra. </p><p>Melle 4, restrained creature, +18 vs fortitude, Hit:3d8+13</p><p></p><p>Alignment Unaligned</p><p>Languages</p><p>Str 25 (+14) Dex 18 (+11) Wis 20 (+12)</p><p>Con 20 (+12) Int 4 (+4) Cha 10 (+7) </p><p></p><p>The Sahuagin Legionairre referrenced in the stat block is a lvl12 Soldier minion based of a dragonborn one in darksun creature compendium.</p><p></p><p>So long, and thanks for all the fish!</p></blockquote><p></p>
[QUOTE="Old_school_overlord, post: 5374935, member: 60631"] The Jelly fish and spiny blues are great Mesh, they'll be very handy in my ongoing "Tides of Evil" campaign - the PCs are 12 level so its perfect! I'd like you to take a look at my Solo. Previous efforts have been a little disappointing, but I'm hopping this bad-boy will turn out different :) The group is large - 7 PCs and they're about ready to reach 13 level, the heroes are infiltrating a sahuagin fortress with the intention of destroying the teleport circles they believe the sahuagin are using to bring their armies into the staging ground of their invasion. The "teleport cirlce" is in fact an enormous Astral Hydra, a specially bred creature that allows the sahuagin to use its multiple oesophagi as wormholes though astral space. Astral Hydra Level 15 Solo Controller Gargantuan Natural Magical Beast (Aquatic) XP 6,000 Initiative +0 Senses Perception +14 HP 632; Bloodied 316 (See New Arrivals) AC 29; Fortitude 29, Reflex 27, Will 26 Saving Throws +5 Speed 0 (See Rooted) Action Points 2 Traits Many Heads ; Astral Hydra takes a turn on Initiative counts 30, 20 and 10. At the begining of each of it's turns it may make a saving throw against any stunned or dazed condition, even if a saving throw would not normally end this. Rooted ; Astral Hydra cannot move, nor be shifted, slided, pulled, pushed or teleported. Standard Actions M Gnashing Maw (at-will) Melle 3, one creature, +20 vs AC, Hit: 3d6+13 c Venom Jet (recharge 56) ♦ Poison Close Blast 4, targets creatures, +18 vs Fortitude, hit: 3d8+10 poison and target is weakened (save ends). m Snapping Jaws (recharge 56) Melle 3, targets one, two or three creatures, +18 vs AC, hit: 2d8+9 m Predatory Lunge (recharge 56) Melle 4, one creature, +18 vs Reflex, hit: 5d6+18 and target is pulled 4 squares and restrained. Astral Hydra may have up to 3 creatures restrained at a time. Minor Actions New Arrivals (encounter, recharge when bloodied) 5 Praetorian Vanguard appear in squares next to astral hydra. r Mystic Lure (recharge 56) ♦ does not provoke opportunity attacks Ranged 20, one creature, +20 vs will, hit: Target is teleported to a square adjacent to astral hydra. Triggered Actions m Chew (Free; at-will) ♦ Trigger: an enemy ends it's turn restrained by Astral Hydra. Melle 4, restrained creature, +18 vs fortitude, Hit:3d8+13 Alignment Unaligned Languages Str 25 (+14) Dex 18 (+11) Wis 20 (+12) Con 20 (+12) Int 4 (+4) Cha 10 (+7) The Sahuagin Legionairre referrenced in the stat block is a lvl12 Soldier minion based of a dragonborn one in darksun creature compendium. So long, and thanks for all the fish! [/QUOTE]
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