Monsters from Xanth's Pictures

mach1.9pants said:
Do we know what the recharge mechanic is, or how it works. I mean we as ENW!
yes, pretty much I believe. Wasn't it mentioned, that you roll 1d6 every round, and on a 6 (in the case of the dance of death) your power recharges?
 

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Spiked chain has had the main problem corrected. No more AoO whirlwinds mean the chain is a flexible ransuer / lethal whip. It still looks like a accident waiting to happen, but the real cheese has now expired.
 

Bodak Skulk Level 16 Lurker
Medium shadow humanoid (undead) xp 1,400
Initiative +16 Senses Perception +10; darkvision
Agaonizing Gaze (Fear, Necrotic) aura 5, a creature in the aura that makes a melee or a ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 124 Bloodied 62
AC 29 Fortitude 29 Reflex27 Will 29
Immune disease, poison Resist 15 necrotic Vulnerable 5 radiant; a bodalk skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 6
m Slam (standard; at-will) * Necrotic
+21 vs AC; 1d6 + 5 damage plus 2d6 necrotic damage, and the target is weakened until the end of the bodak skulk's next turn.
r Death Gaze(standar; encounter) * Necrotic
Range 10: targets a living creature; +19 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Spectral Form (standard; at-will)
The bodak turns invisible and gains the insubstantial and phasing qualities. It can do nothing but move in spectral form, and it can return to its normal form as a free action.
Alignment Evil Languages Common
Str 21(+13) Dex 19(+12) Wis 15(+10)
Con 22(+14) Int 6(+6) Cha 23(+14)
Equipment -

Bodak Reaver Level 18 Soldier
Medium shadow humanoid (undead) xp 2000
Initiative +16 Senses Perception +17; darkvision
Agaonizing Gaze (Fear, Necrotic) aura 5, a creature in the aura that makes a melee or a ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 175 Bloodied 87
AC 31 Fortitude 31 Reflex30 Will 31
Immune disease, poison Resistm 20 necrotic Vulnerable 5 radiant; a bodalk skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 5
m Greataxe(standard; at-will) * Necrotic, Weapon
+23 vs AC: 1d12+6 damage (crit 2d12+18) plu 1d8 necrotic damage and the target is dazed and weakened (save ends both).
r Death Gaze(standard; encounter) * Necrotic
Range 10: targets a living creature; +20 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Death Drinker * Healing
If a living creature is reduced to 0 hit points within 5 squares of the bodak reaver, the reaver gains a +1 bonus to attack rolls until the end of its next turn as well as 15 temporary hit points.
Alignment Evil Languages Common
Str 22(+15) Dex 21(+14) Wis 16(+12)
Con 23(+15) Int 10(+9) Cha 23(+15)
Equipmentplate armor, greataxe
 

mach1.9pants said:
Do we know what the recharge mechanic is, or how it works. I mean we as ENW!
and @Mourn, I really don't want to see your spiked chain holes!
AFAIK, we don't know the mechanic yet. But it looks like a roll on a d6: The numbers don't go over 6, and are in exactly the range. I bet that it's basically a d6 roll every turn, if the indicated numbers are rolled, the ability is recharged and usable again.

Cheers, LT.
 


mach1.9pants said:
Yuck- stinky, out of date cheese :p

thanks mate

Yes, it's confirmed, I found the quote in DangerGirl's report from her game:

Furthermore, the dragon's breath weapon did not have the standard 3.x times/day regulation. Instead, his breath weapon "recharged" – the DM rolled a d6 to determine if the weapon was ready for use, again. If Andy rolled a 5 or higher, the dragon would have been able to use his breath weapon a second time. Andy noted after the game that the
design team was trying to get away from "durations" for most lasting effects. Instead, they were replacing them with a save-like mechanic – you cannot repeat X-action (or stop taking damage) until you have rolled Y or higher on a dZ.
 

Cailte said:
Bodak Skulk

*snip*

m Slam (standard; at-will) * Necrotic
+21 vs AC; 1d6 + 5 damage plus 2d6 necrotic damage, and the target is weakened until the end of the bodak skulk's next turn.
r Death Gaze(standar; encounter) * Necrotic
Range 10: targets a living creature; +19 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.

*snip*

Bodak Reaver

*snip*

m Greataxe(standard; at-will) * Necrotic, Weapon
+23 vs AC: 1d12+6 damage (crit 2d12+18) plu 1d8 necrotic damage and the target is dazed and weakened (save ends both).
r Death Gaze(standard; encounter) * Necrotic
Range 10: targets a living creature; +20 vs Fortitude; if the target is wekened, it is reduced to 0 hit points; other wise, the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Hmm, so basically, "Save or Die" has become "Hit and Dying," but certain conditions must be met first before they're even dying.

Interesting...
 
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Boneclaw Level 14 Soldier
Large shadow animate (undead) xp 1,000
Initiative +15 Senses Perception +13; darkvision
HP 136 Bloodied 68; se also necrotic pulse
AC 30 Fortitude 24 Reflex 27 Will 25
Immune disease, poison Resist 20 necrotic Vulnerable 5 radiant
Speed 8
m Claw(standard; at-will)
Reach 3; +20 vs AC; 1d12 +6 damage.
C Necrotic Pulse (immediate reaction, when first bloodied; encounter) * Healing, Necrotic
Close burst 10; undead allies in the burst regain 10 hit points, and enemies in the burst take 10 necrotic damage.
Relentless Opportunist
If the boneclaw hits win an opportunity attack, it makes another opportunity attack against the same target the next time it provokes during its current turn.
Threatening Reach
The boneclaw can make opportunity attacks against all enemies within its reach (3 squares).
Alignment Evil Languages Common
Skills Intimidate +16, Stealth +18
Str 17(+10) Dex 23(+13) Wis 12(+8)
Con 16(+10) Int 10(+7) Cha 18(+11)
Equipment-
 

Darth Cyric said:
Hmm, so basically, "Save or Die" has become "Hit and Dying," but certain conditions must be met first before they're even dying.

Interesting...
It also means you really, really want a paladin or cleric along when you fight a bodak, since any radiant damage at all shuts down their ability to weaken.

This is also more forgiving than "Save or Die" since I'm betting people have multiple ways to throw off conditions like weakened during their turn. It means that if you get hit by a bodak, that's something that has to be addressed, or else you're on the ground and down a healing surge as the warlord or cleric picks you back up.
 

Peter LaCara said:
It also means you really, really want a paladin or cleric along when you fight a bodak, since any radiant damage at all shuts down their ability to weaken.

This is also more forgiving than "Save or Die" since I'm betting people have multiple ways to throw off conditions like weakened during their turn. It means that if you get hit by a bodak, that's something that has to be addressed, or else you're on the ground and down a healing surge as the warlord or cleric picks you back up.

Well for example, the cleric has an immediate power that instantly gives you a saving throw at a +3 bonus. Things like this will help protect against these kinds of effects.
 

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