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Monsters with Alternate Vulnerabilities
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<blockquote data-quote="Dire Human" data-source="post: 4670378" data-attributes="member: 57504"><p>The Rules:</p><p></p><ol> <li data-xf-list-type="ol">The monster must have at least one vulnerability to an energy type (fire, cold, lightning, thunder, acid, poison, radiant, necrotic, psychic, force)</li> <li data-xf-list-type="ol">The monster cannot have the undead keyword and have a radiant vulnerability</li> <li data-xf-list-type="ol">The monster cannot have the fire keyword and a cold vulnerability, or vice versa</li> <li data-xf-list-type="ol">The prize is the fuzzy feeling in your heart that you've had more inspiration than the Monster Manual designers</li> </ol><p>I'll start.</p><p></p><p><strong>Kobold Blindfencer Level 5 Skirmisher</strong></p><p> <strong>Small Natural Humanoid XP 200</strong></p><p> <strong>Initiative</strong> +6 <strong> Senses</strong> Perception +8; blindsense 10</p><p> <strong>HP</strong> 63; <strong>Bloodied</strong> 31</p><p> <strong>AC</strong> 19; <strong>Fortitude</strong> 15, <strong>Reflex </strong>18, <strong>Will</strong> 17; see also <em>improved trap sense</em></p><p> <strong>Immune</strong> gaze; <strong>Vulnerable</strong> thunder 5</p><p> <strong>Speed</strong> 6</p><p> </p><p> <img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /><strong>Dashing Strike</strong> (standard; at-will) <strong>* Weapon</strong></p><p> <strong></strong>+10 vs AC; 1d10+4 damage </p><p> Before or after the attack, the kobold blindfencer may move 2 squares.</p><p> </p><p> <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /><strong>Eye for an Eye</strong> (standard; recharges when first bloodied) <strong>* Weapon</strong></p><p> +10 vs AC; 1d10+4 damage, and the target is blinded until the end of the kobold blindfencer's next turn.</p><p> </p><p> <strong>Combat Advantage</strong></p><p>The kobold blindfencer deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.</p><p></p><p><strong>Shifty</strong> (minor; at-will)</p><p> The kobold shifts 1 square.</p><p> </p><p> <strong>Improved Trap Sense</strong></p><p>The kobold gains a +3 to all defenses against traps.</p><p> </p><p> <strong>Alignment:</strong> Evil <strong>Languages: </strong>Common, Draconic</p><p> <strong>Skills: </strong>Acrobatics +13, Stealth +10, Thievery +9</p><p> <strong>Str </strong>11 (+2) <strong>Dex </strong>18 (+6) <strong>Wis</strong> 16 (+5)</p><p> <strong>Con</strong> 15 (+4) <strong>Int </strong>14 (+4) <strong>Cha</strong> 15 (+4)</p><p> </p><p> <strong>Equipment:</strong> leather armor, rapier</p><p><strong></strong></p><p><strong>Kobold Blindfencer</strong><strong> Tactics</strong></p><p>Kobold Blindfencers use their keen hearing and instincts to flit across the battlefield, harassing targets that it senses are weak. A blindfencer's favorite tactic is to shift out of melee, then use <em>dashing strike</em> to position itself to gain combat advantage. If the kobold can catch a particulary dangerous or frustrating enemy alone, or if it feels that it may be outmatched, it uses <em>eye for an eye</em> to neutralize the threat before returning to combat more conventional targets.</p><p> </p><p> <strong>Kobold Blindfencer Lore</strong></p><p>A character knows the following information with a successful History check.</p><p> </p><p> <strong>DC 20:</strong> The blindfencers are trained by ancient kobold traditions, using their natural dexterity and finely-honed instincts to become such intuitive warriors that they choose to fight blindfolded. It's said that their senses become so sharp that they can pinpoint vital spots on enemies that are otherwise invisible.</p></blockquote><p></p>
[QUOTE="Dire Human, post: 4670378, member: 57504"] The Rules: [LIST=1] [*]The monster must have at least one vulnerability to an energy type (fire, cold, lightning, thunder, acid, poison, radiant, necrotic, psychic, force) [*]The monster cannot have the undead keyword and have a radiant vulnerability [*]The monster cannot have the fire keyword and a cold vulnerability, or vice versa [*]The prize is the fuzzy feeling in your heart that you've had more inspiration than the Monster Manual designers [/LIST] I'll start. [B]Kobold Blindfencer Level 5 Skirmisher[/B] [B]Small Natural Humanoid XP 200[/B] [B]Initiative[/B] +6 [B] Senses[/B] Perception +8; blindsense 10 [B]HP[/B] 63; [B]Bloodied[/B] 31 [B]AC[/B] 19; [B]Fortitude[/B] 15, [B]Reflex [/B]18, [B]Will[/B] 17; see also [I]improved trap sense[/I] [B]Immune[/B] gaze; [B]Vulnerable[/B] thunder 5 [B]Speed[/B] 6 :bmelee:[B]Dashing Strike[/B] (standard; at-will) [B]* Weapon [/B]+10 vs AC; 1d10+4 damage Before or after the attack, the kobold blindfencer may move 2 squares. :melee:[B]Eye for an Eye[/B] (standard; recharges when first bloodied) [B]* Weapon[/B] +10 vs AC; 1d10+4 damage, and the target is blinded until the end of the kobold blindfencer's next turn. [B]Combat Advantage[/B] The kobold blindfencer deals an extra 1d6 damage on melee attacks against any target it has combat advantage against. [B]Shifty[/B] (minor; at-will) The kobold shifts 1 square. [B]Improved Trap Sense[/B] The kobold gains a +3 to all defenses against traps. [B]Alignment:[/B] Evil [B]Languages: [/B]Common, Draconic [B]Skills: [/B]Acrobatics +13, Stealth +10, Thievery +9 [B]Str [/B]11 (+2) [B]Dex [/B]18 (+6) [B]Wis[/B] 16 (+5) [B]Con[/B] 15 (+4) [B]Int [/B]14 (+4) [B]Cha[/B] 15 (+4) [B]Equipment:[/B] leather armor, rapier [B] Kobold Blindfencer[/B][B] Tactics[/B] Kobold Blindfencers use their keen hearing and instincts to flit across the battlefield, harassing targets that it senses are weak. A blindfencer's favorite tactic is to shift out of melee, then use [I]dashing strike[/I] to position itself to gain combat advantage. If the kobold can catch a particulary dangerous or frustrating enemy alone, or if it feels that it may be outmatched, it uses [I]eye for an eye[/I] to neutralize the threat before returning to combat more conventional targets. [B]Kobold Blindfencer Lore[/B] A character knows the following information with a successful History check. [B]DC 20:[/B] The blindfencers are trained by ancient kobold traditions, using their natural dexterity and finely-honed instincts to become such intuitive warriors that they choose to fight blindfolded. It's said that their senses become so sharp that they can pinpoint vital spots on enemies that are otherwise invisible. [/QUOTE]
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