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AMOEBIC CRAWLER
Tortured ooze-monsters spawned in the far realm, amoebic crawlers exist only to spread madness and pain.

Amoebic crawlers are spawned in places where the Far Realm touches the world. They live their pain-filled, pathetic little lives searching for victims to torment and wrecking their surroundings.

Twisted and Insane: These creatures - being completely insane and only semi-sentient - cannot be reasoned with, trained, or made to work with other creatures. This doesn't stop ambitious creatures such as xivorts and bullywugs, who put them in convenient places and use them as unwitting guard beasts.

Always Hungry: Amoebic crawlers have an unholy hunger that can never be slaked. They are constantly searching for food (their favorite being rotting flesh), which some creatures use to their advantage; using rancid meat to lure them into useful positions.


Pathetic Amoebic Crawler Level 5 Minion Brute
Medium aberrant beast XP 50
HP 1; a missed attack never damages a minion
AC 18; Fortitude 20; Reflex 16; Will 16
Speed 6, swim 4
Initiative +1
Perception +2
- - - - - - - - - -
Standard Actions
m Acidic Slam (acid) • At-Will
Attack: Melee 1 (1 target); +8 vs. AC
Hit: 8 acid damage.
- - - - - - - - - -
Minor Actions
Slither • At-Will
Effect: The amoebic crawler shifts 1 square.
- - - - - - - - - -
Triggered Actions
Just Won't Die • At-Will
Trigger: The amoebic crawler is ruduced to 0 hit points.
Effect (Immediate Interrupt): Roll a d20. If the result is 16 or higher, the amoebic crawler is instead reduced to 1 hit point.
- - - - - - - - - -
Str 18 (+6) Dex 9 (+1) Wis 10 (+2)
Con 15 (+4) Int 5 (–1) Cha 8 (+1)
Alignment chaotic evil


Oozing Amoebic Crawler Level 4 Controller
Large aberrant beast XP 175
HP 42; Bloodied 21
AC 17; Fortitude 17; Reflex 15; Will 16
Speed 6, swim -2
Initiative +1
Perception +2
- - - - - - - - - -
Traits
O Sticky Ooze • Aura 1
Enemies treat the aura as difficult terrain.
- - - - - - - - - -
Standard Actions
m Acidic Slam (acid) • At-Will
Attack: Melee 1 (1 target); +10 vs. AC
Hit: 1d10 + 7 acid damage, and the oozing ameobic crawler slides the target 2 squares.
C Slime Spray (acid) • Recharge 5 6
Attack: Close blast 1 (all enemies within blast); +8 vs. Reflex
Hit: 2d8 + 7 acid damage, and the target is slowed (save ends).
- - - - - - - - - -
Triggered Actions
Just Won't Die • At-Will
Trigger: The ameobic crawler is reduced to 0 hit points.
Effect (Immediate Interrupt): Roll a d20. If the result is 16 or higher, the amoebic crawler is instead reduced to 1 hit point.
- - - - - - - - - -
Str 18 (+6) Dex 9 (+1) Wis 10 (+2)
Con 9 (+1) Int 5 (–1) Cha 8 (+1)
Alignment chaotic evil


Ravenous Amoebic Crawler Level 6 Brute
Large aberrant beast XP 250
HP 73; Bloodied 37
AC 18; Fortitude 19; Reflex 18; Will 18
Speed 6, swim -2
Initiative +3
Perception +3
- - - - - - - - - -
Traits
O Burning Acid (acid) • Aura 1
Enemies that start their turn within the aura must make a saving throw to avoid taking 5 acid damage.
- - - - - - - - - -
Standard Actions
m Acidic Slam (acid) • At-Will
Attack: Melee 1 (1 target); +10 vs. AC
Hit: 1d10 + 11 acid damage, and the target takes ongoing 5 acid damage (save ends).
- - - - - - - - - -
Move Actions
Hungry Advance • At-Will
Effect: The ameobic crawler shifts 3 squares towards an enemy.
- - - - - - - - - -
Triggered Actions
Just Won't Die • At-Will
Trigger: The ameobic crawler is reduced to 0 hit points.
Effect (Immediate Interrupt): Roll a d20. If the result is 16 or higher, the amoebic crawler is instead reduced to 1 hit point.
- - - - - - - - - -
Str 19 (+7) Dex 10 (+3) Wis 11 (+3)
Con 16 (+6) Int 6 (+1) Cha 9 (+2)
Alignment chaotic evil
 

This is a Lovecraftain paragon path for the Mage class from Heroes of the Fallen Lands. It focuses mainly on de-buffing.

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WARP CHANNELER
Prerequisite: Mage class.

Warp channelers are mages who draw their power from the maddening blackness of the Far Realm. Their path is painful and fraught with danger and madness, so it is followed only by the over-ambitious or the insane.

Warp Reality (11th level): Whenever you spend an action point, you can teleport 1d4 squares.

Spreading Madness (11th Level): Enemies within 3 squares of you take a -2 penalty to will defense.

Spreading Horror (11th level): Whenever you drop a non-minion enemy to 0 hit points, all enemies that saw them die take a -1 penalty to defenses for the rest of the encounter. This effect stacks and has the charm keyword.

Crimson Tendrils (11th level): You gain the Crimson Tendrils power.

Cut and Paste (12th level): You gain the Cut and Paste power.

Stunning Horror (16th level): When you bloody an enemy or score a critical hit, the target is dazed (save ends).

Mind-Wrenching Wrath (20th level): You gain the Mind-Wrenching Wrath power.

Crimson Tendrils
Blood-red tentacles erupt out of the ground, constrict you poor adversaries, and wriggle into unpleasant places.
Encounter
Arcane, Necrotic, Implament
Standard Action
Burst 1 within 10 squares
Target: All enemies within burst
Attack: Intelligence +2 vs. Reflex
Hit: 1d8 + Intelligence Modifier necrotic damage, and the target is slowed until the end of your next turn.

Cut and Paste
You tear apart reality and stitch it back together so two creatures can swap positions.
Encounter
Arcane, Implament
Standard Action
Effect: Two creatures you can see instantly swap positions. You do not need the consent of either creature to preform this action.

Mind-Wrenching Wrath
You send some unlucky soul to the Far Realm for a fraction of a second, mentally scarring them and causing them to go into shock.
Daily
Arcane, Psychic, Implament
Standard Action
Range 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 6d6 + Intelligence Modifier psychic damage, and the target is dazed (save ends).
Miss: Half damage, and the target grants combat advantage (save ends).
 

MONSTROUS MUMMY
Not all mummies are humanoid. Sometimes particularly demented mages and clerics will also create these vile undead horrors from animals and monsters.

Monstrous mummies are mummies created from non-humanoid creatures.

Mad and Miserable: Monsterous mummies - driven insane by the agony of the transforming ritual - despise their own wretched existence. They lash out at any living creatures and despise those who remind them of what they once were.

Many Shapes and Sizes: Monstrous mummies come in many different forms; from the horrifically mobile plaguewing (made from a sphinx), to the bone-crushing rotfist (made from a dire ape).

Twisted Beyond Recognition: These undead fiends have been warped and deformed beyond recognition by the depraved rituals used to create them and the thousands of years they spent fruitlessly clawing at their prison-tombs. They resemble demonic four-legged brutes covered in weeping gashes and dripping with foul-smelling black tar; with only a few clues remaining as to what they once were.


Monstrous Mummy Plaguewing Level 11 Skirmisher
Large natural animate (undead) XP 600
HP 90; Bloodied 45
AC 26; Fortitude 21; Reflex 22; Will 20
Speed 6, overland flight 8
Immune disease, poison; Resist 10 necrotic
Initiative +15
Perception +11
Darkvision
- - - - - - - - - -
Traits
Flammable Corpus

Whenever the mummy takes fire damage, it also takes ongoing 5 fire damage (save ends).
- - - - - - - - - -
Standard Actions
m Rotting Claws (necrotic) • At-Will
Attack: Melee 1 (1 target); +17 vs. AC
Hit: 1d10 + 12 necrotic damage, and the target cannot regain hit points until the end of the plaguewing's next turn.
- - - - - - - - - -
Move Actions
Clumsy Flutter • At-Will
Effect: The plaguewing shifts 2d4 squares.
- - - - - - - - - -
Str 17 (+8) Dex 21 (+10) Wis 13 (+6)
Con 13 (+6) Int 4 (+2) Cha 6 (+3)
Alignment chaotic evil
Languages Common


Monstrous Mummy Rotfist Level 12 Brute
Large natural animate (undead) XP 700
HP 120; Bloodied 60
AC 25; Fortitude 23; Reflex 22; Will 21
Speed 6
Immune disease, poison; Resist necrotic
Initiative +12
Perception +13
Darkvision
- - - - - - - - - -
Traits
Flammable Corpus

Whenever the mummy takes fire damage, it also takes ongoing 5 fire damage (save ends).
- - - - - - - - - -
Standard Actions
m Rotting Smash (necrotic) • At-Will
Attack: Melee 1 (1 target); +16 vs. AC
Hit: 2d8 + 15 necrotic damage, and the target cannot regain hit points until the end of the rotfist's next turn.
- - - - - - - - - -
Minor Actions
C Sickly Burst (necrotic) • Encounter (recharges when first bloodied)
Attack: Close burst 1 (all foes within burst); +14 vs. Fortitude
Hit: 3d10 + 9 necrotic damage, and the target cannot regain hit points (save ends).
- - - - - - - - - -
Str 18 (+10) Dex 16 (+9) Wis 14 (+8)
Con 20 (+11) Int 5 (+3) Cha 7 (+4)
Alignment chaotic evil
Languages Common


Monstrous Mummy Filthfang Level 14 Soldier
Large natural animate (undead) XP 1,000
HP 110; Bloodied 55
AC 27; Fortitude 24; Reflex 23; Will 22
Speed 6
Immune disease, poison; Resist necrotic
Initiative +15
Perception +14
Darkvision
- - - - - - - - - -
Traits
Flammable Corpus

Whenever the mummy takes fire damage, it also takes ongoing 5 fire damage (save ends).
O Grasping Claws • Aura 1
Foes within the aura cannot shift.
- - - - - - - - - -
Standard Actions
m Vile Claws (necrotic) • At-Will
Attack: Melee 1 (1 target); +22 vs. AC
Hit: 2d10 + 15 necrotic damage, and the target cannot regain hit points until the end of the filthfang's next turn.
M Nasty Fangs (acid, necrotic) • Recharge 5 6
Attack: +22 vs. AC
Hit: 2d8 + 17 necrotic damage, and ongoing 10 acid damage (save ends).
- - - - - - - - - -
Str 25 (+14) Dex 17 (+10) Wis 15 (+9)
Con 15 (+9) Int 6 (+5) Cha 8 (+6)
Alignment chaotic evil
Languages Common
 


Into the Woods

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