My Monsters

LostSoul

Adventurer
Here is a collection of the monsters I've created. Enjoy.

Wererats

Wererat Killer: lvl 5 elite brute XP 400
init +6; per +4 (low-light)
AP 1; SV +2
HP 150/75; AC 17, F 19, R 20, W 17
regen 5 (silver)
:bmelee: cleaver +8 vs AC; 2d8+4 damage
:melee: bite; minor; requires CA; +6 vs. F; 1d6+4 and ongoing 5 (sv)
:close: rage; when first bloodied; immediate reaction; close burst 1; cleaver attack against all enemies in range
:melee: spiked tail whip; immediate interrupt; when flanked; +6 vs. R; 1d10+4 and prone
S +4 C +4 D +6 I +1 W +4 C +1

Wererat Caretaker: lvl 5 controller
init +6; per +10 (low-light)
HP 63/31; AC 19, F 17, R 18, W 17
regen 5 (silver)
:bmelee: short sword +10 vs. AC; 1d6+4.
:ranged: whip; ranged 5; +9 vs. R; 1d10+4, prone.
:ranged: whip disarm; minor; encounter; +9 vs. R; one held item is disarmed and ends up within 5 squares.
sic 'em; minor; encounter; ally within 5 makes basic or charge attack with +2 to atk.
Stealth +11, Nature +10
S +3 C +4 D +6 I +2 W +5 C +1

Warren King: lvl 5 elite controller (leader) XP 400
init +6; per +9 (low-light)
HP 126/63; AC 21, F 17, R 20, W 19
regen 5 (silver)
AP 1; SV +2
:bmelee: filthy short sword +9 vs. F; 1d6+4, ongoing 2 (sv) and filth fever.
:ranged: flying rats; ranged 5; +9 vs. R; 1d4+4, -2 to atks (sv). The warren king throws a hungry rat at the target.
:melee: tail trip; reach 2; +9 vs. R; 1d6+4 damage and the target is knocked prone.
:ranged: create rat king; only in cistern full of rats; creates large rat king in the cistern and the rat king attacks. As a move action, move the rat king up to 6 squares; +9 vs. R; 2d8+6 damage and the rat king grabs the target; sustain minor: a target grabbed by the rat king takes 1d8+6 damage. As a standard action, the warren king can make another attack but it must release a target it has grabbed.
:close: release rat swarm; encounter; close burst 3; targets enemies; +9 vs. F; 1d8+6, ongoing 5 (sv) and difficult terrain (not to wererats). The warren king can no longer make flying rat attacks.
Stealth +11, Streetwise +9, Thievery +11
S +3 C +3 D +6 I +6 W +4 C +4
equipment: filthy short sword, bag of rats

Wererat Rat Master: Level 4 Controller (Leader)
Init +6; Per +9 (low-light)
Covered in Filthy Vermin Aura 2; difficult terrain, start your
turn, 2 damage, filth fever
HP 55/27; AC 18, F 16, R, 17, W 16
Regen 5 (silver)
:bmelee: jagged knife, +9 vs. AC, 1d6+4.
:close: Attack, my Pretties!, recharge 5, 6, close blast 3;
a swarm of rats attacks all creatures not immune
to filth fever, +8 v R; 1d6+4, -2 to atk, ongoing 5 (sv both)
and filth fever.
:close: Rat Cage, encounter, 1 square in 6, +8 v F, 3d6+4,
ongoing 5 and restrained (sv both).
Ratfriend, all rats and were-rats in 5 gain +2 to atk.
Skills Bluff +10, Stealth +11, Streetwise +7, Thievery +11
S +3 c +4 Dex +6 I +3 W +4 Ch +2

Hoch Jebline

Hobgoblin lasher: lvl 3 controller (leader)
Init +2; Per +2 (low-light)
HP 49/24; AC 17, F 16, R 14, W 14
:bmelee: poignard, +7 v AC, 1d4+4.
:ranged: black lash, ranged 3, +8 v AC, 1d8+4 and -2 atk (sv).
:close: wild lash, close blast 2, +7 v F, 1d6+4.
:ranged: trip, ranged 3, +7 v F, 1d6+4 and prone. Miss: lasher falls prone.
:area: He who bears the lash and drives us ever on, minor, all allies within 3, 5 damage and +4 atk and dmg until end of next turn.
S +4 C +4 D +2 I +1 W +2 Ch +0
Equip: lash, dagger, chain.


Humans

Human Crossbowman: lvl 2 artillery
Init +4; Per +1
HP 32/16; AC 14, F 14, R 15, W 12
:bmelee: xbow smash; +7 v AC, 1d4.
:ranged: xbow; recharge with move; ranged 20; +9 v AC, 1d10+3.
:ranged: jagged bolt; encounter; ranged 20; +7 v Ref, 1d10+3 and slowed (sv).
S +1 C +3 D +4 I +4 W +1 C +0
Equip: xbow, leather, 20 bolts, 1 jagged bolt

Drunken brawler: lvl 1 brute
Init +0; Per -1
HP 36/18; AC 11, F 14, R 12, W 11
:bmelee: drunken haymaker, +4 v AC, 1d10+3. Characters reduced to 0 fall unconcious (end of encounter).
:ranged: chair, +2 v R, 1d6+3 and prone.
:melee: uppercut, +2 v F, 1d10+3 and slowed (sv). 1st failed save: dazed. 2nd failed save: unconcious (end of encounter).
S +3 C +3 D +0 I -1 W -1 C -1

Human Soldier: lvl 7 minion
Init +6; Per +3
HP 1; AC 21, F 20, R 17, W 16
:bmelee: Spear, +12 v AC, 6 dmg.
Under the Banner, when within 5 squares of leader, gain +2 power bonus to all defenses.
S +7 C +6 D +4 I +3 W +3 C +2

Human Archer: lvl 7 minion
Init +7; Per +4
HP 1; AC 21, F 18, R 20, W 17
:bmelee: shortsword, +10 v AC, 4 dmg
:ranged: shortbow, ranged 10/20, +12 v AC, 6 dmg and ally in 5 gains +2 atk.
S +4 C +5 D +7 I +3 W +4 Ch +2

NPCs

Otto: lvl 2 elite artillery (leader)
Init +4; Per +3
HP 64/32; AC 16, F 14, R 17, W 16
:bmelee: poisoned dagger; +9 v AC, 1d4+4 and +7 v F, 5 ongoing poison 1/enc.
:ranged: xbow; ranged 20; +9 v AC, 1d10+3.
rapid fire; make two xbow attacks.
:ranged: jagged bolt; encounter; ranged 20; +7 v Ref, 1d10+3 and slowed.
tumble; imm reaction; when missed with a melee attack; shift 3.
direct fire; minor; encounter; allies in 5 make free ranged attack at +2.
S +1 C +3 D +4 I +4 W +1 C +0
equipment: leather, crossbow, bloodstinger poison-coated blade.

Grug: lvl 4 controller
Init +4; Per +8 (low-light)
HP 58/29; AC 16, F 17, R 17, W 15
:bmelee: grab, +8 v F, 1d6+4 and grabbed. -5 to escape.
choke, grabbed targets only, 10 damage.
:close: fire breath, close blast 3, requires booze and flame, +8 v R, 1d6+4 fire and ongoing 5 fire.
:area: keg smash, requires keg, burst 1 within 5, recharge with move if adj to keg, 3d6+4, booze sprayed, prone.
booze sprayed, character gains vulnerability 5 fire (sv).
Perception +8, Streetwise +6
S +6 C +6 D +2 I +4 W +3 Ch +1

Fargarson Vilebrew: lvl 3 skirmisher
Init +3; Per +2 (low-light)
HP 50/25; AC 15, F 17, R 15, W 14
Resist poison 5
:bmelee: meat cleaver, +8 v AC, 1d8+3 and ongoing poison 2 (sv).
:ranged: vile stew, +6 v R, 1d6+3 and 5 fire.
Bloody meat charge, requires raw meat, Fargarson takes a bite of raw meat and makes a charge attack, dealing an extra 1d6 damage. He can move through enemy's spaces but can't end in an occupied space.
S +5 C +5 D +1 I +3 W +2 Ch +0
equip: filthy cleaver, small pot of stew, ladle, bloody apron

Kelson: lvl 5 elite skirmisher
Init +8; Per +9
HP 120/60; AC 21, F 20, R 21, W 16
AP 1; SV +2
:bmelee: dagger, +11 v AC, 1d4+4 lightning.
:ranged: dagger, +10 v AC, 1d4+3.
:melee: riposte strike, +11 v AC, 1d4+7 lightning, if target atks Kelson before start of next turn, make an atk: +10 v AC, 1d4+6 lightning.
:melee: tortuous strike, encounter, +11 v AC, 2d4+10 lightning.
:melee: deep cut, encounter, +11 v F, 2d4+7, ongoing 8.
tumble, move, shift 3.
sneak attack, +2d8+3 once per round with CA.
second chance, encounter, force reroll.
lightning weapon, encounter, on a dagger hit, the target and each enemy in burst 2 take 1d6 lightning.
goblin stompers, encounter, immediate reaction, when missed with melee attack, shift 1.
cloak of distortion, ranged attacks more than 5 away take a -5 penalty.
Athletics +10, Intimidate +8, Stealth +11, Streetwise +8, Thievery +13
S +5 C +3 D +6 I +2 W +2 Ch +3

Kaldor Level 8 Elite Solider (Leader)
Large natural humanoid XP 700
Initiative +9
HP 184; Bloodied 92
AC 26; Fortitude 23, Reflex 20, Will 22
Saving Throws +2
Speed 8
Action Points 1
:bmelee: Spear (standard; at-will) * Weapon
+15 vs. AC; 2d6+5 damage.
:melee: Hoof Smash (standard; at-will) * Mount
Requires mount; +13 vs. Ref; 1d8+5 damage and the target is pushed 1 square and falls prone. Kaldor can shift into the square.
:melee: Brutal Charge (standard; on charge) * Mount, Weapon
Requires mount; Kaldor makes a Spear and Hoof Smash attack, dealing an extra 5 points of damage.
:close: Tactical Deployment (minor; recharge 5,6)
Close Burst 5; allies in the burst shift 3 squares.
Grim Determination (immediate reaction; when first bloodied; encounter)
Kaldor gains a +4 bonus to melee attack and damage rolls.
Cingulum of Combat Rushing (minor; daily)
Kaldor can move into squares occupied by enemies until the end of his next turn. This movement provokes OAs like normal, and he cannot end his turn in an opponent's space.
Mounted
If Kaldor is unhorsed, he can no longer make Hoof Smash or Brutal Charge attacks. His horse can be killed; it has 46 hit points. Kaldor can remount with a Move action.
Str: 20 (+9) Dex: 17 (+7) Wis: 17 (+7)
Con: 20 (+9) Int: 17 (+7) Cha: 17 (+7)
Equipment: 300 gp, warhorse, spear, plate mail, shield, cingulum of combat rushing.

Bargus: lvl 2 elite skirmisher
Init +5; Per +3
HP 82/41; AC 18, F 17, R 16, W 14
:bmelee: trident stab, reach 2, +7 v AC, 1d8+3 and grabbed. Cannot attack unless grabbed target is released.
Trident twist, minor, +5 v F, grabbed target only, 1d6+3 and prone.
:area: net, recharges when net is picked up, area burst 1 within 3, +5 v R and restrained.
:melee: gladiator's riposte, immediate reaction, when missed with a melee attack, requires trident, +7 v AC, 1d6+3, prone, Bargus shifts 1.
Cheer of the crowd, immediate reaction, when first bloodied and within LoS of 2 allies, encounter, Bargus gains +2 to atk and dmg.
Bloodcut armour, minior, when bloodied, encounter, gain resist all 10 until end of next turn.
Skills athletics +9, acrobatics +8.
S +4 C +4 D +3 I +1 W +3 C +3
Equip: trident, net, gladiator's armour (bloodcut hide)
 

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