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<blockquote data-quote="LostSoul" data-source="post: 4793680" data-attributes="member: 386"><p>Here is a collection of the monsters I've created. Enjoy.</p><p></p><p>Wererats</p><p></p><p>Wererat Killer: lvl 5 elite brute XP 400</p><p>init +6; per +4 (low-light)</p><p>AP 1; SV +2</p><p>HP 150/75; AC 17, F 19, R 20, W 17</p><p>regen 5 (silver)</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:" /> cleaver +8 vs AC; 2d8+4 damage</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:" /> bite; minor; requires CA; +6 vs. F; 1d6+4 and ongoing 5 (sv)</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> rage; when first bloodied; immediate reaction; close burst 1; cleaver attack against all enemies in range</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:" /> spiked tail whip; immediate interrupt; when flanked; +6 vs. R; 1d10+4 and prone</p><p>S +4 C +4 D +6 I +1 W +4 C +1</p><p></p><p>Wererat Caretaker: lvl 5 controller</p><p>init +6; per +10 (low-light)</p><p>HP 63/31; AC 19, F 17, R 18, W 17</p><p>regen 5 (silver)</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:" /> short sword +10 vs. AC; 1d6+4.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> whip; ranged 5; +9 vs. R; 1d10+4, prone.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> whip disarm; minor; encounter; +9 vs. R; one held item is disarmed and ends up within 5 squares.</p><p>sic 'em; minor; encounter; ally within 5 makes basic or charge attack with +2 to atk.</p><p>Stealth +11, Nature +10</p><p>S +3 C +4 D +6 I +2 W +5 C +1</p><p></p><p>Warren King: lvl 5 elite controller (leader) XP 400</p><p>init +6; per +9 (low-light)</p><p>HP 126/63; AC 21, F 17, R 20, W 19</p><p>regen 5 (silver)</p><p>AP 1; SV +2</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:" /> filthy short sword +9 vs. F; 1d6+4, ongoing 2 (sv) and filth fever.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> flying rats; ranged 5; +9 vs. R; 1d4+4, -2 to atks (sv). The warren king throws a hungry rat at the target.</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:" /> tail trip; reach 2; +9 vs. R; 1d6+4 damage and the target is knocked prone.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":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.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":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.</p><p>Stealth +11, Streetwise +9, Thievery +11</p><p>S +3 C +3 D +6 I +6 W +4 C +4</p><p>equipment: filthy short sword, bag of rats</p><p></p><p>Wererat Rat Master: Level 4 Controller (Leader)</p><p>Init +6; Per +9 (low-light)</p><p>Covered in Filthy Vermin Aura 2; difficult terrain, start your </p><p> turn, 2 damage, filth fever</p><p>HP 55/27; AC 18, F 16, R, 17, W 16</p><p>Regen 5 (silver)</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:" /> jagged knife, +9 vs. AC, 1d6+4.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Attack, my Pretties!, recharge 5, 6, close blast 3; </p><p> a swarm of rats attacks all creatures not immune</p><p> to filth fever, +8 v R; 1d6+4, -2 to atk, ongoing 5 (sv both)</p><p> and filth fever.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Rat Cage, encounter, 1 square in 6, +8 v F, 3d6+4, </p><p> ongoing 5 and restrained (sv both).</p><p>Ratfriend, all rats and were-rats in 5 gain +2 to atk.</p><p>Skills Bluff +10, Stealth +11, Streetwise +7, Thievery +11</p><p>S +3 c +4 Dex +6 I +3 W +4 Ch +2</p><p></p><p>Hoch Jebline</p><p></p><p>Hobgoblin lasher: lvl 3 controller (leader)</p><p>Init +2; Per +2 (low-light)</p><p>HP 49/24; AC 17, F 16, R 14, W 14</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:" /> poignard, +7 v AC, 1d4+4.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> black lash, ranged 3, +8 v AC, 1d8+4 and -2 atk (sv).</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> wild lash, close blast 2, +7 v F, 1d6+4.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> trip, ranged 3, +7 v F, 1d6+4 and prone. Miss: lasher falls prone.</p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":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.</p><p>S +4 C +4 D +2 I +1 W +2 Ch +0</p><p>Equip: lash, dagger, chain.</p><p></p><p></p><p>Humans</p><p></p><p>Human Crossbowman: lvl 2 artillery</p><p>Init +4; Per +1</p><p>HP 32/16; AC 14, F 14, R 15, W 12</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:" /> xbow smash; +7 v AC, 1d4.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> xbow; recharge with move; ranged 20; +9 v AC, 1d10+3.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> jagged bolt; encounter; ranged 20; +7 v Ref, 1d10+3 and slowed (sv).</p><p>S +1 C +3 D +4 I +4 W +1 C +0</p><p>Equip: xbow, leather, 20 bolts, 1 jagged bolt</p><p></p><p>Drunken brawler: lvl 1 brute</p><p>Init +0; Per -1</p><p>HP 36/18; AC 11, F 14, R 12, W 11</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:" /> drunken haymaker, +4 v AC, 1d10+3. Characters reduced to 0 fall unconcious (end of encounter).</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> chair, +2 v R, 1d6+3 and prone.</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:" /> uppercut, +2 v F, 1d10+3 and slowed (sv). 1st failed save: dazed. 2nd failed save: unconcious (end of encounter).</p><p>S +3 C +3 D +0 I -1 W -1 C -1</p><p></p><p>Human Soldier: lvl 7 minion</p><p>Init +6; Per +3</p><p>HP 1; AC 21, F 20, R 17, W 16</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:" /> Spear, +12 v AC, 6 dmg.</p><p>Under the Banner, when within 5 squares of leader, gain +2 power bonus to all defenses.</p><p>S +7 C +6 D +4 I +3 W +3 C +2</p><p></p><p>Human Archer: lvl 7 minion</p><p>Init +7; Per +4</p><p>HP 1; AC 21, F 18, R 20, W 17</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:" /> shortsword, +10 v AC, 4 dmg</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> shortbow, ranged 10/20, +12 v AC, 6 dmg and ally in 5 gains +2 atk.</p><p>S +4 C +5 D +7 I +3 W +4 Ch +2</p><p></p><p>NPCs</p><p></p><p>Otto: lvl 2 elite artillery (leader)</p><p>Init +4; Per +3</p><p>HP 64/32; AC 16, F 14, R 17, W 16</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:" /> poisoned dagger; +9 v AC, 1d4+4 and +7 v F, 5 ongoing poison 1/enc.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> xbow; ranged 20; +9 v AC, 1d10+3.</p><p>rapid fire; make two xbow attacks.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> jagged bolt; encounter; ranged 20; +7 v Ref, 1d10+3 and slowed.</p><p>tumble; imm reaction; when missed with a melee attack; shift 3.</p><p>direct fire; minor; encounter; allies in 5 make free ranged attack at +2.</p><p>S +1 C +3 D +4 I +4 W +1 C +0</p><p>equipment: leather, crossbow, bloodstinger poison-coated blade.</p><p></p><p>Grug: lvl 4 controller</p><p>Init +4; Per +8 (low-light)</p><p>HP 58/29; AC 16, F 17, R 17, W 15</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:" /> grab, +8 v F, 1d6+4 and grabbed. -5 to escape.</p><p>choke, grabbed targets only, 10 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> fire breath, close blast 3, requires booze and flame, +8 v R, 1d6+4 fire and ongoing 5 fire.</p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> keg smash, requires keg, burst 1 within 5, recharge with move if adj to keg, 3d6+4, booze sprayed, prone.</p><p>booze sprayed, character gains vulnerability 5 fire (sv).</p><p>Perception +8, Streetwise +6</p><p>S +6 C +6 D +2 I +4 W +3 Ch +1</p><p></p><p>Fargarson Vilebrew: lvl 3 skirmisher</p><p>Init +3; Per +2 (low-light)</p><p>HP 50/25; AC 15, F 17, R 15, W 14</p><p>Resist poison 5</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:" /> meat cleaver, +8 v AC, 1d8+3 and ongoing poison 2 (sv).</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> vile stew, +6 v R, 1d6+3 and 5 fire.</p><p>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.</p><p>S +5 C +5 D +1 I +3 W +2 Ch +0</p><p>equip: filthy cleaver, small pot of stew, ladle, bloody apron</p><p></p><p>Kelson: lvl 5 elite skirmisher</p><p>Init +8; Per +9</p><p>HP 120/60; AC 21, F 20, R 21, W 16</p><p>AP 1; SV +2</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:" /> dagger, +11 v AC, 1d4+4 lightning.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> dagger, +10 v AC, 1d4+3.</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:" /> 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.</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:" /> tortuous strike, encounter, +11 v AC, 2d4+10 lightning.</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:" /> deep cut, encounter, +11 v F, 2d4+7, ongoing 8.</p><p>tumble, move, shift 3.</p><p>sneak attack, +2d8+3 once per round with CA.</p><p>second chance, encounter, force reroll.</p><p>lightning weapon, encounter, on a dagger hit, the target and each enemy in burst 2 take 1d6 lightning.</p><p>goblin stompers, encounter, immediate reaction, when missed with melee attack, shift 1.</p><p>cloak of distortion, ranged attacks more than 5 away take a -5 penalty.</p><p>Athletics +10, Intimidate +8, Stealth +11, Streetwise +8, Thievery +13</p><p>S +5 C +3 D +6 I +2 W +2 Ch +3</p><p></p><p>Kaldor Level 8 Elite Solider (Leader)</p><p>Large natural humanoid XP 700</p><p>Initiative +9</p><p>HP 184; Bloodied 92</p><p>AC 26; Fortitude 23, Reflex 20, Will 22</p><p>Saving Throws +2</p><p>Speed 8</p><p>Action Points 1</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:" /> Spear (standard; at-will) * Weapon</p><p>+15 vs. AC; 2d6+5 damage.</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:" /> Hoof Smash (standard; at-will) * Mount</p><p>Requires mount; +13 vs. Ref; 1d8+5 damage and the target is pushed 1 square and falls prone. Kaldor can shift into the square.</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:" /> Brutal Charge (standard; on charge) * Mount, Weapon</p><p>Requires mount; Kaldor makes a Spear and Hoof Smash attack, dealing an extra 5 points of damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Tactical Deployment (minor; recharge 5,6)</p><p>Close Burst 5; allies in the burst shift 3 squares.</p><p>Grim Determination (immediate reaction; when first bloodied; encounter)</p><p>Kaldor gains a +4 bonus to melee attack and damage rolls.</p><p>Cingulum of Combat Rushing (minor; daily)</p><p>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.</p><p>Mounted</p><p>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.</p><p>Str: 20 (+9) Dex: 17 (+7) Wis: 17 (+7) </p><p>Con: 20 (+9) Int: 17 (+7) Cha: 17 (+7)</p><p>Equipment: 300 gp, warhorse, spear, plate mail, shield, cingulum of combat rushing.</p><p></p><p>Bargus: lvl 2 elite skirmisher</p><p>Init +5; Per +3</p><p>HP 82/41; AC 18, F 17, R 16, W 14</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:" /> trident stab, reach 2, +7 v AC, 1d8+3 and grabbed. Cannot attack unless grabbed target is released.</p><p>Trident twist, minor, +5 v F, grabbed target only, 1d6+3 and prone.</p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> net, recharges when net is picked up, area burst 1 within 3, +5 v R and restrained.</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:" /> gladiator's riposte, immediate reaction, when missed with a melee attack, requires trident, +7 v AC, 1d6+3, prone, Bargus shifts 1.</p><p>Cheer of the crowd, immediate reaction, when first bloodied and within LoS of 2 allies, encounter, Bargus gains +2 to atk and dmg.</p><p>Bloodcut armour, minior, when bloodied, encounter, gain resist all 10 until end of next turn.</p><p>Skills athletics +9, acrobatics +8.</p><p>S +4 C +4 D +3 I +1 W +3 C +3 </p><p>Equip: trident, net, gladiator's armour (bloodcut hide)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4793680, member: 386"] 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) [/QUOTE]
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