the Jester
Legend
So I'm working on some stuff for my 4e campaign that I'm thinking the pcs might go poke around to "nextish" (by which I mean after they finish the module they're currently in)- although I could be wrong!
Anyhow, I'm working on a solo monster for part of this dungeon they may go to and wanted some feedback, specifically on the topic of how well he looks like he'll do against action denial.
Lurpask, Vexing Bugbear Level 16 Solo Skirmisher
Medium natural humanoid (goblinoid), bugbear XP 7,000
HP 600; Bloodied 300 Initiative +17
AC 30; Fortitude 27; Reflex 38; Will 28 Perception +16
Speed 8 Darkvision
Saving Throws +5; Action Points 2
TRAITS
Combat Advantage
When Lurpask hits a creature he has combat advantage against, he deals an extra 3d6 points of damage.
STANDARD ACTIONS
(mbasic) Longsword (weapon) * At Will
Attack: Melee 1 (one creature); +21 vs. AC.
Hit: 2d8+8 damage.
(rbasic) Shuriken (weapon) * At Will
Attack: Ranged 5 (one creature); +21 vs. AC.
Hit: 2d8+8 damage.
(melee) Acrobatic Strike (weapon) * Recharges when first bloodied
Attack: Melee 1 (one creature); +21 vs. AC.
Hit: 4d8+11 damage, and the target grants combat advantage until the end of Lurpask's next turn.
Effect: Lurpask moves up to 4 squares and gains a +4 bonus to defenses against opportunity attacks triggered by this movement.
MINOR ACTIONS
Take Advantage * At Will
Effect: Lurpask makes a basic attack against a creature granting combat advantage to him.
(melee) Vexing Feint * At Will
Attack: Melee 1 (one creature); +19 vs. Will.
Hit: Lurpask gains combat advantage against the target until the end of Lurpask's next turn.
Vexing Recovery * Recharge 5 6
Effect: Lurpask makes a saving throw against each effect or condition on him, even if that effect or condition does not normally allow a saving throw.
TRIGGERED ACTIONS
Vexing Movement * At Will
Trigger: An enemy ends its turn adjacent to Lurpask.
Effect (Free Action): Lurpask moves up to 3 squares. Enemies that decline opportunity attacks triggered by this move grant combat advantage to Lupask until the end of Lurpask's next turn.
Vexing Target * At Well
Trigger: An enemy makes an opportunity attack against Lurpask.
Effect (Free Action 1/turn): Lurpask takes a standard action, even if subject to an effect that normally prevents him from taking actions (such as dazed, dominated, stunned, etc), other than unconscious.
Delver's Armor * Daily
Trigger: Lurpask rolls a saving throw and dislikes the result.
Effect (Free Action): Lurpask gains a +2 bonus to the triggering saving throw.
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Skills Acrobatics +20, Stealth +20
Str 20 Dex 24 Wis 17
Con 14 Int 16 Cha 20
Alignment evil Languages Common, Goblin
Equipment +4 delver's feyleather armor (PH 214, 229), longsword, 18 shuriken, bag of 6 rubies worth 200 gp each.
Anyhow, I'm working on a solo monster for part of this dungeon they may go to and wanted some feedback, specifically on the topic of how well he looks like he'll do against action denial.
Lurpask, Vexing Bugbear Level 16 Solo Skirmisher
Medium natural humanoid (goblinoid), bugbear XP 7,000
HP 600; Bloodied 300 Initiative +17
AC 30; Fortitude 27; Reflex 38; Will 28 Perception +16
Speed 8 Darkvision
Saving Throws +5; Action Points 2
TRAITS
Combat Advantage
When Lurpask hits a creature he has combat advantage against, he deals an extra 3d6 points of damage.
STANDARD ACTIONS
(mbasic) Longsword (weapon) * At Will
Attack: Melee 1 (one creature); +21 vs. AC.
Hit: 2d8+8 damage.
(rbasic) Shuriken (weapon) * At Will
Attack: Ranged 5 (one creature); +21 vs. AC.
Hit: 2d8+8 damage.
(melee) Acrobatic Strike (weapon) * Recharges when first bloodied
Attack: Melee 1 (one creature); +21 vs. AC.
Hit: 4d8+11 damage, and the target grants combat advantage until the end of Lurpask's next turn.
Effect: Lurpask moves up to 4 squares and gains a +4 bonus to defenses against opportunity attacks triggered by this movement.
MINOR ACTIONS
Take Advantage * At Will
Effect: Lurpask makes a basic attack against a creature granting combat advantage to him.
(melee) Vexing Feint * At Will
Attack: Melee 1 (one creature); +19 vs. Will.
Hit: Lurpask gains combat advantage against the target until the end of Lurpask's next turn.
Vexing Recovery * Recharge 5 6
Effect: Lurpask makes a saving throw against each effect or condition on him, even if that effect or condition does not normally allow a saving throw.
TRIGGERED ACTIONS
Vexing Movement * At Will
Trigger: An enemy ends its turn adjacent to Lurpask.
Effect (Free Action): Lurpask moves up to 3 squares. Enemies that decline opportunity attacks triggered by this move grant combat advantage to Lupask until the end of Lurpask's next turn.
Vexing Target * At Well
Trigger: An enemy makes an opportunity attack against Lurpask.
Effect (Free Action 1/turn): Lurpask takes a standard action, even if subject to an effect that normally prevents him from taking actions (such as dazed, dominated, stunned, etc), other than unconscious.
Delver's Armor * Daily
Trigger: Lurpask rolls a saving throw and dislikes the result.
Effect (Free Action): Lurpask gains a +2 bonus to the triggering saving throw.
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Skills Acrobatics +20, Stealth +20
Str 20 Dex 24 Wis 17
Con 14 Int 16 Cha 20
Alignment evil Languages Common, Goblin
Equipment +4 delver's feyleather armor (PH 214, 229), longsword, 18 shuriken, bag of 6 rubies worth 200 gp each.