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<blockquote data-quote="keterys" data-source="post: 4470706" data-attributes="member: 43019"><p>Whirlpool makes me think of appliances though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Exploding balloon monsters sounds fun, though.</p><p></p><p>So, for your goblin the _easy_ way would be to make it just automatically deal damage or cost a healing surge when drawn - for example, the goblin could be expressed as ongoing 5 damage (save ends) as it just bites and gnaws on the character, increasing the amount of damage as you get more pieces. Or just that it costs a healing surge to use it for an encounter as it just takes a big chunk of flesh out with a bite.</p><p></p><p>I'll talk about some more complex ways later... big update today cause of some stuff that happened over on WotC boards:</p><p></p><p>Old Monsters (corrected to match DMG 184-185 more closely):</p><p></p><p>Goblin Pyro, Level 1 Skirmisher</p><p>[sblock]Goblin Pyro</p><p>Level 1 Skirmisher</p><p>XP 100</p><p>Small natural humanoid</p><p></p><p>Initiative +3</p><p>Senses Perception +0</p><p></p><p>HP 27; Bloodied 13</p><p>AC 15; Fortitude 12, Reflex 14, Will 13</p><p>Speed 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:" /> Dogslicer (standard; at-will) * Weapon</p><p> +6 vs. AC; 1d6 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:" /> Torch (standard; at-will) * Fire</p><p> +6 vs. Reflex; 1d4 fire damage and 2 ongoing fire damage (save ends). </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:" /> Pyromaniac (standard; encounter) * Fire</p><p> Range 5/10; +6 vs. Reflex; 1d8 fire damage and 5 ongoing fire damage (save ends). After making this attack, goblin pyro can no longer make Torch attacks. If the goblin pyro misses with this attack and does not roll a 1, make a secondary attack against a random goblin ally within range. Secondary Attack: +8 vs. Reflex; 1d4 fire damage and 2 ongoing fire damage (save ends).</p><p></p><p>Goblin Tactics (immediate reaction, when a melee attack against the goblin pyro misses; at-will)</p><p> The goblin pyro shifts one square away from the attacker.</p><p></p><p>Danger to Themselves</p><p> If a goblin pyro misses with any melee attack and there is an adjacent goblin minion, it kills a goblin minion. If the goblin pyro rolls a 1 on any fire attack roll, it hits itself. </p><p></p><p>Combat Advantage</p><p> The goblin pyro deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.</p><p></p><p>Alignment Evil</p><p>Languages Common, Goblinoid</p><p>Skills Stealth +8, Thievery +8</p><p></p><p>Str 10 (+0) Dex 17 (+3) Wis 10 (+0)</p><p>Con 11 (+0) Int 9 (-1) Cha 12 (+1)</p><p></p><p><img src="http://paizo.com/image/product/catalog/CDG/CDGP-02_500.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p>Earthen Defender, Level 1 Soldier</p><p>[sblock]Earthen Defender</p><p>Level 1 Soldier</p><p>XP 100</p><p>Small elemental humanoid</p><p></p><p>Initiative +0</p><p>Senses Perception +0</p><p></p><p>Earth Control Aura 1; Enemies treat the ground around an earthen defender as hindered terrain.</p><p>HP 32; Bloodied 16 (see Crumble)</p><p>AC 19 (15 bloodied); Fortitude 15, Reflex 12, Will 12 </p><p>Speed 5, Burrow 5</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:" /> Slam (standard; at-will)</p><p> +8 vs. AC; 2d6+1 damage</p><p></p><p>Stuck Weapon (immediate reaction, when damaged by a melee weapon; recharge <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />)</p><p> +6 vs. Reflex; disarm weapon. Weapon is trapped, but may be removed with a successful grapple.</p><p></p><p>Crumble </p><p> A bloodied earthen defender suffers a -4 penalty to AC and drops any stuck weapon.</p><p> </p><p>Alignment Unaligned</p><p></p><p>Str 13 (+1) Dex 10 (+0) Wis 11 (+0)</p><p>Con 16 (+3) Int 8 (-1) Cha 9 (-1)</p><p></p><p><img src="http://www.wizards.com/dnd/images/NB_Gallery/Earth_Mephit.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p></p><p>New Monsters:</p><p></p><p><strong>Hobgoblin Deathguard</strong></p><p><strong></strong>Level 4 Brute</p><p>XP 175</p><p>Medium natural humanoid</p><p></p><p>Initiative +4</p><p>Senses Perception +3</p><p></p><p>HP 68; Bloodied 34</p><p>AC 17; Fortitude 18, Reflex 15, Will 16</p><p>Speed 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:" /> Halberd (standard; at-will) * Weapon</p><p> Reach 2; +7 vs. AC; 1d10 + 4 damage. The hobgoblin deathguard deals +5 damage when within 2 squares of a hobgoblin ally.</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:" /> Smashing Strike (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) * Weapon</p><p> Reach 2; +7 vs. AC; 1d10 + 4 damage and the target is pushed 2 and knocked prone. The hobgoblin deathguard deals +5 damage when within 2 squares of a hobgoblin ally.</p><p></p><p>Self Sacrifice (immediate interrupt, when adjacent hobgoblin ally is attacked; encounter)</p><p> Redirect attack to hobgoblin deathguard and the ally gains a +2 bonus to all defenses until the end of its next turn.</p><p></p><p>Hobgoblin Resilience (immediate reaction; encounter)</p><p> When a hobgoblin suffers an effect a save can end, the hobgoblin makes an immediate save against the effect.</p><p></p><p>Alignment Evil</p><p>Languages Goblinoid</p><p>Skills Athletics +11, Intimidate +10</p><p></p><p>Str 19 (+6) Dex 14 (+4) Wis 12 (+3)</p><p>Con 18 (+6) Int 10 (+2) Cha 15 (+5)</p><p></p><p></p><p></p><p><strong>Shadow Caller</strong></p><p><strong></strong>Level 4 Artillery</p><p>XP 175</p><p>Medium shadow humanoid (undead)</p><p></p><p>Initiative +4</p><p>Senses Perception +3</p><p></p><p>HP 45; Bloodied 22</p><p>AC 17; Fortitude 18, Reflex 15, Will 16</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Speed 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:" /> Shadow Claw (standard; at-will) * Necrotic </p><p> +9 vs. Reflex; 1d6 + 4 necrotic damage. </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:" /> Grasping Shadows (standard; at-will) * Necrotic</p><p> +9 vs. Will; 1d8 + 4 necrotic damage. Until the target moves at least 2 squares, it takes 1d8 necrotic damage at the end of its turn.</p><p></p><p>Shadow Slip (move; recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />)</p><p> Shadow caller gains insubstantial and phasing until the start of its next turn and shifts 3 squares.</p><p></p><p>Alignment Evil</p><p>Languages Common</p><p>Skills Intimidate +11, Stealth +12</p><p></p><p>Str 11 (+2) Dex 16 (+5) Wis 16 (+5)</p><p>Con 15 (+4) Int 14 (+4) Cha 19 (+6)</p><p></p><p></p><p></p><p><strong>Order of Reason Assassin</strong></p><p><strong></strong>Level 6 Lurker</p><p>XP 250</p><p>Medium natural humanoid </p><p></p><p>Initiative +4</p><p>Senses Perception +3</p><p></p><p>HP 45; Bloodied 22</p><p>AC 17; Fortitude 18, Reflex 15, Will 16</p><p>Speed 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:" />/<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(:" title="Smile (:" data-smilie="1"data-shortname="(:" />ranged<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Dagger (standard; at-will) * Weapon </p><p> Dagger may be thrown range 5/10; +11 vs. AC; 1d4 + 4 damage. </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:" /> Locking Garotte (standard; encounter) * Weapon</p><p> Requires Combat Advantage; +9 vs. Reflex; 1d4 + 4 damage, ongoing 10 damage and the target is dazed (save ends both, at a -4 penalty). The garotte may also be removed with a Thievery or Strength check against DC 17.</p><p></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:" /> Acid Flask (standard; at-will) * Acid</p><p> The assassin may make only 3 acid flask attacks; Range 5/10; +9 vs. Reflex; 1d10 acid damage and ongoing 5 acid (save ends). <em>Miss:</em> Half damage and no ongoing acid.</p><p></p><p>Blinding Flash (standard; at-will) </p><p> The assassin may only use blinding flash 3 times; She may make a stealth check and shift 3 squares. She does not need concealment or cover to maintain stealth until the end of her turn.</p><p></p><p>Combat Advantage </p><p> She deals an extra 1d6 damage with attacks when she has combat advantage.</p><p></p><p>Alignment Evil</p><p>Languages Common</p><p>Skills Bluff +11, Diplomacy +11, Stealth +12, Streetwise +11</p><p></p><p>Str 11 (+3) Dex 19 (+7) Wis 12 (+4)</p><p>Con 14 (+5) Int 16 (+6) Cha 17 (+6)</p><p></p><p>Equipment 8 daggers, 3 pouches of blinding powder, 3 acid flasks, leather armor, locking garotte</p><p></p><p></p><p></p><p><strong>Jungle Giant </strong></p><p><strong></strong>Level 10 Skirmisher</p><p>XP 500</p><p>Large fey humanoid </p><p></p><p>Initiative +10</p><p>Senses Perception +14; low-light vision</p><p></p><p>HP 108; Bloodied 54</p><p>AC 24; Fortitude 24, Reflex 22, Will 22</p><p>Speed 7 (forest walk)</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:" /> Spear (standard; at-will) * Weapon</p><p> Reach 2; +15 vs. AC; 1d12 + 6 damage and the target is pushed 1 square.</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:" /> Poison Javelin (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /> <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) * Poison, Weapon</p><p> Range 15/20; +15 vs. AC; 1d12 + 6 damage and the giant makes a secondary attack. <em>Secondary:</em> +13 vs. Fortitude; ongoing 10 poison damage (save ends).</p><p></p><p>Entangling Ward (immediate interrupt, when an enemy touching the ground moves adjacent; encounter)</p><p> Reach 2; +13 vs. Reflex; enemy is restrained until the start of its next turn.</p><p></p><p>Alignment Unaligned</p><p>Languages Elven</p><p>Skills Nature +14</p><p></p><p>Str 22 (+11) Dex 17 (+8) Wis 18 (+9)</p><p>Con 20 (+10) Int 10 (+5) Cha 11 (+5)</p><p></p><p></p><p></p><p><strong>Angel of Perseverance </strong></p><p><strong></strong>Level 11 Controller (Leader)</p><p>XP 600</p><p>Medium immortal humanoid (angel)</p><p></p><p>Initiative +9</p><p>Senses Perception +10</p><p>Aura of Perseverance Aura 5; allies who start their turn in the aura gain 5 temporary hit points and may make a saving throw.</p><p></p><p>HP 114; Bloodied 57</p><p>AC 25; Fortitude 21, Reflex 23, Will 25</p><p>Immune fear; Resist 10 radiant</p><p>Speed 6, fly 8 (hover)</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:" /> Longsword (standard; at-will) * Radiant, Weapon</p><p> +16 vs. AC; 1d8 + 3 damage and 5 radiant damage.</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:" /> Overwhelming Word (standard; at-will) * Charm, Psychic</p><p> Range 10; +15 vs. Will; 1d6 + 6 psychic damage and the target is dazed (save ends).</p><p></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:" /> Steadfast Blessing (minor; encounter)</p><p> Range 10; ally gains a +2 power bonus to saves and all defenses while the angel of perseverance is not bloodied.</p><p></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:" /> Pillar of Radiance (standard; encounter) * Radiant, Zone</p><p> Area burst 1 within 10 squares, targets enemies; +13 vs. Fortitude; 1d6 + 6 radiant damage and the target is blinded until the start of its next turn. This power creates a zone for the encounter. Any enemy that enters or starts its turn in the area takes 5 radiant damage and takes a -2 penalty to attack rolls until the start of its next turn.</p><p> </p><p>Alignment Any</p><p>Languages Supernal</p><p>Skills Religion +12</p><p></p><p>Str 17 (+8) Dex 19 (+9) Wis 20 (+10)</p><p>Con 18 (+9) Int 14 (+7) Cha 23 (+11) </p><p></p><p></p><p></p><p><strong>Pain Devil </strong></p><p><strong></strong>Level 10 Soldier</p><p>XP 500</p><p>Medium immortal humanoid (devil)</p><p></p><p>Initiative +9</p><p>Senses Perception +8</p><p></p><p>HP 106; Bloodied 53</p><p>AC 26; Fortitude 23, Reflex 20, Will 22</p><p>Resist 20 fire</p><p>Speed 6, teleport 4</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:" /> Razor Scourge (standard; at-will) * Weapon</p><p> Reach 2; +17 vs. AC; 2d6 + 5 damage and the target is slowed until the end of its next turn.</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:" /> Infernal Agony (standard; encounter) * Weapon</p><p> Reach 2; +17 vs. AC; 2d6 + 5 damage, ongoing 5 damage, and the target is dazed (save ends both) and knocked prone.</p><p></p><p>Corrective Lashing (immediate reaction, when an enemy within 6 squares attacks an ally; recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />)</p><p> The pain devil teleports 4 squares towards the enemy and makes a basic attack against the triggering target. If the attack hits, the target is pulled 2 squares and takes ongoing 5 damage (save ends). </p><p> </p><p>Alignment Evil</p><p>Languages Supernal</p><p>Skills Heal +13, Intimidate +11</p><p></p><p>Str 21 (+10) Dex 14 (+7) Wis 17 (+8)</p><p>Con 18 (+9) Int 12 (+6) Cha 13 (+6)</p></blockquote><p></p>
[QUOTE="keterys, post: 4470706, member: 43019"] Whirlpool makes me think of appliances though ;) Exploding balloon monsters sounds fun, though. So, for your goblin the _easy_ way would be to make it just automatically deal damage or cost a healing surge when drawn - for example, the goblin could be expressed as ongoing 5 damage (save ends) as it just bites and gnaws on the character, increasing the amount of damage as you get more pieces. Or just that it costs a healing surge to use it for an encounter as it just takes a big chunk of flesh out with a bite. I'll talk about some more complex ways later... big update today cause of some stuff that happened over on WotC boards: Old Monsters (corrected to match DMG 184-185 more closely): Goblin Pyro, Level 1 Skirmisher [sblock]Goblin Pyro Level 1 Skirmisher XP 100 Small natural humanoid Initiative +3 Senses Perception +0 HP 27; Bloodied 13 AC 15; Fortitude 12, Reflex 14, Will 13 Speed 6 :bmelee: Dogslicer (standard; at-will) * Weapon +6 vs. AC; 1d6 damage. :melee: Torch (standard; at-will) * Fire +6 vs. Reflex; 1d4 fire damage and 2 ongoing fire damage (save ends). :ranged: Pyromaniac (standard; encounter) * Fire Range 5/10; +6 vs. Reflex; 1d8 fire damage and 5 ongoing fire damage (save ends). After making this attack, goblin pyro can no longer make Torch attacks. If the goblin pyro misses with this attack and does not roll a 1, make a secondary attack against a random goblin ally within range. Secondary Attack: +8 vs. Reflex; 1d4 fire damage and 2 ongoing fire damage (save ends). Goblin Tactics (immediate reaction, when a melee attack against the goblin pyro misses; at-will) The goblin pyro shifts one square away from the attacker. Danger to Themselves If a goblin pyro misses with any melee attack and there is an adjacent goblin minion, it kills a goblin minion. If the goblin pyro rolls a 1 on any fire attack roll, it hits itself. Combat Advantage The goblin pyro deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. Alignment Evil Languages Common, Goblinoid Skills Stealth +8, Thievery +8 Str 10 (+0) Dex 17 (+3) Wis 10 (+0) Con 11 (+0) Int 9 (-1) Cha 12 (+1) [IMG]http://paizo.com/image/product/catalog/CDG/CDGP-02_500.jpeg[/IMG][/sblock] Earthen Defender, Level 1 Soldier [sblock]Earthen Defender Level 1 Soldier XP 100 Small elemental humanoid Initiative +0 Senses Perception +0 Earth Control Aura 1; Enemies treat the ground around an earthen defender as hindered terrain. HP 32; Bloodied 16 (see Crumble) AC 19 (15 bloodied); Fortitude 15, Reflex 12, Will 12 Speed 5, Burrow 5 :bmelee: Slam (standard; at-will) +8 vs. AC; 2d6+1 damage Stuck Weapon (immediate reaction, when damaged by a melee weapon; recharge :6:) +6 vs. Reflex; disarm weapon. Weapon is trapped, but may be removed with a successful grapple. Crumble A bloodied earthen defender suffers a -4 penalty to AC and drops any stuck weapon. Alignment Unaligned Str 13 (+1) Dex 10 (+0) Wis 11 (+0) Con 16 (+3) Int 8 (-1) Cha 9 (-1) [IMG]http://www.wizards.com/dnd/images/NB_Gallery/Earth_Mephit.jpg[/IMG][/sblock] New Monsters: [B]Hobgoblin Deathguard [/B]Level 4 Brute XP 175 Medium natural humanoid Initiative +4 Senses Perception +3 HP 68; Bloodied 34 AC 17; Fortitude 18, Reflex 15, Will 16 Speed 6 :bmelee: Halberd (standard; at-will) * Weapon Reach 2; +7 vs. AC; 1d10 + 4 damage. The hobgoblin deathguard deals +5 damage when within 2 squares of a hobgoblin ally. :melee: Smashing Strike (standard; recharge :5: :6:) * Weapon Reach 2; +7 vs. AC; 1d10 + 4 damage and the target is pushed 2 and knocked prone. The hobgoblin deathguard deals +5 damage when within 2 squares of a hobgoblin ally. Self Sacrifice (immediate interrupt, when adjacent hobgoblin ally is attacked; encounter) Redirect attack to hobgoblin deathguard and the ally gains a +2 bonus to all defenses until the end of its next turn. Hobgoblin Resilience (immediate reaction; encounter) When a hobgoblin suffers an effect a save can end, the hobgoblin makes an immediate save against the effect. Alignment Evil Languages Goblinoid Skills Athletics +11, Intimidate +10 Str 19 (+6) Dex 14 (+4) Wis 12 (+3) Con 18 (+6) Int 10 (+2) Cha 15 (+5) [B]Shadow Caller [/B]Level 4 Artillery XP 175 Medium shadow humanoid (undead) Initiative +4 Senses Perception +3 HP 45; Bloodied 22 AC 17; Fortitude 18, Reflex 15, Will 16 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 6 :bmelee: Shadow Claw (standard; at-will) * Necrotic +9 vs. Reflex; 1d6 + 4 necrotic damage. :ranged: Grasping Shadows (standard; at-will) * Necrotic +9 vs. Will; 1d8 + 4 necrotic damage. Until the target moves at least 2 squares, it takes 1d8 necrotic damage at the end of its turn. Shadow Slip (move; recharge :5: :6:) Shadow caller gains insubstantial and phasing until the start of its next turn and shifts 3 squares. Alignment Evil Languages Common Skills Intimidate +11, Stealth +12 Str 11 (+2) Dex 16 (+5) Wis 16 (+5) Con 15 (+4) Int 14 (+4) Cha 19 (+6) [B]Order of Reason Assassin [/B]Level 6 Lurker XP 250 Medium natural humanoid Initiative +4 Senses Perception +3 HP 45; Bloodied 22 AC 17; Fortitude 18, Reflex 15, Will 16 Speed 6 :bmelee:/(:ranged:) Dagger (standard; at-will) * Weapon Dagger may be thrown range 5/10; +11 vs. AC; 1d4 + 4 damage. :melee: Locking Garotte (standard; encounter) * Weapon Requires Combat Advantage; +9 vs. Reflex; 1d4 + 4 damage, ongoing 10 damage and the target is dazed (save ends both, at a -4 penalty). The garotte may also be removed with a Thievery or Strength check against DC 17. :ranged: Acid Flask (standard; at-will) * Acid The assassin may make only 3 acid flask attacks; Range 5/10; +9 vs. Reflex; 1d10 acid damage and ongoing 5 acid (save ends). [I]Miss:[/I] Half damage and no ongoing acid. Blinding Flash (standard; at-will) The assassin may only use blinding flash 3 times; She may make a stealth check and shift 3 squares. She does not need concealment or cover to maintain stealth until the end of her turn. Combat Advantage She deals an extra 1d6 damage with attacks when she has combat advantage. Alignment Evil Languages Common Skills Bluff +11, Diplomacy +11, Stealth +12, Streetwise +11 Str 11 (+3) Dex 19 (+7) Wis 12 (+4) Con 14 (+5) Int 16 (+6) Cha 17 (+6) Equipment 8 daggers, 3 pouches of blinding powder, 3 acid flasks, leather armor, locking garotte [B]Jungle Giant [/B]Level 10 Skirmisher XP 500 Large fey humanoid Initiative +10 Senses Perception +14; low-light vision HP 108; Bloodied 54 AC 24; Fortitude 24, Reflex 22, Will 22 Speed 7 (forest walk) :bmelee: Spear (standard; at-will) * Weapon Reach 2; +15 vs. AC; 1d12 + 6 damage and the target is pushed 1 square. :ranged: Poison Javelin (standard; recharge :4: :5: :6:) * Poison, Weapon Range 15/20; +15 vs. AC; 1d12 + 6 damage and the giant makes a secondary attack. [I]Secondary:[/I] +13 vs. Fortitude; ongoing 10 poison damage (save ends). Entangling Ward (immediate interrupt, when an enemy touching the ground moves adjacent; encounter) Reach 2; +13 vs. Reflex; enemy is restrained until the start of its next turn. Alignment Unaligned Languages Elven Skills Nature +14 Str 22 (+11) Dex 17 (+8) Wis 18 (+9) Con 20 (+10) Int 10 (+5) Cha 11 (+5) [B]Angel of Perseverance [/B]Level 11 Controller (Leader) XP 600 Medium immortal humanoid (angel) Initiative +9 Senses Perception +10 Aura of Perseverance Aura 5; allies who start their turn in the aura gain 5 temporary hit points and may make a saving throw. HP 114; Bloodied 57 AC 25; Fortitude 21, Reflex 23, Will 25 Immune fear; Resist 10 radiant Speed 6, fly 8 (hover) :bmelee: Longsword (standard; at-will) * Radiant, Weapon +16 vs. AC; 1d8 + 3 damage and 5 radiant damage. :ranged: Overwhelming Word (standard; at-will) * Charm, Psychic Range 10; +15 vs. Will; 1d6 + 6 psychic damage and the target is dazed (save ends). :ranged: Steadfast Blessing (minor; encounter) Range 10; ally gains a +2 power bonus to saves and all defenses while the angel of perseverance is not bloodied. :area: Pillar of Radiance (standard; encounter) * Radiant, Zone Area burst 1 within 10 squares, targets enemies; +13 vs. Fortitude; 1d6 + 6 radiant damage and the target is blinded until the start of its next turn. This power creates a zone for the encounter. Any enemy that enters or starts its turn in the area takes 5 radiant damage and takes a -2 penalty to attack rolls until the start of its next turn. Alignment Any Languages Supernal Skills Religion +12 Str 17 (+8) Dex 19 (+9) Wis 20 (+10) Con 18 (+9) Int 14 (+7) Cha 23 (+11) [B]Pain Devil [/B]Level 10 Soldier XP 500 Medium immortal humanoid (devil) Initiative +9 Senses Perception +8 HP 106; Bloodied 53 AC 26; Fortitude 23, Reflex 20, Will 22 Resist 20 fire Speed 6, teleport 4 :bmelee: Razor Scourge (standard; at-will) * Weapon Reach 2; +17 vs. AC; 2d6 + 5 damage and the target is slowed until the end of its next turn. :melee: Infernal Agony (standard; encounter) * Weapon Reach 2; +17 vs. AC; 2d6 + 5 damage, ongoing 5 damage, and the target is dazed (save ends both) and knocked prone. Corrective Lashing (immediate reaction, when an enemy within 6 squares attacks an ally; recharge :5: :6:) The pain devil teleports 4 squares towards the enemy and makes a basic attack against the triggering target. If the attack hits, the target is pulled 2 squares and takes ongoing 5 damage (save ends). Alignment Evil Languages Supernal Skills Heal +13, Intimidate +11 Str 21 (+10) Dex 14 (+7) Wis 17 (+8) Con 18 (+9) Int 12 (+6) Cha 13 (+6) [/QUOTE]
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