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<blockquote data-quote="Maximillian" data-source="post: 4143793" data-attributes="member: 9471"><p>Hey y'all. Love the thread. It's great to see people already taking this stuff on. There's no better way to learn new rules.</p><p></p><p>That said, I'm thinking about my first adventure and I decided on a little bit of a dungeon crawl that I'm calling "The Rise of the Monkey King." It features apes stealing fire from the PCs home city, including the Monkey King himself, who can use it with magic. Kind of out there, but I think the monsters are pretty cool. Posted below.</p><p></p><p>Couple notes: I listed these as "Natural Animals," even though they're not animal intelligence, but I don't know if that qualifies them as magical beasts, or what. I'll refine that when the MM is available. Hope you like'em.</p><p></p><p><strong>Guardian Hyena Level 1 Soldier</strong></p><p>Medium natural animal XP 100</p><p><strong>Initiative</strong> +1 <strong>Senses</strong> Perception +6, Low-light vision</p><p>HP 32; Bloodied 16</p><p>AC 15; Fortitude 13, Reflex 14, Will 12</p><p><strong>Speed</strong> 7</p><p><strong>m Bite</strong> (standard; at-will)</p><p>+6 vs. AC; 1d6+2 damage.</p><p><strong>Hideous Laugh</strong> (standard; recharge 5,6) • Psychic</p><p>Close Burst 1; Targets must have least one other Hyena adjacent to it.</p><p>+6 vs. Will; 1d4+2 psychic damage and victim targets randomly with any attacks made thereafter (save ends).</p><p><strong>Pack Solidarity</strong> (minor; at will)</p><p>The Hyena shifts one square provided it ends in a space adjacent to another Hyena. </p><p><strong>Alignment</strong> Unaligned <strong>Languages</strong> None</p><p>Str 15 (+2) Dex 12 (+1) Wis 10 (+0)</p><p>Con 14 (+2) Int 2 (-4) Cha 10 (+0)</p><p></p><p></p><p><strong>Chimpanzee Hurlers Level 1 Artillery</strong></p><p>Small Natural Animal XP 100</p><p><strong>Initiative</strong> +4 <strong>Senses</strong> Perception +2</p><p>HP 22; Bloodied 11</p><p>AC 14, Fort 11, Ref 14, Will 11</p><p>Speed 5</p><p><strong>r Thrown Rock</strong> (standard; at-will) • <strong>Weapon</strong></p><p>Range 5/10; +5 vs. AC; 1d4+1 damage.</p><p><strong>r Swift Throw</strong> (minor; recharge 5,6) • <strong>Weapon</strong></p><p>Range 5/10; +3 vs. AC; 1d4 damage.</p><p><strong>Heedless Flight</strong> (standard; recharge 5,6)</p><p>Chimp shifts 7 squares and gains +2 to all defenses until the beginning of its next turn.</p><p><strong>Alignment</strong> Unaligned <strong>Languages</strong> None</p><p><strong>Skills</strong> Athletics +9, Acrobatics +7</p><p>Str 12 (+1) Dex 16 (+3) Wis 15 (+2)</p><p>Con 11 (+0) Int 9 (-1) Cha 10 (+0)</p><p></p><p></p><p><strong>Orangutan Devotee Level 2 Brute</strong></p><p>Medium Natural Animal XP 125</p><p><strong>Initiative</strong> +2 <strong>Senses</strong> Perception +7</p><p>HP 50; Bloodied 25</p><p>AC 13, Fort 13, Ref 13, Will 12</p><p><strong>Speed</strong> 5</p><p><strong>m Slam</strong> (standard; at-will)</p><p>+7 vs. AC; 1d10+3 damage.</p><p><strong>m Throwdown</strong> (standard; recharge 4,5,6)</p><p>+7 vs. AC; 1d10+3 damage.</p><p><em>Followup:</em> +5 vs. Reflex; Target knocked prone.</p><p><strong>Bloodied Madness</strong> (immediate reaction, when adjacent enemy is knocked prone; encounter)</p><p>Requires bloodied, +5 vs. AC; 1d10+3; see also raining assault.</p><p><strong>Raining Assault</strong></p><p>The Orangutan deals +1d6 damage against prone targets.</p><p><strong>Alignment</strong> Unaligned <strong>Languages</strong> None</p><p><strong>Skills</strong> Athletics +9, Acrobatics +7</p><p>Str 17 (+4) Dex 10 (+1) Wis 12 (+2)</p><p>Con 14 (+2) Int 4 (-2) Cha 10 (+0)</p><p></p><p></p><p><strong>The Monkey King Level 3 Artillery (Leader)</strong></p><p>Medium natural animal XP 150</p><p><strong>Initiative</strong> +6 <strong>Senses</strong> Perception +8, Insight +8</p><p>HP 36; Bloodied 18</p><p>AC 18, Fort 14, Ref 15, Will 16</p><p><strong>Speed</strong> 6</p><p><strong>m Staff</strong> (Standard; at will) • <strong>Weapon</strong></p><p>+5 vs AC; 1d6+2 damage.</p><p><strong>r Hurl Fire</strong> (Standard; at will) • <strong>Fire</strong></p><p>Range 10; +7 vs reflex; 1d8+3 fire damage.</p><p><strong>a Mankind’s Gift</strong> (Standard; recharge 6) • <strong>Fire</strong></p><p>Area Burst 2 within 10; +5 vs reflex; 1d10+3 fire damage. Miss half damage.</p><p><strong>Jungle Howl</strong> (Standard; encounter)</p><p>Close Burst 5; targets allies. All allies in range +2 AC and +2 speed until the beginning of the Monkey King’s next turn.</p><p><strong>Loyal Subjects</strong> (Immediate interrupt, when targeted by a melee attack; encounter)</p><p>The Monkey King may shift up to 2 squares into the square of an ally, and slide that ally up to 2 squares into his previous position; the King and his ally switch places.</p><p><strong>Alignment</strong> Evil <strong>Languages</strong> None</p><p><strong>Skills</strong> Stealth +9, Intimidate +8</p><p>Str 9 (+0) Dex 16 (+4) Wis 15 (+3)</p><p>Con 10 (+1) Int 13 (+2) Cha 15 (+3)</p></blockquote><p></p>
[QUOTE="Maximillian, post: 4143793, member: 9471"] Hey y'all. Love the thread. It's great to see people already taking this stuff on. There's no better way to learn new rules. That said, I'm thinking about my first adventure and I decided on a little bit of a dungeon crawl that I'm calling "The Rise of the Monkey King." It features apes stealing fire from the PCs home city, including the Monkey King himself, who can use it with magic. Kind of out there, but I think the monsters are pretty cool. Posted below. Couple notes: I listed these as "Natural Animals," even though they're not animal intelligence, but I don't know if that qualifies them as magical beasts, or what. I'll refine that when the MM is available. Hope you like'em. [B]Guardian Hyena Level 1 Soldier[/B] Medium natural animal XP 100 [B]Initiative[/B] +1 [B]Senses[/B] Perception +6, Low-light vision HP 32; Bloodied 16 AC 15; Fortitude 13, Reflex 14, Will 12 [B]Speed[/B] 7 [B]m Bite[/B] (standard; at-will) +6 vs. AC; 1d6+2 damage. [B]Hideous Laugh[/B] (standard; recharge 5,6) • Psychic Close Burst 1; Targets must have least one other Hyena adjacent to it. +6 vs. Will; 1d4+2 psychic damage and victim targets randomly with any attacks made thereafter (save ends). [B]Pack Solidarity[/B] (minor; at will) The Hyena shifts one square provided it ends in a space adjacent to another Hyena. [B]Alignment[/B] Unaligned [B]Languages[/B] None Str 15 (+2) Dex 12 (+1) Wis 10 (+0) Con 14 (+2) Int 2 (-4) Cha 10 (+0) [B]Chimpanzee Hurlers Level 1 Artillery[/B] Small Natural Animal XP 100 [B]Initiative[/B] +4 [B]Senses[/B] Perception +2 HP 22; Bloodied 11 AC 14, Fort 11, Ref 14, Will 11 Speed 5 [B]r Thrown Rock[/B] (standard; at-will) • [B]Weapon[/B] Range 5/10; +5 vs. AC; 1d4+1 damage. [B]r Swift Throw[/B] (minor; recharge 5,6) • [B]Weapon[/B] Range 5/10; +3 vs. AC; 1d4 damage. [B]Heedless Flight[/B] (standard; recharge 5,6) Chimp shifts 7 squares and gains +2 to all defenses until the beginning of its next turn. [B]Alignment[/B] Unaligned [B]Languages[/B] None [B]Skills[/B] Athletics +9, Acrobatics +7 Str 12 (+1) Dex 16 (+3) Wis 15 (+2) Con 11 (+0) Int 9 (-1) Cha 10 (+0) [B]Orangutan Devotee Level 2 Brute[/B] Medium Natural Animal XP 125 [B]Initiative[/B] +2 [B]Senses[/B] Perception +7 HP 50; Bloodied 25 AC 13, Fort 13, Ref 13, Will 12 [B]Speed[/B] 5 [B]m Slam[/B] (standard; at-will) +7 vs. AC; 1d10+3 damage. [B]m Throwdown[/B] (standard; recharge 4,5,6) +7 vs. AC; 1d10+3 damage. [I]Followup:[/I] +5 vs. Reflex; Target knocked prone. [B]Bloodied Madness[/B] (immediate reaction, when adjacent enemy is knocked prone; encounter) Requires bloodied, +5 vs. AC; 1d10+3; see also raining assault. [B]Raining Assault[/B] The Orangutan deals +1d6 damage against prone targets. [B]Alignment[/B] Unaligned [B]Languages[/B] None [B]Skills[/B] Athletics +9, Acrobatics +7 Str 17 (+4) Dex 10 (+1) Wis 12 (+2) Con 14 (+2) Int 4 (-2) Cha 10 (+0) [B]The Monkey King Level 3 Artillery (Leader)[/B] Medium natural animal XP 150 [B]Initiative[/B] +6 [B]Senses[/B] Perception +8, Insight +8 HP 36; Bloodied 18 AC 18, Fort 14, Ref 15, Will 16 [B]Speed[/B] 6 [B]m Staff[/B] (Standard; at will) • [B]Weapon[/B] +5 vs AC; 1d6+2 damage. [B]r Hurl Fire[/B] (Standard; at will) • [B]Fire[/B] Range 10; +7 vs reflex; 1d8+3 fire damage. [B]a Mankind’s Gift[/B] (Standard; recharge 6) • [B]Fire[/B] Area Burst 2 within 10; +5 vs reflex; 1d10+3 fire damage. Miss half damage. [B]Jungle Howl[/B] (Standard; encounter) Close Burst 5; targets allies. All allies in range +2 AC and +2 speed until the beginning of the Monkey King’s next turn. [B]Loyal Subjects[/B] (Immediate interrupt, when targeted by a melee attack; encounter) The Monkey King may shift up to 2 squares into the square of an ally, and slide that ally up to 2 squares into his previous position; the King and his ally switch places. [B]Alignment[/B] Evil [B]Languages[/B] None [B]Skills[/B] Stealth +9, Intimidate +8 Str 9 (+0) Dex 16 (+4) Wis 15 (+3) Con 10 (+1) Int 13 (+2) Cha 15 (+3) [/QUOTE]
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