Derulbaskul
Adventurer
Quag the Viscid, awakened gelatinous cube cleric of Ghaunadaur
Level 6 Solo Controller (Leader)
Large natural beast XP 1,250
Initiative +3 Senses Perception +7; all-around vision, darkvision, tremorsense
Favoured of Ghaunadaur aura 5; all oozes in the aura gain a +2 bonus to attack rolls and damage rolls and, at the start of Quag's turn, gain 5 temporary hit points.
HP 300; Bloodied 150
AC 20; Fortitude 18; Reflex 17; Will 18
Immune gaze; Resist 10 acid
Saving Throws +5
Speed 6
Action Points 2
m Slam (standard; at-will)
+10 vs Fortitude; 1d10 + 4 damage, and the target is immobilised (save ends).
M Engulf (minor; at-will) • Acid
+10 vs Reflex; automatically hits an immobilised creature; the target is grabbed and pulled into the cube’s space and is dazed and takes ongoing 10 acid damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the cube. The cube can move normally while creatures are engulfed within it. Only Medium or smaller creatures can be the target of engulf.
R Viscid Glob (standard; at-will) • Acid
Quag spits out an acidic, adhesive mass of its gelatinous substance that restricts movement and may eventually dissolve Quag's prey.
Ranged 5/10; +10 vs Reflex; 1d6 + 4 acid damage, and the target is immobilised (save ends). First failed save: the target is restrained (save ends). Second failed save: the target is restrained and takes ongoing 5 acid damage (save ends both). Aftereffect: the target is slowed (save ends).
C Elder Eye (standard; at-will) • Gaze, Psychic, Radiant
Quag conjures a glowing golden orb of evil on one of its sides, the gaze of which promises madness.
Close blast 5; targets enemies; +10 vs Will; 1d10 + 4 radiant and psychic damage, and the target is blinded (save ends).
C Threnody of Madness (minor 1/round; at-will) • Psychic
The many heads stored in Quag's body sing a discordant dirge of madness.
Close burst 5; targets enemies; +10 vs Will; 1d6 + 4 psychic damage, and the target takes a -2 penalty to its defences (save ends).
Translucent
A gelatinous cube is invisible until seen (Perception DC 25) or until it attacks. Creatures that fail to notice the gelatinous cube might walk into it, automatically becoming engulfed.
Alignment Chaotic Evil Languages Abyssal, Common, Deep Speech, Primordial
Skills Stealth +8, Arcana +11, Dungeoneering +12, History +11, Insight +12, Intimidate +12, Religion +11, Streetwise +12
Str 19 (+7) Dex 10 (+3) Wis 19 (+7)
Con 19 (+7) Int 16 (+6) Cha 19 (+7)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
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I was reading last night in PHBII for 3.5E about an awakened gelatinous cube that was the leader of a thieves guild and was able to speak by using a severed head as, for lack of a better term, a speaking tube.
Ghaunadaur (oozes, slimes, madness) is behind the BBEG in my current FR campaign and I was thinking that the concept of an awakened gelatinous cube would work well as the head of a thieves guild IMC... but I decided to have multiple severed heads so, ahem, it could sing through those heads in different keys and tones as part of a madness-producing power.
With those two paragraphs, plus the stat block, as an introduction, I was wondering if anyone might have some other suggestions about either the mechanics or the NPC itself that I might be able to include IMC. After all, I stole the basic concept from 3.5E's PHBII now I am looking to steal all of your good ideas... if you don't mind.
Level 6 Solo Controller (Leader)
Large natural beast XP 1,250
Initiative +3 Senses Perception +7; all-around vision, darkvision, tremorsense
Favoured of Ghaunadaur aura 5; all oozes in the aura gain a +2 bonus to attack rolls and damage rolls and, at the start of Quag's turn, gain 5 temporary hit points.
HP 300; Bloodied 150
AC 20; Fortitude 18; Reflex 17; Will 18
Immune gaze; Resist 10 acid
Saving Throws +5
Speed 6
Action Points 2
m Slam (standard; at-will)
+10 vs Fortitude; 1d10 + 4 damage, and the target is immobilised (save ends).
M Engulf (minor; at-will) • Acid
+10 vs Reflex; automatically hits an immobilised creature; the target is grabbed and pulled into the cube’s space and is dazed and takes ongoing 10 acid damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the cube. The cube can move normally while creatures are engulfed within it. Only Medium or smaller creatures can be the target of engulf.
R Viscid Glob (standard; at-will) • Acid
Quag spits out an acidic, adhesive mass of its gelatinous substance that restricts movement and may eventually dissolve Quag's prey.
Ranged 5/10; +10 vs Reflex; 1d6 + 4 acid damage, and the target is immobilised (save ends). First failed save: the target is restrained (save ends). Second failed save: the target is restrained and takes ongoing 5 acid damage (save ends both). Aftereffect: the target is slowed (save ends).
C Elder Eye (standard; at-will) • Gaze, Psychic, Radiant
Quag conjures a glowing golden orb of evil on one of its sides, the gaze of which promises madness.
Close blast 5; targets enemies; +10 vs Will; 1d10 + 4 radiant and psychic damage, and the target is blinded (save ends).
C Threnody of Madness (minor 1/round; at-will) • Psychic
The many heads stored in Quag's body sing a discordant dirge of madness.
Close burst 5; targets enemies; +10 vs Will; 1d6 + 4 psychic damage, and the target takes a -2 penalty to its defences (save ends).
Translucent
A gelatinous cube is invisible until seen (Perception DC 25) or until it attacks. Creatures that fail to notice the gelatinous cube might walk into it, automatically becoming engulfed.
Alignment Chaotic Evil Languages Abyssal, Common, Deep Speech, Primordial
Skills Stealth +8, Arcana +11, Dungeoneering +12, History +11, Insight +12, Intimidate +12, Religion +11, Streetwise +12
Str 19 (+7) Dex 10 (+3) Wis 19 (+7)
Con 19 (+7) Int 16 (+6) Cha 19 (+7)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
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I was reading last night in PHBII for 3.5E about an awakened gelatinous cube that was the leader of a thieves guild and was able to speak by using a severed head as, for lack of a better term, a speaking tube.
Ghaunadaur (oozes, slimes, madness) is behind the BBEG in my current FR campaign and I was thinking that the concept of an awakened gelatinous cube would work well as the head of a thieves guild IMC... but I decided to have multiple severed heads so, ahem, it could sing through those heads in different keys and tones as part of a madness-producing power.
With those two paragraphs, plus the stat block, as an introduction, I was wondering if anyone might have some other suggestions about either the mechanics or the NPC itself that I might be able to include IMC. After all, I stole the basic concept from 3.5E's PHBII now I am looking to steal all of your good ideas... if you don't mind.
