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Rat King
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<blockquote data-quote="chronoplasm" data-source="post: 4775170" data-attributes="member: 73795"><p>I got to thinking how good it would be if wizards released minis in nonrandom encounter packs with all monsters visible, and maybe a couple of dungeon tiles to boot.</p><p>It would be cool to see some kind of "Rat Pack" including:</p><p>4 Giant Rat minions</p><p>1 Rat Swarm</p><p>2 Dire Rats</p><p>1 Were-Rat</p><p>...and some kind of sort of elite...</p><p> </p><p>That brings me to this idea:</p><p></p><p>*edit*</p><p>fixed the defenses a little</p><p> </p><p><strong>Rat King</strong> Level 2 Elite Lurker</p><p>Large Natural Beast, XP 250</p><p>Initiative 7</p><p>HP 60; Bloodied 30</p><p>AC 18; Fortitude 18, Reflex 14, Will 18</p><p>Speed 6</p><p></p><p>Action Points 1</p><ul> <li data-xf-list-type="ul"><strong>Bite</strong> (At-Will, Standard-Action)<br /> +7 vs. AC; 1d6+3 damage. If the Rat King has only one claw, this attack deals 1d8+3 damage instead. If the Rat King has no claws, this attack deals 2d4+3 damage instead.</li> <li data-xf-list-type="ul"><strong>Virus Claw</strong> (At-Will, Standard-Action). Disease<br /> +7 vs. AC; 1d6+3 poison damage, and the target is afflicted with Rat King's Virus.</li> <li data-xf-list-type="ul"><strong>Madness Claw</strong> (At-Will, Standard-Action). Disease<br /> +7 vs. AC; 1d6+3 psychic damage, and the target is afflicted with Rat King's Madness.</li> <li data-xf-list-type="ul"><strong>Viral Convulsion</strong> (Recharge 4/6, Minor-Action). Charm<br /> +5 vs. Fortitude; The target makes a basic melee attack against an ally within reach.</li> <li data-xf-list-type="ul"><strong>Maddened Compulsion</strong> (Recharge 4/6, Minor-Action). Charm<br /> +5 vs. Will; Slide the target up to 3 squares.</li> <li data-xf-list-type="ul"><strong>Rat King's Persistance</strong>(at-will, immediate-reaction when the Rat King becomes bloodied). Healing<br /> If the Rat King has at least one claw, the Rat King loses a claw (chosen at random) and regains 15 hit points.<br /> The Rat King can not use this power if it has no claws remaining.</li> </ul><p><strong>Rat King's Virus</strong> </p><p>Level 2 Disease</p><p>Fortitude Attack: +5</p><p>Endurance Improve DC: 15</p><p>Maintain DC: 10</p><p>Worsen: 5 or lower</p><p>0: Target is cured.</p><p>1: <strong>Initial Effect </strong>Target takes a -2 penalty to attacks that include the Rat King as a target.</p><p>2: Target takes a -3 penalty to attacks that include the Rat King as a target, and a -1 penalty to Fortitude defense.</p><p>3: <strong>Final Stage</strong> Target takes a -4 penalty to attacks that include the Rat King as a target, and a -2 penalty to Fortitude defense.</p><p> </p><p><strong>Rat King's Madness</strong></p><p>Level 2 Disease</p><p>Will Attack: +5</p><p>Insight Improve DC: 15</p><p>Maintain DC: 10</p><p>Worsen: 5 or lower</p><p>0: Target is cured.</p><p>1: <strong>Initial Effect </strong>Target takes a -2 penalty to attacks that include the Rat King as a target.</p><p>2: Target takes a -3 penalty to attacks that include the Rat King as a target, and a -1 penalty to Will defense.</p><p>3: <strong>Final Stage</strong> Target takes a -4 penalty to attacks that include the Rat King as a target, and a -2 penalty to Will defense.</p></blockquote><p></p>
[QUOTE="chronoplasm, post: 4775170, member: 73795"] I got to thinking how good it would be if wizards released minis in nonrandom encounter packs with all monsters visible, and maybe a couple of dungeon tiles to boot. It would be cool to see some kind of "Rat Pack" including: 4 Giant Rat minions 1 Rat Swarm 2 Dire Rats 1 Were-Rat ...and some kind of sort of elite... That brings me to this idea: *edit* fixed the defenses a little [B]Rat King[/B] Level 2 Elite Lurker Large Natural Beast, XP 250 Initiative 7 HP 60; Bloodied 30 AC 18; Fortitude 18, Reflex 14, Will 18 Speed 6 Action Points 1 [LIST] [*][B]Bite[/B] (At-Will, Standard-Action) +7 vs. AC; 1d6+3 damage. If the Rat King has only one claw, this attack deals 1d8+3 damage instead. If the Rat King has no claws, this attack deals 2d4+3 damage instead. [*][B]Virus Claw[/B] (At-Will, Standard-Action). Disease +7 vs. AC; 1d6+3 poison damage, and the target is afflicted with Rat King's Virus. [*][B]Madness Claw[/B] (At-Will, Standard-Action). Disease +7 vs. AC; 1d6+3 psychic damage, and the target is afflicted with Rat King's Madness. [*][B]Viral Convulsion[/B] (Recharge 4/6, Minor-Action). Charm +5 vs. Fortitude; The target makes a basic melee attack against an ally within reach. [*][B]Maddened Compulsion[/B] (Recharge 4/6, Minor-Action). Charm +5 vs. Will; Slide the target up to 3 squares. [*][B]Rat King's Persistance[/B](at-will, immediate-reaction when the Rat King becomes bloodied). Healing If the Rat King has at least one claw, the Rat King loses a claw (chosen at random) and regains 15 hit points. The Rat King can not use this power if it has no claws remaining. [/LIST] [B]Rat King's Virus[/B] Level 2 Disease Fortitude Attack: +5 Endurance Improve DC: 15 Maintain DC: 10 Worsen: 5 or lower 0: Target is cured. 1: [B]Initial Effect [/B]Target takes a -2 penalty to attacks that include the Rat King as a target. 2: Target takes a -3 penalty to attacks that include the Rat King as a target, and a -1 penalty to Fortitude defense. 3: [B]Final Stage[/B] Target takes a -4 penalty to attacks that include the Rat King as a target, and a -2 penalty to Fortitude defense. [B]Rat King's Madness[/B] Level 2 Disease Will Attack: +5 Insight Improve DC: 15 Maintain DC: 10 Worsen: 5 or lower 0: Target is cured. 1: [B]Initial Effect [/B]Target takes a -2 penalty to attacks that include the Rat King as a target. 2: Target takes a -3 penalty to attacks that include the Rat King as a target, and a -1 penalty to Will defense. 3: [B]Final Stage[/B] Target takes a -4 penalty to attacks that include the Rat King as a target, and a -2 penalty to Will defense. [/QUOTE]
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