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<blockquote data-quote="Iron Sky" data-source="post: 4951261" data-attributes="member: 60965"><p>Custom Monsters</p><p></p><p>Here's the custom monsters I used in the Scenarios above. And a bonus monster I made for my buddy's 10-player Forgotten Realms game.</p><p></p><p><strong>PC Round-up</strong></p><p></p><p>Hegemony Rifleman</p><p>[sblock]</p><p>Hegemony Rifleman Level 1 Artillery</p><p>Medium natural humanoid XP 100</p><p>Initiative +3 Senses Perception +0</p><p>HP 22; Bloodied 11</p><p>AC 13; Fortitude 13; Reflex 14; Will 13</p><p>Speed 6</p><p></p><p>m Bayonet (standard; at-will)</p><p>+8 vs. AC; 1d6 + 3</p><p></p><p>r Rifle (standard; encounter)</p><p>20; +8 vs. AC; 2d10 + 3</p><p> </p><p>Reload (standard; at-will)</p><p>The Rifleman's Rifle power recharges.</p><p> </p><p>Volley (no action; at-will)</p><p>Riflemen gain +1 to attack and damage per Rifleman within 2 squares.</p><p></p><p>Alignment Unaligned Languages Common</p><p>Skills Athletics +5, Streetwise +5</p><p>Str 10 (+0) Dex 16 (+3) Wis 10 (+0)</p><p>Con 10 (+0) Int 10 (+0) Cha 10 (+0)</p><p>[/sblock]</p><p></p><p>Hegemony Swordsman</p><p>[sblock]</p><p>Hegemony Swordsman Level 2 Skirmisher</p><p>Medium natural humanoid XP 125</p><p>Initiative +6 Senses Perception +1</p><p>HP 35; Bloodied 17</p><p>AC 16; Fortitude 14; Reflex 15; Will 14</p><p>Speed 6</p><p></p><p>m Blade (standard; at-will)</p><p>+7 vs. AC; (Shift 1 before or after the attack.); 1d10 + 3</p><p></p><p>M Leap Attack (minor; encounter)</p><p>After hitting with a Blade attack; shift up to 3 and make another Blade attack.</p><p></p><p>M Sweeping Attack (standard; encounter)</p><p>Make two Blade attacks at -2 to hit.</p><p></p><p>Skirmishing (no action; at-will)</p><p>Swordsmen deal +1d6 damage against targets they have Combat Advantage against.</p><p></p><p>Alignment Unaligned Languages Common</p><p>Skills Athletics +6, Stealth +9</p><p>Str 11 (+1) Dex 17 (+4) Wis 11 (+1)</p><p>Con 11 (+1) Int 11 (+1) Cha 11 (+1)</p><p>[/sblock]</p><p></p><p>I deleted the Hegemony Spearman since the Human Soldier in Adventure Tools was better than what I'd made.</p><p></p><p></p><p><strong>The Secret Gate</strong></p><p></p><p>Dwarf (the minion allies)</p><p>[sblock]</p><p>Dwarf Level 5 Minion Soldier</p><p>Medium XP 50</p><p>Initiative +4 Senses Perception +3</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 21; Fortitude 18; Reflex 16; Will 17</p><p>Speed 6</p><p></p><p>M Axe (standard; at-will)</p><p>+12 vs. AC; 4 damage.</p><p></p><p>Sturdy (no action; at-will)</p><p>When hit by a push, pull, or slide power, the Dwarf is moved one less square. If knocked prone, the Dwarf can make a saving throw to remain standing.</p><p></p><p>Alignment Unaligned Languages Dwarven</p><p>Skills Athletics +11, Streetwise +7</p><p>Str 18 (+6) Dex 10 (+2) Wis 12 (+3)</p><p>Con 14 (+4) Int 10 (+2) Cha 10 (+2)</p><p>[/sblock]</p><p></p><p>Hegemony Dragoon Infiltrator (note, these are the "fixed" elites, not the "broken" ones I actually used).</p><p>[sblock]</p><p>Hegemony Dragoon Infiltrator Level 8 Elite Lurker</p><p>Medium natural humanoid (shapechanger) XP 700</p><p>Initiative +13 Senses Perception +10</p><p>HP 138; Bloodied 69</p><p>AC 25; Fortitude 18; Reflex 23; Will 21</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p></p><p>m Hammer (standard; at-will) • Weapon</p><p>+13 vs. AC; 3d6 + 5 damage.</p><p></p><p>M Twin Hammers (standard; at-will)</p><p>Make two Hammer attacks.</p><p></p><p>M Shapeshifter Feint (minor; recharge 4 5 6)</p><p>+11 vs. Reflex; the doppelganger assassin gains combat advantage against the target until the end of the doppelganger assassin’s next turn</p><p></p><p>M Strike-switch (immediate reaction; recharge 5 6)</p><p>When hit by an enemy in melee, the Infiltrator may Change Shape to appear as the enemy, may switch places with the target, and makes a Bluff check with a +5 bonus. Until the start of the Infiltrator's next turn the enemy must beat the Infiltrator's Bluff check with an Insight roll to tell which is the Infiltrator. If the Insight check fails, any attack has a 50% chance to target the wrong creature.</p><p></p><p>Combat Advantage</p><p>The doppelganger assassin deals an extra 2d6 damage against any target it has combat advantage against.</p><p></p><p>Change Shape (minor; at-will) • Polymorph</p><p>A doppelganger can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual.</p><p></p><p>Unity Armor (minor; encounter)</p><p>Usable when bloodied; the Infiltrator gains Regen 5 and all attacks do an additional 1d6 acid, cold, fire, thunder, or lightning damage.</p><p></p><p>Alignment Evil Languages Common</p><p>Skills Bluff +15, Insight +12, Stealth +14, Acrobatics +14</p><p>Str 12 (+5) Dex 21 (+9) Wis 12 (+5)</p><p>Con 15 (+6) Int 13 (+5) Cha 19 (+8)</p><p>[/sblock]</p><p></p><p></p><p><strong>The Pinman</strong></p><p></p><p>The Pinman</p><p>[sblock]</p><p>Pinman Level 4 Elite Controller</p><p>Medium natural humanoid XP 350</p><p>Initiative +3 Senses Perception +9</p><p>Pin-tear aura 5; Anyone who makes their save against ongoing damage while in the aura takes 1d6 damage of the ongoing damage's type. The ongoing damage type of all Needle Golems in the area shift when the Pinman's does.</p><p>HP 108; Bloodied 54</p><p>AC 19; Fortitude 16; Reflex 17; Will 18</p><p>Resist 5 Untyped, See Instability.</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p></p><p>m Pinstrike (standard; at-will) • Varies</p><p>+8 vs. Reflex; 5 ongoing damage(save ends). See Instability for damage type.</p><p></p><p>A Pin Blast (standard; at-will) • Varies</p><p>Area burst 1 in 10; +8 vs. Reflex; 1d6 + 4 damage and 1d6 ongoing damage(save ends). See Instability for damage type.</p><p></p><p>C Pin Volley (standard; encounter, Recharge Bloodied) • Varies</p><p>Close Blast 5; +8 vs. Reflex; (targets enemies); 3d6 + 4 damage and 1d6 ongoing damage(save ends). See Instability for damage type.</p><p></p><p>C Pinstorm (standard; encounter, Recharge Bloodied) • Varies</p><p>Close burst 3; +8 vs. Reflex; (targets enemies); 3d6 + 4 damage and 1d6 ongoing damage(save ends). See Instability for damage type.</p><p></p><p>Instability (immediate interrupt; at-will)</p><p>Gain resist 5 against the attack's damage. The Pinman's resistance and ongoing damage type shifts to that type.</p><p></p><p>Alignment Unaligned Languages Common</p><p>Skills Acrobatics +8, Insight +9</p><p>Str 12 (+3) Dex 12 (+3) Wis 14 (+4)</p><p>Con 14 (+4) Int 14 (+4) Cha 14 (+4)</p><p>[/sblock]</p><p></p><p>Needle Golems</p><p>[sblock]</p><p>Needle Golem Level 4 Soldier</p><p>Medium natural animate (construct) XP 175</p><p>Initiative +4 Senses Perception +2</p><p>HP 56; Bloodied 28</p><p>AC 20; Fortitude 17; Reflex 16; Will 16</p><p>Immune Disease</p><p>Speed 5</p><p></p><p>m Needle Strike (standard; at-will) • Weapon</p><p>+11 vs. AC; 1d6 + 4 damage and the target is marked until the end of the Needle Golem's next turn.</p><p></p><p>Marked Dart (free; at-will)</p><p>If a creature within 5 marked by the Needle Golem makes an attack that doesn't include the Needle Golem, it takes 5 ongoing damage(save ends).</p><p></p><p>C Needle Burst (no action; encounter)</p><p>Close burst 1; When reduced to 0 hitpoints.; +7 vs. Reflex; 3d6 + 4 damage and 5 ongoing damage(save ends).</p><p></p><p>Alignment Unaligned Languages —</p><p>Skills Athletics +11</p><p>Str 18 (+6) Dex 10 (+2) Wis 10 (+2)</p><p>Con 16 (+5) Int 8 (+1) Cha 10 (+2)</p><p>[/sblock]</p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span>Minion Armor</p><p>[sblock]</p><p>Pinman Armor Level 1 Minion Soldier</p><p>Medium natural animate (construct) XP 25</p><p>Initiative +0 Senses Perception -1*</p><p>HP 1; a missed attack never damages a minion.</p><p>AC +1*; Fortitude +1*; Reflex +1*; Will +1*</p><p>Speed -1*</p><p></p><p>m Pinswipe (minor; at-will, The Wearer of the armor may use this power in addition to any other powers they may have)</p><p>+8 vs. AC; 5 ongoing damage(save ends).</p><p></p><p>Wearable (free, no action)</p><p>This may be worn by any medium humanoid creature. The first time each day a creature dons minion armor, they lose a healing surge. The statistics with a * denote they modify the wearing creature's stats.</p><p>[/sblock]</p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Oh, and in a little note, </span>there was another fight in tonight's session with the PCs in the Hegemony Airship and we re-read some of the aerial combat rules. Turns out everyone falls 100 squares a round normally in free-fall (not the 20 we've used previously). Good to know...</p><p></p><p>Bonus monster:</p><p></p><p>Early on in my buddy's game, his players faced a difficult decision: Stop a mad cultist from summoning a terrible abomination from the Far Realm or save a town from rampaging undead. They chose the latter. Due to their decision, 10 levels later they ran into the cultist and the abomination he successfully summoned.</p><p></p><p>When they first faced the Aspect, it was submerged under water and used nothing but tentacle attacks until it was bloodied(think the Kraken in LotR), then swam away, evading the PCs without revealing its true nature.</p><p></p><p>The second time they faced it, it rose from the water part-way into the fight, revealing its true nature. The characters fled.</p><p></p><p>The third time it was a fight to the death and ended with 7/10 of my buddy's PCs dead or dying when they finally killed it (and ALL of his players caught the Ghaundaur Mutation).</p><p></p><p>The Aspect of Ghaundaur(also known as "The Beholder-Kraken")</p><p>[sblock]</p><p>Aspect of Ghaundaur Level 16 Solo Controller</p><p>Huge aberrant magical beast XP 7,000</p><p>Initiative +12 Senses Perception +17; all-around vision, darkvision</p><p>Eyes of the Beholder aura 5; at the start of each enemy's turn, if that creature is within the aura and in the Aspect-'s line of sight, the Aspect uses one random Eye Ray power against that creature.</p><p>HP 640; Bloodied 320</p><p>AC 30; Fortitude 32; Reflex 28; Will 30</p><p>Resist 10 Acid</p><p>Speed 3, fly 6 (hover), Swim 10</p><p>Action Points 2</p><p></p><p>m Tentacle Attack (standard; at-will)</p><p>Reach 3; +21 vs. AC; 2d8 + 7 damage and grabbed(until escape). The Aspect of Ghaundaur can grab any number of characters up to 3 squares from it.</p><p></p><p>m Prime Tentacles (standard; at-will)</p><p>Reach 5; +21 vs. AC; 3d8 + 7 damage and the target slides 4.</p><p></p><p>M Tentacle Frenzy (standard; recharge 5 6)</p><p>Make one Tentacle or Prime Tentacle attack against each creature in reach of one of those attacks.</p><p>"The Aspect's tentacles thrash out in all directions."</p><p></p><p>C Engulfing Maw (standard; recharge 5 6)</p><p>Close Blast 3; +20 vs. Fortitude; 1d10 + 7 damage and any creature hit by the attack is grabbed. ALL creatures grabbed by the Aspect after this attack is resolved take a secondary attack:</p><p>+20 vs. Fortitude; 1d10 + 7 damage. Creatures hit are pulled into the Aspect's Maw.</p><p>"The Aspect's Maw opens, shooting out dozens of slender tongue-tentacles, grabbing enemies, stuffing them into its mouth, and swallowing."</p><p></p><p>Maw (no action; at-will)</p><p>All creatures in the Maw are removed from the battle, take 20 ongoing acid, are restrained, prone, and no creatures outside the Maw have line of sight or line of effect to them(save ends all). On a successful save, the target escapes from the maw and is prone in a square of their choice adjacent to the Aspect.</p><p>Each failed save: The Aspect heals a number of hit points equal to the creature's surge value and the creature loses a healing surge. If the creature has no healing surges, it suffers an amount of damage equal to its surge value.</p><p>"The Aspect rapidly digests the creatures in its Maw."</p><p></p><p>Main Eye (minor; at-will)</p><p>Ranged 10; +20 vs. Will; The Aspect slides the target 5 squares and the target is also dazed until the end of the Aspect's next turn.</p><p></p><p>Eye Rays(standard, at-will)</p><p>1 - Withering Ray(Necrotic): range 10; +20 vs. Will; 1d10 + 7 necrotic and 10 ongoing necrotic damage (save ends).</p><p>2 - Blinding Ray(Psychic): range 10; +20 vs. Will; 1d10 + 7 psychic damage and the target is blind(save ends).</p><p>3 - Dissolving Ray(Acid): range 10; +20 vs. Reflex; 1d10 + 7 acid damage and the target takes 10 ongoing acid damage(save ends).</p><p>4 - Enfeebling Ray: range 10; +20 vs. Fortitude; The target is weakened(save ends). First Failed Save: The target is dazed and weakened(save ends both). Second Failed Save: The target is stunned(save ends).</p><p>5 - Disarming Ray(Psychic): range 5; +20 vs. Will; 1d10 + 7 psychic damage and the target throws whatever they are carrying in their main hand into the Aspect's space. If they are not carrying anything in their main hand, they throw their off-hand item. Otherwise, they throw a random magical item they are carrying.</p><p>6 - Confusion Ray (Charm): range 10; +20 vs. Will; 1d10 + 7 psychic damage and the target charges its nearest chargeable ally and makes a melee basic attack against it.</p><p>The Aspect can use up to two different eye ray powers (chosen from the list below). Each power must target a different creature. Using eye rays does not provoke opportunity attacks.</p><p></p><p>Eye Ray Frenzy (standard; recharge 5 6)</p><p>Usable only when bloodied; As eye rays above, except the Aspect makes four eye ray attacks.</p><p></p><p>Body Shield (immediate interrupt; at-will)</p><p>When the Aspect is targeted by an attack, it may make one creature in its Maw the target instead. After the attack is resolved, the target creature used as a Body Shield is considered to have saved from the Maw(see above).</p><p></p><p>C Death Cloud (no action; when reduced to 0 hit points)</p><p>Close Burst 5; +20 vs. Fortitude; 2d8 + 7 poison damage and the target contracts Ghaundaur Mutation.</p><p>"The Aspect's body vents a cloud of noxious gas as it dies."</p><p></p><p>Alignment Chaotic Evil Languages Common, Deep Speech</p><p>Skills Arcana +18, Endurance +20, Insight +17, Stealth +17</p><p>Str 26 (+16) Dex 18 (+12) Wis 18 (+12)</p><p>Con 24 (+15) Int 20 (+13) Cha 18 (+12)</p><p></p><p>Ghaundaur Mutation:</p><p>Endurance DCs: Worsen (25 or less), Maintain(26-29), Recover(30 or more)</p><p></p><p>Subject Recovers </p><p><-</p><p>Initial State: Subject loses one healing surge immediately after extended rest.</p><p><-> </p><p>At the beginning of each combat encounter, the PC loses a healing surge and sprouts an eyestalk that, at the start of the player's turn, makes a random Eye Ray attack (as the Aspect of Ghaundaur above) against a random ally as a free action. The eyestalks have the defenses of the character they are sprouting from and hp equal to the healing surge value of the character they are sprouting from.</p><p>[/sblock]</p><p></p><p><span style="font-size: 9px"> © 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. These monster statistics block were generated using the D&D Adventure Tools.</span></p><p></p><p><span style="font-size: 9px">Just to be safe =)</span></p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4951261, member: 60965"] Custom Monsters Here's the custom monsters I used in the Scenarios above. And a bonus monster I made for my buddy's 10-player Forgotten Realms game. [B]PC Round-up[/B] Hegemony Rifleman [sblock] Hegemony Rifleman Level 1 Artillery Medium natural humanoid XP 100 Initiative +3 Senses Perception +0 HP 22; Bloodied 11 AC 13; Fortitude 13; Reflex 14; Will 13 Speed 6 m Bayonet (standard; at-will) +8 vs. AC; 1d6 + 3 r Rifle (standard; encounter) 20; +8 vs. AC; 2d10 + 3 Reload (standard; at-will) The Rifleman's Rifle power recharges. Volley (no action; at-will) Riflemen gain +1 to attack and damage per Rifleman within 2 squares. Alignment Unaligned Languages Common Skills Athletics +5, Streetwise +5 Str 10 (+0) Dex 16 (+3) Wis 10 (+0) Con 10 (+0) Int 10 (+0) Cha 10 (+0) [/sblock] Hegemony Swordsman [sblock] Hegemony Swordsman Level 2 Skirmisher Medium natural humanoid XP 125 Initiative +6 Senses Perception +1 HP 35; Bloodied 17 AC 16; Fortitude 14; Reflex 15; Will 14 Speed 6 m Blade (standard; at-will) +7 vs. AC; (Shift 1 before or after the attack.); 1d10 + 3 M Leap Attack (minor; encounter) After hitting with a Blade attack; shift up to 3 and make another Blade attack. M Sweeping Attack (standard; encounter) Make two Blade attacks at -2 to hit. Skirmishing (no action; at-will) Swordsmen deal +1d6 damage against targets they have Combat Advantage against. Alignment Unaligned Languages Common Skills Athletics +6, Stealth +9 Str 11 (+1) Dex 17 (+4) Wis 11 (+1) Con 11 (+1) Int 11 (+1) Cha 11 (+1) [/sblock] I deleted the Hegemony Spearman since the Human Soldier in Adventure Tools was better than what I'd made. [B]The Secret Gate[/B] Dwarf (the minion allies) [sblock] Dwarf Level 5 Minion Soldier Medium XP 50 Initiative +4 Senses Perception +3 HP 1; a missed attack never damages a minion. AC 21; Fortitude 18; Reflex 16; Will 17 Speed 6 M Axe (standard; at-will) +12 vs. AC; 4 damage. Sturdy (no action; at-will) When hit by a push, pull, or slide power, the Dwarf is moved one less square. If knocked prone, the Dwarf can make a saving throw to remain standing. Alignment Unaligned Languages Dwarven Skills Athletics +11, Streetwise +7 Str 18 (+6) Dex 10 (+2) Wis 12 (+3) Con 14 (+4) Int 10 (+2) Cha 10 (+2) [/sblock] Hegemony Dragoon Infiltrator (note, these are the "fixed" elites, not the "broken" ones I actually used). [sblock] Hegemony Dragoon Infiltrator Level 8 Elite Lurker Medium natural humanoid (shapechanger) XP 700 Initiative +13 Senses Perception +10 HP 138; Bloodied 69 AC 25; Fortitude 18; Reflex 23; Will 21 Saving Throws +2 Speed 6 Action Points 1 m Hammer (standard; at-will) • Weapon +13 vs. AC; 3d6 + 5 damage. M Twin Hammers (standard; at-will) Make two Hammer attacks. M Shapeshifter Feint (minor; recharge 4 5 6) +11 vs. Reflex; the doppelganger assassin gains combat advantage against the target until the end of the doppelganger assassin’s next turn M Strike-switch (immediate reaction; recharge 5 6) When hit by an enemy in melee, the Infiltrator may Change Shape to appear as the enemy, may switch places with the target, and makes a Bluff check with a +5 bonus. Until the start of the Infiltrator's next turn the enemy must beat the Infiltrator's Bluff check with an Insight roll to tell which is the Infiltrator. If the Insight check fails, any attack has a 50% chance to target the wrong creature. Combat Advantage The doppelganger assassin deals an extra 2d6 damage against any target it has combat advantage against. Change Shape (minor; at-will) • Polymorph A doppelganger can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual. Unity Armor (minor; encounter) Usable when bloodied; the Infiltrator gains Regen 5 and all attacks do an additional 1d6 acid, cold, fire, thunder, or lightning damage. Alignment Evil Languages Common Skills Bluff +15, Insight +12, Stealth +14, Acrobatics +14 Str 12 (+5) Dex 21 (+9) Wis 12 (+5) Con 15 (+6) Int 13 (+5) Cha 19 (+8) [/sblock] [B]The Pinman[/B] The Pinman [sblock] Pinman Level 4 Elite Controller Medium natural humanoid XP 350 Initiative +3 Senses Perception +9 Pin-tear aura 5; Anyone who makes their save against ongoing damage while in the aura takes 1d6 damage of the ongoing damage's type. The ongoing damage type of all Needle Golems in the area shift when the Pinman's does. HP 108; Bloodied 54 AC 19; Fortitude 16; Reflex 17; Will 18 Resist 5 Untyped, See Instability. Saving Throws +2 Speed 6 Action Points 1 m Pinstrike (standard; at-will) • Varies +8 vs. Reflex; 5 ongoing damage(save ends). See Instability for damage type. A Pin Blast (standard; at-will) • Varies Area burst 1 in 10; +8 vs. Reflex; 1d6 + 4 damage and 1d6 ongoing damage(save ends). See Instability for damage type. C Pin Volley (standard; encounter, Recharge Bloodied) • Varies Close Blast 5; +8 vs. Reflex; (targets enemies); 3d6 + 4 damage and 1d6 ongoing damage(save ends). See Instability for damage type. C Pinstorm (standard; encounter, Recharge Bloodied) • Varies Close burst 3; +8 vs. Reflex; (targets enemies); 3d6 + 4 damage and 1d6 ongoing damage(save ends). See Instability for damage type. Instability (immediate interrupt; at-will) Gain resist 5 against the attack's damage. The Pinman's resistance and ongoing damage type shifts to that type. Alignment Unaligned Languages Common Skills Acrobatics +8, Insight +9 Str 12 (+3) Dex 12 (+3) Wis 14 (+4) Con 14 (+4) Int 14 (+4) Cha 14 (+4) [/sblock] Needle Golems [sblock] Needle Golem Level 4 Soldier Medium natural animate (construct) XP 175 Initiative +4 Senses Perception +2 HP 56; Bloodied 28 AC 20; Fortitude 17; Reflex 16; Will 16 Immune Disease Speed 5 m Needle Strike (standard; at-will) • Weapon +11 vs. AC; 1d6 + 4 damage and the target is marked until the end of the Needle Golem's next turn. Marked Dart (free; at-will) If a creature within 5 marked by the Needle Golem makes an attack that doesn't include the Needle Golem, it takes 5 ongoing damage(save ends). C Needle Burst (no action; encounter) Close burst 1; When reduced to 0 hitpoints.; +7 vs. Reflex; 3d6 + 4 damage and 5 ongoing damage(save ends). Alignment Unaligned Languages — Skills Athletics +11 Str 18 (+6) Dex 10 (+2) Wis 10 (+2) Con 16 (+5) Int 8 (+1) Cha 10 (+2) [/sblock] [SIZE=1] [/SIZE]Minion Armor [sblock] Pinman Armor Level 1 Minion Soldier Medium natural animate (construct) XP 25 Initiative +0 Senses Perception -1* HP 1; a missed attack never damages a minion. AC +1*; Fortitude +1*; Reflex +1*; Will +1* Speed -1* m Pinswipe (minor; at-will, The Wearer of the armor may use this power in addition to any other powers they may have) +8 vs. AC; 5 ongoing damage(save ends). Wearable (free, no action) This may be worn by any medium humanoid creature. The first time each day a creature dons minion armor, they lose a healing surge. The statistics with a * denote they modify the wearing creature's stats. [/sblock] [SIZE=2] Oh, and in a little note, [/SIZE]there was another fight in tonight's session with the PCs in the Hegemony Airship and we re-read some of the aerial combat rules. Turns out everyone falls 100 squares a round normally in free-fall (not the 20 we've used previously). Good to know... Bonus monster: Early on in my buddy's game, his players faced a difficult decision: Stop a mad cultist from summoning a terrible abomination from the Far Realm or save a town from rampaging undead. They chose the latter. Due to their decision, 10 levels later they ran into the cultist and the abomination he successfully summoned. When they first faced the Aspect, it was submerged under water and used nothing but tentacle attacks until it was bloodied(think the Kraken in LotR), then swam away, evading the PCs without revealing its true nature. The second time they faced it, it rose from the water part-way into the fight, revealing its true nature. The characters fled. The third time it was a fight to the death and ended with 7/10 of my buddy's PCs dead or dying when they finally killed it (and ALL of his players caught the Ghaundaur Mutation). The Aspect of Ghaundaur(also known as "The Beholder-Kraken") [sblock] Aspect of Ghaundaur Level 16 Solo Controller Huge aberrant magical beast XP 7,000 Initiative +12 Senses Perception +17; all-around vision, darkvision Eyes of the Beholder aura 5; at the start of each enemy's turn, if that creature is within the aura and in the Aspect-'s line of sight, the Aspect uses one random Eye Ray power against that creature. HP 640; Bloodied 320 AC 30; Fortitude 32; Reflex 28; Will 30 Resist 10 Acid Speed 3, fly 6 (hover), Swim 10 Action Points 2 m Tentacle Attack (standard; at-will) Reach 3; +21 vs. AC; 2d8 + 7 damage and grabbed(until escape). The Aspect of Ghaundaur can grab any number of characters up to 3 squares from it. m Prime Tentacles (standard; at-will) Reach 5; +21 vs. AC; 3d8 + 7 damage and the target slides 4. M Tentacle Frenzy (standard; recharge 5 6) Make one Tentacle or Prime Tentacle attack against each creature in reach of one of those attacks. "The Aspect's tentacles thrash out in all directions." C Engulfing Maw (standard; recharge 5 6) Close Blast 3; +20 vs. Fortitude; 1d10 + 7 damage and any creature hit by the attack is grabbed. ALL creatures grabbed by the Aspect after this attack is resolved take a secondary attack: +20 vs. Fortitude; 1d10 + 7 damage. Creatures hit are pulled into the Aspect's Maw. "The Aspect's Maw opens, shooting out dozens of slender tongue-tentacles, grabbing enemies, stuffing them into its mouth, and swallowing." Maw (no action; at-will) All creatures in the Maw are removed from the battle, take 20 ongoing acid, are restrained, prone, and no creatures outside the Maw have line of sight or line of effect to them(save ends all). On a successful save, the target escapes from the maw and is prone in a square of their choice adjacent to the Aspect. Each failed save: The Aspect heals a number of hit points equal to the creature's surge value and the creature loses a healing surge. If the creature has no healing surges, it suffers an amount of damage equal to its surge value. "The Aspect rapidly digests the creatures in its Maw." Main Eye (minor; at-will) Ranged 10; +20 vs. Will; The Aspect slides the target 5 squares and the target is also dazed until the end of the Aspect's next turn. Eye Rays(standard, at-will) 1 - Withering Ray(Necrotic): range 10; +20 vs. Will; 1d10 + 7 necrotic and 10 ongoing necrotic damage (save ends). 2 - Blinding Ray(Psychic): range 10; +20 vs. Will; 1d10 + 7 psychic damage and the target is blind(save ends). 3 - Dissolving Ray(Acid): range 10; +20 vs. Reflex; 1d10 + 7 acid damage and the target takes 10 ongoing acid damage(save ends). 4 - Enfeebling Ray: range 10; +20 vs. Fortitude; The target is weakened(save ends). First Failed Save: The target is dazed and weakened(save ends both). Second Failed Save: The target is stunned(save ends). 5 - Disarming Ray(Psychic): range 5; +20 vs. Will; 1d10 + 7 psychic damage and the target throws whatever they are carrying in their main hand into the Aspect's space. If they are not carrying anything in their main hand, they throw their off-hand item. Otherwise, they throw a random magical item they are carrying. 6 - Confusion Ray (Charm): range 10; +20 vs. Will; 1d10 + 7 psychic damage and the target charges its nearest chargeable ally and makes a melee basic attack against it. The Aspect can use up to two different eye ray powers (chosen from the list below). Each power must target a different creature. Using eye rays does not provoke opportunity attacks. Eye Ray Frenzy (standard; recharge 5 6) Usable only when bloodied; As eye rays above, except the Aspect makes four eye ray attacks. Body Shield (immediate interrupt; at-will) When the Aspect is targeted by an attack, it may make one creature in its Maw the target instead. After the attack is resolved, the target creature used as a Body Shield is considered to have saved from the Maw(see above). C Death Cloud (no action; when reduced to 0 hit points) Close Burst 5; +20 vs. Fortitude; 2d8 + 7 poison damage and the target contracts Ghaundaur Mutation. "The Aspect's body vents a cloud of noxious gas as it dies." Alignment Chaotic Evil Languages Common, Deep Speech Skills Arcana +18, Endurance +20, Insight +17, Stealth +17 Str 26 (+16) Dex 18 (+12) Wis 18 (+12) Con 24 (+15) Int 20 (+13) Cha 18 (+12) Ghaundaur Mutation: Endurance DCs: Worsen (25 or less), Maintain(26-29), Recover(30 or more) Subject Recovers <- Initial State: Subject loses one healing surge immediately after extended rest. <-> At the beginning of each combat encounter, the PC loses a healing surge and sprouts an eyestalk that, at the start of the player's turn, makes a random Eye Ray attack (as the Aspect of Ghaundaur above) against a random ally as a free action. The eyestalks have the defenses of the character they are sprouting from and hp equal to the healing surge value of the character they are sprouting from. [/sblock] [SIZE=1] © 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. These monster statistics block were generated using the D&D Adventure Tools.[/SIZE] [SIZE=1]Just to be safe =)[/SIZE] [/QUOTE]
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