Need this guy hashed out by tomorrow.
Tar Fiend --- Level 3 Elite Controller
Medium Humanoid (Demon) --- 300 XP
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Initiative +5; Senses Perception +4, Darkvision
HP: 98; Bloodied: 49
AC: 17 Fortitude: 18 Reflex: 15 Will: 17
Resist Fire 5
Saving Throws: +2
Action Point: 1
Speed 4, Climb 4
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[Melee, Basic] Splattering Slap +8 vs. AC; 1d6+3 and slowed (save ends).
[Ranged] Melting Shroud (Standard, Recharge when first bloodied, Encounter) Ranged 3; +7 vs. Ref; Target is restrained and takes ongoing 5 (save ends both). Tar Fiend occupies same square as target; both gain cover, and if hit from the outside, each take half damage from an attack.
[Melee] Gotch'er Sword (Immediate Reaction, when hit in Melee, Recharge 5, 6) +7 vs. Ref; Hit: attacker’s weapon is stuck to the Tar Fiend. The attacker can either hold onto the weapon and become immobilized, or let go. If the attacker holds on to the weapon, she can free it with a Strength attack vs. Fortitude. A creature not holding on to the weapon may grab the weapon with a Dexterity vs. Reflex attack.
Caustic Trap (Free, when first bloodied, and when killed) Close burst 1; +7 vs. Ref; 2d6+3 damage. Creates a zone of difficult terrain. Enemies that enter or start turn take 2 damage.
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Alignment: Chaotic Evil; Languages Abyssal
Skills: Stealth +8
Str 14 Dex 12 Will 15
Con 17 Int 12 Cha 11
Tar Fiend --- Level 3 Elite Controller
Medium Humanoid (Demon) --- 300 XP
---
Initiative +5; Senses Perception +4, Darkvision
HP: 98; Bloodied: 49
AC: 17 Fortitude: 18 Reflex: 15 Will: 17
Resist Fire 5
Saving Throws: +2
Action Point: 1
Speed 4, Climb 4
---
[Melee, Basic] Splattering Slap +8 vs. AC; 1d6+3 and slowed (save ends).
[Ranged] Melting Shroud (Standard, Recharge when first bloodied, Encounter) Ranged 3; +7 vs. Ref; Target is restrained and takes ongoing 5 (save ends both). Tar Fiend occupies same square as target; both gain cover, and if hit from the outside, each take half damage from an attack.
[Melee] Gotch'er Sword (Immediate Reaction, when hit in Melee, Recharge 5, 6) +7 vs. Ref; Hit: attacker’s weapon is stuck to the Tar Fiend. The attacker can either hold onto the weapon and become immobilized, or let go. If the attacker holds on to the weapon, she can free it with a Strength attack vs. Fortitude. A creature not holding on to the weapon may grab the weapon with a Dexterity vs. Reflex attack.
Caustic Trap (Free, when first bloodied, and when killed) Close burst 1; +7 vs. Ref; 2d6+3 damage. Creates a zone of difficult terrain. Enemies that enter or start turn take 2 damage.
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Alignment: Chaotic Evil; Languages Abyssal
Skills: Stealth +8
Str 14 Dex 12 Will 15
Con 17 Int 12 Cha 11
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