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<blockquote data-quote="the Jester" data-source="post: 6245510" data-attributes="member: 1210"><p>Another of mine. </p><p></p><p>This one seems a bit weak against action denial tactics, but I think that's okay, since its aura will still let it dish out some damage. I also blush to note that everything's at will.</p><p></p><p>About that immediate action vs. opportunity action thing- one again, it was an intentional choice to limit the irradiating gaze to 1/round. This guy can reliably dish out the damage of two creatures each round (via Double Attack); it can almost certainly get a third via its Irradiating Gaze; and it is <em>likely</em> to get one or more via its Confusing Gaze, but this is a really swingy element of its design (intentionally so!).</p><p></p><p><strong><span style="font-size: 15px">Mutated Umber Hulk --- Level 16 Solo Controller </span></strong> </p><p>Large aberrant magical beast --- XP 7,000 </p><p></p><p><em>A mutated umber hulk has been exposed to radiation and has gained strange abilities through the experience, growing more powerful without any harmful side effects. </em></p><p></p><p>HP 624; Bloodied 312 Initiative +9</p><p>AC 30; Fortitude 28; Reflex 26; Will 30 Perception +18 </p><p>Speed 5, burrow 2 (tunneling) Darkvision </p><p>Saving Throws +5; Action Points 2</p><p></p><p><strong>TRAITS </strong></p><p><strong></strong></p><p><strong>Confusing Gaze * Aura 4</strong></p><p> </p><p>When any creature ends its turn in the aura, roll 1d4 and consult the following chart: </p><p>-1: The creature makes an at-will attack against a target of the umber hulk's choice.</p><p>-2. The umber hulk slides the creature its speed.</p><p>-3. The creature is immobilized until the end of its next turn.</p><p>-4. The creature is dazed until the end of its next turn.</p><p>If the mutated umber hulk is bloodied, it instead rolls 2d4 and applies both results to the creature.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Claw * At Will </strong></p><p> Attack: Melee 2 (one creature); +21 vs. AC.</p><p> Hit: 2d12+11 damage.</p><p></p><p><strong>Double Attack * At Will</strong></p><p> Effect: The mutated umber hulk uses claw twice.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong> </strong></p><p><strong>(close) Irradiating Gaze (poison, radiant, radiation) * At Will</strong></p><p> Trigger: An enemy ends its turn adjacent to the mutated umber hulk.</p><p> Attack (Immediate Reaction): Close blast 1 (the triggering creature); +19 vs. Fortitude.</p><p> Hit: 3d10+8 poison and radiant damage, and the target gains 1d4 RADs.</p><p>---</p><p>Str 24 Dex 12 Wis 20 </p><p>Con 20 Int 7 Cha 15 </p><p>Alignment chaotic evil Languages Undercommon</p></blockquote><p></p>
[QUOTE="the Jester, post: 6245510, member: 1210"] Another of mine. This one seems a bit weak against action denial tactics, but I think that's okay, since its aura will still let it dish out some damage. I also blush to note that everything's at will. About that immediate action vs. opportunity action thing- one again, it was an intentional choice to limit the irradiating gaze to 1/round. This guy can reliably dish out the damage of two creatures each round (via Double Attack); it can almost certainly get a third via its Irradiating Gaze; and it is [i]likely[/i] to get one or more via its Confusing Gaze, but this is a really swingy element of its design (intentionally so!). [B][SIZE=4]Mutated Umber Hulk --- Level 16 Solo Controller [/SIZE][/B] Large aberrant magical beast --- XP 7,000 [I]A mutated umber hulk has been exposed to radiation and has gained strange abilities through the experience, growing more powerful without any harmful side effects. [/I] HP 624; Bloodied 312 Initiative +9 AC 30; Fortitude 28; Reflex 26; Will 30 Perception +18 Speed 5, burrow 2 (tunneling) Darkvision Saving Throws +5; Action Points 2 [B]TRAITS Confusing Gaze * Aura 4[/B] When any creature ends its turn in the aura, roll 1d4 and consult the following chart: -1: The creature makes an at-will attack against a target of the umber hulk's choice. -2. The umber hulk slides the creature its speed. -3. The creature is immobilized until the end of its next turn. -4. The creature is dazed until the end of its next turn. If the mutated umber hulk is bloodied, it instead rolls 2d4 and applies both results to the creature. [B]STANDARD ACTIONS (mbasic) Claw * At Will [/B] Attack: Melee 2 (one creature); +21 vs. AC. Hit: 2d12+11 damage. [B]Double Attack * At Will[/B] Effect: The mutated umber hulk uses claw twice. [B]TRIGGERED ACTIONS (close) Irradiating Gaze (poison, radiant, radiation) * At Will[/B] Trigger: An enemy ends its turn adjacent to the mutated umber hulk. Attack (Immediate Reaction): Close blast 1 (the triggering creature); +19 vs. Fortitude. Hit: 3d10+8 poison and radiant damage, and the target gains 1d4 RADs. --- Str 24 Dex 12 Wis 20 Con 20 Int 7 Cha 15 Alignment chaotic evil Languages Undercommon [/QUOTE]
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