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The 4e Solo Thread
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<blockquote data-quote="the Jester" data-source="post: 6248957" data-attributes="member: 1210"><p>Here's a lower-level solo of mine- one interpretation of 3e's phantom fungus, because I wanted to prove that I could make the phantom fungus a pretty cool monster. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>EDIT: Design notes.</p><p></p><p>Its defenses are low for its level, but enemies will almost certainly have a -5 to attack due to its invisibility, so they're a bit high for its level, counting that.</p><p></p><p>Though it doesn't have a lurker extra damage ability, a monster that's always invisible certainly fits the definition of a "lurker" in the conventional sense, so... yeah.</p><p></p><p>I would imagine a fight with one of these would be a tricky "It's stalking us!" kind of thing spread out over time, without enough time for a short rest in the middle. Hit and run, etc, until the party can lock it down or reveal it.</p><p></p><p></p><p><strong><span style="font-size: 15px">Phantom Fungus Stalker --- Level 6 Solo Lurker </span></strong> </p><p>Medium natural animate (plant) --- XP 1,250 </p><p>HP 232; Bloodied 116 Initiative +10</p><p>AC 17; Fortitude 16; Reflex 20; Will 13 Perception +3</p><p>Speed 6 Blindsight 6</p><p>Saving Throws +5; Action Points 2</p><p></p><p><strong>TRAITS </strong></p><p><strong>Invisibility (illusion) </strong></p><p> The phantom fungus is invisible as long as it is alive. If it does not make a Stealth check to hide, opponents can detect what square it is in, but they suffer a -5 penalty to attacks against it.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Bite * At Will</strong></p><p> Attack: Melee 1 (one creature); +11 vs. AC.</p><p> Hit: 3d6+3 damage, or 4d6+3 if the phantom fungus is hidden from the target. </p><p></p><p><strong>Quick Bite * At Will</strong></p><p> Effect: The phantom fungus stalker uses bite twice.</p><p>Stalk * At Will</p><p> Effect: The phantom fungus makes a Stealth check to hide, then shifts up to 3 squares to a space adjacent to an enemy. Until the start of the phantom fungus' next turn, if that enemy moves, the phantom fungus may make a Stealth check to hide and shift up to its speed to a space adjacent to that enemy as an opportunity action. </p><p></p><p><strong>MINOR ACTIONS </strong></p><p><strong>(close) Vent Spores (poison) * At Will</strong></p><p> Attack: Close burst 1 (each creature in burst); +7 vs. Fortitude. </p><p> Hit: 2d6+2 poison damage. On a critical hit, the target is also dazed (save ends).</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>Invisible Dodge * Recharge 5 6 while bloodied</strong></p><p> Trigger: The phantom fungus is targeted by an attack.</p><p> Effect (Immediate Interrupt): The phantom fungus shifts 1 square.</p><p>---</p><p>Skills Stealth + 11</p><p>Str 14 Dex 16 Wis 11</p><p>Con 16 Int 2 Cha 9 </p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 6248957, member: 1210"] Here's a lower-level solo of mine- one interpretation of 3e's phantom fungus, because I wanted to prove that I could make the phantom fungus a pretty cool monster. :) EDIT: Design notes. Its defenses are low for its level, but enemies will almost certainly have a -5 to attack due to its invisibility, so they're a bit high for its level, counting that. Though it doesn't have a lurker extra damage ability, a monster that's always invisible certainly fits the definition of a "lurker" in the conventional sense, so... yeah. I would imagine a fight with one of these would be a tricky "It's stalking us!" kind of thing spread out over time, without enough time for a short rest in the middle. Hit and run, etc, until the party can lock it down or reveal it. [B][SIZE=4]Phantom Fungus Stalker --- Level 6 Solo Lurker [/SIZE][/B] Medium natural animate (plant) --- XP 1,250 HP 232; Bloodied 116 Initiative +10 AC 17; Fortitude 16; Reflex 20; Will 13 Perception +3 Speed 6 Blindsight 6 Saving Throws +5; Action Points 2 [B]TRAITS Invisibility (illusion) [/B] The phantom fungus is invisible as long as it is alive. If it does not make a Stealth check to hide, opponents can detect what square it is in, but they suffer a -5 penalty to attacks against it. [B]STANDARD ACTIONS (mbasic) Bite * At Will[/B] Attack: Melee 1 (one creature); +11 vs. AC. Hit: 3d6+3 damage, or 4d6+3 if the phantom fungus is hidden from the target. [B]Quick Bite * At Will[/B] Effect: The phantom fungus stalker uses bite twice. Stalk * At Will Effect: The phantom fungus makes a Stealth check to hide, then shifts up to 3 squares to a space adjacent to an enemy. Until the start of the phantom fungus' next turn, if that enemy moves, the phantom fungus may make a Stealth check to hide and shift up to its speed to a space adjacent to that enemy as an opportunity action. [B]MINOR ACTIONS (close) Vent Spores (poison) * At Will[/B] Attack: Close burst 1 (each creature in burst); +7 vs. Fortitude. Hit: 2d6+2 poison damage. On a critical hit, the target is also dazed (save ends). [B]TRIGGERED ACTIONS Invisible Dodge * Recharge 5 6 while bloodied[/B] Trigger: The phantom fungus is targeted by an attack. Effect (Immediate Interrupt): The phantom fungus shifts 1 square. --- Skills Stealth + 11 Str 14 Dex 16 Wis 11 Con 16 Int 2 Cha 9 Alignment unaligned Languages - [/QUOTE]
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