The Daywalkers of Trevor

Minigiant

Legend
Supporter
These creatures are based on my Daywalker race.


The Town of Hillmore was once ruled by a powerful vampire lord. The vampire turned almost the whole town into his spawn to create an army for an upcoming battle with another vampire lord. The town was saved when a travelling paladin named Trevor defeated the vampire and purified his spawn into daywalkers. Renaming itself for its hero, the town of Trevor is a war with all undead... and it doesn't care if the living get in the way.

Encounter Groups

Level 6 Encounter
5 Human Lackeys (level 7 minions)
2 Daywalker Acrobats (level 5 lurker)

Level 6 Encounter
4 Daywalker Rippers (level 6 minion)
1 Daywalker Grappler (level 8 soilder)
3 Dire wolves (level 5 skrimisher)


DAYWALKER GRAPPLER--- Level 8 Soldier
Medium natural humanoid --- XP 350
---
Initiative +6; Senses Perception +4; darkvision
HP 90; Bloodied 45
AC 24; Fortitude 22; Reflex 19; Will 20
Immune disease Resist necrotic 10
Speed 5;
---
[Melee basic] Slam (standard; at will) : +15 vs. AC; 2d4+5 damage and the target is marked until the end of the daywalker grappler's next turn

[Melee basic] Fierce Grapple (standard; at will) : +13 vs. Fortitude; 1d8+5 damage and the target is grapped (until escape)

[Ranged] Divine Chains (standard; at will) Radiant : Ranged 10 +13 vs. Reflex; 2d4+5 radiant damage and the target is pulled 3 squares

[Melee] Blood Drain (standard (move on grappled targets); encounter) : +13 vs. Will (+16 if the target is bloodied); 1d8 + 5 damage and and the daywalker grappler gains 24 HPs.
---
Alignment Unaligned; Languages Common Elven
Skills Athletics +15, Endurance +12
Str 21; Dex 15; Wis 11
Con 18; Int 11; Cha 17



DAYWALKER ACROBAT--- Level 5 Elite Lurker
Medium natural humanoid --- XP 400
---
Initiative +8; Senses Perception +7; darkvision
HP 108; Bloodied 54
AC 21; Fortitude 80; Reflex 22; Will 20
Immune disease Resist necrotic 10
Saving Throws: +2
Speed 6;
Action point 1

---
[Melee basic] Katar (standard; at will) : +10 vs. AC; 1d6+8 (critical 1d6+13)

[Melee] Flying Terror Attack (standard, at will) The daywalker acrobat flies up to 6 squares and makes an attack on any Medium of smaller creature at any point during its move. This movement does not provoke opportunity attacks.
Terror Drop. : +8 vs Fortitude, 1d10+5 damage, the target is grabbed, carried the rest of it's move, released, and dropped in a square adjancent to the daywalker acrobat.
Katar Slash. +10 vs AC, 1d6+8 damage (critical 1d6+13)
Acrobatic Feint: +8 vs Will, the target cannot make attacks against the daywalker acrobat until the end of the daywalker acrobat's next turn

[Melee] Flying Revenge Attack (immediate reaction, when first bloodied, encounter) The daywalker acrobat flies up to 6 squares and makes 3 claw attacks at any point during its move.

[Melee] Blood Drain (standard; encounter) : +8 vs. Will (+12 if the target is bloodied); 1d8 + 5 damage and and the daywalker acrobat gains 25 HPs.

Acrobotic Flip (move, encounter) the daywalker acrobat shifts 6 squares
---
Alignment Unaligned; Languages Common Elven
Skills Acrobatics +12 Athletics +9,
Str 15; Dex 21; Wis 11
Con 18; Int 11; Cha 17



DAYWALKER RIPPER--- Level 6 Minion
Medium natural humanoid --- XP 63
---
Initiative +6; Senses Perception +2; darkvision
HP 1; a missed attack never damages a minion
AC 22, Fortitude 20; Reflex 18; Will 18
Immune disease Resist necrotic 10
Speed 6;
---
[Melee basic] Claw (standard; at will) : +111 vs. AC; 5 damage and the daywalker ripper is immune to the target's damage until the start of the daywalker ripper's next turn.
---
Alignment Unaligned; Languages Common Giant
Str 20; Dex 16; Wis 10
Con 17; Int 11; Cha 16
 
Last edited:

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That’s a nice simple back story to set these guys up.

It seems a little odd to have a level 8 soldier, a level 5 elite lurker and a level 6 minion. When creating a theme I would usually place soldiers earlier rather than later in the level progression because of their higher than average AC (which means they are useful for longer). This strikes me as a group of creatures designed for a level 6 party.

Initial thoughts:

Daywalker Grappler

From your stats I would have expected:
HP: 90
Reflex: 19

Fierce Grapple
This doesn’t appear to live up to its name, it’s quite weak and I don’t really see that much incentive to use it as it stands.
I think it should be +13 vs. Fortitude, and I would up the damage to 1d8+5

Divine Chains
I like this power and it works very well for a soldier who is designed to keep enemies locked up.
Again I think it should be attack +13 vs. Reflex

Blood Drain
This is where I would give the Grappler a reason to use Fierce grapple, I would make it a high damage encounter power that the Grappler could only use against a grabbed target.

:melee: Blood Drain (standard, encounter); necrotic; grabbed target only
Grabbed target only; attack +13 vs. Will (+15 against a bloodied target);
2d8+5 necrotic damage; on hit Grappler heals 22 HPs

Daywalker Acrobat

From your stats I would have expected:
HP: 108
AC: 21; Fortitude: 18; Reflex: 22; Will: 20
(Note – you seem to have forgotten the defence bonuses from becoming an elite)

I don’t really understand how you reached your damage bonuses on the creature, but I assume you are giving constant bonus damage as opposed to an extra 1d6 when it has combat advantage. If this is the case I would give it a +3 damage bonus (which I think you have done)

Katar
I would make this 1d10+8 damage (critical 1d6+18 damage)

Flying Terror Attack
I really like this power.
Terror Drop – I would reduce the damage, but let the Acrobat drop its target at any point and add target is immobilised until the end of its next turn
Katar – see above
Acrobatic Feint – I like it

Flying Revenge attack – I am not sure about this power, (I assume when you say claw you mean katar?). I think I would change it to Daywalker Acrobat can make a Flying Terror Attack as an immediate reaction.

Acrobatic Flip
I think I would have had this as a 4 squares shift, but 6 is fine really as it is an encounter power and as a lurker it will need an additional way to escape sticky situations.

Daywalker Ripper

Claw
You seem to have given this minion a +2 bonus to attack, I would have expected +11 vs. AC for a level 6 minion. The “on hit minion is immune to damage from that creature until the start of minions next turn” is very powerful. I quite like it, though I can see players not being too fond of it, and it is one of those powers that could go horribly wrong in a random situation.
 

Well I don't have my DMG, so stat making is harder now.

So my attack numbers are off.

The Acrobat's flying terror attack is inspired by Street Fighter's Vega if you have not guessed.
 

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