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
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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;
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[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.
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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
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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
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[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
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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
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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;
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[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.
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Alignment Unaligned; Languages Common Giant
Str 20; Dex 16; Wis 10
Con 17; Int 11; Cha 16
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.
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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
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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
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[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
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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
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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;
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[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.
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Alignment Unaligned; Languages Common Giant
Str 20; Dex 16; Wis 10
Con 17; Int 11; Cha 16
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