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<blockquote data-quote="Mokona" data-source="post: 4600826" data-attributes="member: 24891"><p>Hellfire Bat - Level 2 Elite Skirmisher (Artillery)</p><p>Medium elemental beast (fire)</p><p>Initiative +8 - Senses Perception +8</p><p>HP 64; Bloodied 32</p><p>AC 17; Fortitude 12; Reflex 18; Will 11</p><p>Resist 10 fire</p><p>Speed 2 (clumsy), fly 8, see also <em>fiery swoop</em> and <em>ethereal stride</em></p><p>-----</p><p>Warlock's Curse (minor; at-will)</p><p>+1d6 damage to cursed enemies once per turn on a hit. Gain 1 temporary hit point if a cursed enemy drops to zero hit points.</p><p>-----</p><p>Prime Shot - +1 to hit with ranged attacks if no allies are closer to the enemy.</p><p>-----</p><p>Melee basic attack - <strong>Fiery Touch</strong> (standard; at-will) * Fire</p><p>+3 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends).</p><p>-----</p><p>Melee attack - <strong>Fiery Swoop</strong> (standard; at-will) * Fire</p><p>The fire bat shifts up to 4 squares and can move through occupied squares as it moves. It makes a melee basic attack against any creature whose space it enters. The hellfire bat cannot attack a target more than once in this fashion, and it must end its movement in an unoccupied square.</p><p>-----</p><p>Ranged 10 attack - <strong>Hellish Rebuke</strong> (standard; at-will) * Arcane, Fire</p><p>+2 vs. Reflex; 1d6 + 2 fire damage. If the hellfire bat takes damage before the start of its next turn the target of this attack takes an additional 1d6 + 2 fire damage.</p><p>-----</p><p>Ranged 5 attack - <strong>Vampiric Embrace</strong> (standard; encounter) * Arcane, Fire</p><p>+2 vs. Will; 2d8 + 2 fire damage and the hellfire bat gains 5 temporary hit points.</p><p>-----</p><p><strong>Armor of Agathys</strong> (standard; daily) * Arcane, Fire</p><p>The hellfire bat gain 10 temporary hit points. Until the end of the encounter any enemy that starts it turn adjacent to the hellfire bat takes 1d6 + 2 fire damage.</p><p>-----</p><p><strong>Ethereal Stride</strong> (move; encounter) * Arcane, Teleportation</p><p>Teleport 3 squares and gain +2 to all defenses until the end of your next turn.</p><p>-----</p><p>Alignment Unaligned - Languages none</p><p>Str 6 (-1); Dex 19 (+5); Wis 12 (+2); Con 12 (+2); Int 2 (-3); Cha 7 (-1)</p><p></p><p>Note: By applying the template to a creature after I modified its level I noted some strange behavior with the "on the fly" level change rules. The creature becomes much worse at hitting than it should be. No rules are provided for dropping initiative, skills, or ability scores so they're out of whack for the new lower level.</p><p></p><p>I arbitrarily changed all the Warlock powers to Fire damage instead of Cold (<em>armor of agathys</em>) or Necrotic (<em>vampiric embrace</em>). I just wanted to show that adding character classes to monsters is just a mechanic that doesn't have to be attacked to intelligent life's career.</p><p></p><p>Armor of Agathys is pretty good on a striker like this. When the temporary hit points are gone from the <em>armor</em> it can get 5 more with Vampiric Embrace which targets Will.</p></blockquote><p></p>
[QUOTE="Mokona, post: 4600826, member: 24891"] Hellfire Bat - Level 2 Elite Skirmisher (Artillery) Medium elemental beast (fire) Initiative +8 - Senses Perception +8 HP 64; Bloodied 32 AC 17; Fortitude 12; Reflex 18; Will 11 Resist 10 fire Speed 2 (clumsy), fly 8, see also [i]fiery swoop[/i] and [i]ethereal stride[/i] ----- Warlock's Curse (minor; at-will) +1d6 damage to cursed enemies once per turn on a hit. Gain 1 temporary hit point if a cursed enemy drops to zero hit points. ----- Prime Shot - +1 to hit with ranged attacks if no allies are closer to the enemy. ----- Melee basic attack - [b]Fiery Touch[/b] (standard; at-will) * Fire +3 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). ----- Melee attack - [b]Fiery Swoop[/b] (standard; at-will) * Fire The fire bat shifts up to 4 squares and can move through occupied squares as it moves. It makes a melee basic attack against any creature whose space it enters. The hellfire bat cannot attack a target more than once in this fashion, and it must end its movement in an unoccupied square. ----- Ranged 10 attack - [b]Hellish Rebuke[/b] (standard; at-will) * Arcane, Fire +2 vs. Reflex; 1d6 + 2 fire damage. If the hellfire bat takes damage before the start of its next turn the target of this attack takes an additional 1d6 + 2 fire damage. ----- Ranged 5 attack - [b]Vampiric Embrace[/b] (standard; encounter) * Arcane, Fire +2 vs. Will; 2d8 + 2 fire damage and the hellfire bat gains 5 temporary hit points. ----- [b]Armor of Agathys[/b] (standard; daily) * Arcane, Fire The hellfire bat gain 10 temporary hit points. Until the end of the encounter any enemy that starts it turn adjacent to the hellfire bat takes 1d6 + 2 fire damage. ----- [b]Ethereal Stride[/b] (move; encounter) * Arcane, Teleportation Teleport 3 squares and gain +2 to all defenses until the end of your next turn. ----- Alignment Unaligned - Languages none Str 6 (-1); Dex 19 (+5); Wis 12 (+2); Con 12 (+2); Int 2 (-3); Cha 7 (-1) Note: By applying the template to a creature after I modified its level I noted some strange behavior with the "on the fly" level change rules. The creature becomes much worse at hitting than it should be. No rules are provided for dropping initiative, skills, or ability scores so they're out of whack for the new lower level. I arbitrarily changed all the Warlock powers to Fire damage instead of Cold ([i]armor of agathys[/i]) or Necrotic ([i]vampiric embrace[/i]). I just wanted to show that adding character classes to monsters is just a mechanic that doesn't have to be attacked to intelligent life's career. Armor of Agathys is pretty good on a striker like this. When the temporary hit points are gone from the [i]armor[/i] it can get 5 more with Vampiric Embrace which targets Will. [/QUOTE]
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