Difference between revisions of "Toy Swarms (4e Monster)"
(Created page with "{{Author |author_name=Xeadin |date_created=4-7-11 |status=Complete }} ==Evil (''Demonic'') Toy Swarms== In the quiet night or in the wee hours of the morning, an individual roam...") |
m (Text replace - "4e Creatures Breadcrumb" to "4e Monsters Breadcrumb") |
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{{4e Creature Top | {{4e Creature Top | ||
|name=Evil Toy Soldier | |name=Evil Toy Soldier | ||
− | |level= | + | |level=7 |
− | |role=Soldier | + | |role=Minion (''Soldier'') |
− | |size= | + | |size=Small |
|origin=Natural | |origin=Natural | ||
|type=Animate | |type=Animate | ||
|keywords=Construct | |keywords=Construct | ||
− | |xp= | + | |xp=75 |
− | |initiative= | + | |initiative=+8 |
− | |senses= | + | |senses=Perception +5 |
− | |aura1= | + | |aura1=Soldier's Riposte |
− | | | + | |aurarange1=1 |
− | | | + | |auraeffect1=Any enemy that makes an opportunity attack against the Toy Soldier within its aura takes 1d8 damage |
− | | | + | |hp=1 |
− | | | + | |bloodied=Minion |
− | | | + | |ac=23 |
− | | | + | |fortitude=17 |
− | | | + | |reflex=18 |
− | | | + | |will=17 |
− | |effect= | + | |speed=6 |
− | | | + | }} |
− | | | + | {{4e Creature Power |
− | | | + | |type={{BM}} |
− | | | + | |name=Toy Rapier |
− | | | + | |action=standard |
− | | | + | |recharge=at-will |
− | | | + | |keywords=Weapon |
− | | | + | |effect=+14 vs. AC; 6 damage |
− | | | + | }} |
− | | | + | {{4e Creature Power |
+ | |type={{M}} | ||
+ | |name=Dual Strike | ||
+ | |action=standard | ||
+ | |recharge=at-will | ||
+ | |effect=The Toy Soldier can make two Rapier attacks against one or two targets. If both attacks hit, the toy soldier gains a +1 bonus to AC and Reflex until the end of its next turn. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type={{C}} | ||
+ | |name=Silver Curtain | ||
+ | |action=standard | ||
+ | |recharge=encounter | ||
+ | |effect=+10 vs. Reflex; '''Close Burst''' 1; 3d6 +4 damage, and the target grants combat advantage until the end of the toy soldier's next turn. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |name=Combat Advantage | ||
+ | |effect=The toy soldier deals an extra 3 damage to each target it has combat advantage against | ||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
− | + | |name=Soldier's Footing | |
− | |name= | + | |action=immediate reaction, ''when missed by a melee or ranged attack'' |
− | |action= | + | |recharge=encounter |
− | |recharge= | + | |effect=The Toy Soldier can shift 2 squares and gain a +1 bonus to all defenses until the start of its next turn. |
− | |||
− | |effect= | ||
}} | }} | ||
− | |||
{{4e Creature Bottom | {{4e Creature Bottom | ||
− | |alignment= | + | |alignment=Evil |
− | |languages= | + | |languages=Common |
− | |skills= | + | |skills=Insight +10; Streetwise +9 |
− | + | |strength=15 | |
− | |strength= | + | |strbonus=+5 |
− | |strbonus=+ | + | |dexterity=16 |
− | |dexterity= | + | |dexbonus=+6 |
− | |dexbonus=+ | + | |wisdom=14 |
− | |wisdom= | + | |wisbonus=+5 |
− | |wisbonus=+ | + | |constitution=15 |
− | |constitution= | + | |conbonus=+5 |
− | |conbonus=+ | + | |intelligence=13 |
− | |intelligence= | + | |intbonus=+4 |
− | |intbonus=+ | + | |charisma=14 |
− | |charisma= | + | |chabonus=+5 |
− | |chabonus=+ | ||
}} | }} | ||
+ | ====Toy Soldier Tactics==== | ||
+ | The toy soldier is a tough opponent-- especially when dealt with in large groups. The toy soldier's ''Silver Curtain'' attack paves the way for it to slip past the defenses of its opponents and for its allies. They also take the opportunity to smack their opponents in retaliation to their retaliation. | ||
---- | ---- | ||
+ | |||
===Evil Toy Hammerer=== | ===Evil Toy Hammerer=== | ||
{{4e Creature Top | {{4e Creature Top | ||
Line 240: | Line 255: | ||
|type=Animate | |type=Animate | ||
|keywords=Construct | |keywords=Construct | ||
− | |xp= | + | |xp=300 |
− | |initiative= | + | |initiative=+5 |
− | |senses= | + | |senses=Perception +5 |
− | | | + | |hp=96 |
− | | | + | |bloodied=48 |
− | | | + | |ac=19 |
− | | | + | |fortitude=18 |
− | | | + | |reflex=17 |
− | | | + | |will=17 |
− | | | + | |speed=6 |
− | | | + | }} |
− | | | + | {{4e Creature Power |
− | |effect= | + | |type={{BM}} |
− | | | + | |name=Hammerhand |
− | | | + | |action=standard |
− | | | + | |recharge=at-will |
− | | | + | |effect=+10 vs. AC; 1d8 +5 damage, and the target suffers a -2 penalty to attack rolls until the start of the toy hammerer's next turn. |
− | | | + | }} |
− | | | + | {{4e Creature Power |
− | | | + | |type={{C}} |
− | | | + | |name=Deafening Smash |
− | | | + | |action=standard |
− | | | + | |recharge=encounter |
+ | |effect=+8 vs. Fortitude; ''Close Burst 2''; 2d8 +5 damage, and the target is dazed and deafened (''save ends both''). | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type={{C}} | ||
+ | |name=Shaking Earth | ||
+ | |action=standard | ||
+ | |recharge=encounter | ||
+ | |effect=+8 vs. Reflex; ''Close Burst'' 2; 3d8 +5 damage, and the target is knocked prone and slowed (''save ends''). '''Miss''': The target is slowed until the start of the toy hammerer's next turn. '''Effect''' The burst become difficult terrain until the end of the encounter. | ||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
|type= | |type= | ||
− | |name= | + | |name=Hammering Focus |
− | |action= | + | |action=Minor |
− | |recharge= | + | |recharge=Encounter |
− | | | + | |effect=The toy hammerer can make a melee basic attack |
− | |effect= | + | }} |
+ | {{4e Creature Power | ||
+ | |name=Hammering Frenzy | ||
+ | |effect=The toy hammerer can make two melee basic attacks while it is bloodied | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type= | ||
+ | |name=Stiff Defenses | ||
+ | |effect=When the toy hammerer expends both encounter attack powers, it gains a +2 bonus to all defenses. | ||
}} | }} | ||
− | |||
{{4e Creature Bottom | {{4e Creature Bottom | ||
− | |alignment= | + | |alignment=Evil |
− | |languages= | + | |languages=Common |
− | |skills= | + | |skills=Athletics +11; Endurance +11 |
− | + | |strength=17 | |
− | |strength= | + | |strbonus=+6 |
− | |strbonus=+ | + | |dexterity=14 |
− | |dexterity= | + | |dexbonus=+5 |
− | |dexbonus=+ | + | |wisdom=14 |
− | |wisdom= | + | |wisbonus=+5 |
− | |wisbonus=+ | + | |constitution=16 |
− | |constitution= | + | |conbonus=+6 |
− | |conbonus=+ | + | |intelligence=12 |
− | |intelligence= | + | |intbonus=+4 |
− | |intbonus=+ | + | |charisma=14 |
− | |charisma= | + | |chabonus=+5 |
− | |chabonus=+ | ||
}} | }} | ||
+ | ====Toy Hammerer Tactics==== | ||
+ | |||
+ | When the toy hammerer starts off, it will use one of its encounter powers against tightly-packed groups, and the other when it is fairly wounded. When it enters the ''Hammering Frenzy'' state, it will attempt to attack as many targets as it can before it is destroyed or disenchanted. | ||
---- | ---- | ||
+ | |||
===Evil Toy Skykite=== | ===Evil Toy Skykite=== | ||
{{4e Creature Top | {{4e Creature Top | ||
|name=Evil Toy Skykite | |name=Evil Toy Skykite | ||
|level=7 | |level=7 | ||
− | |role=Skirmisher | + | |role=Minion (''Skirmisher'') |
|size=Small | |size=Small | ||
|origin=Natural | |origin=Natural | ||
|type=Animate | |type=Animate | ||
|keywords=Construct | |keywords=Construct | ||
− | |xp= | + | |xp=75 |
− | |initiative= | + | |initiative=+8 |
− | |senses= | + | |senses=Perception +10 |
− | + | |hp=1 | |
− | + | |bloodied=Minion | |
− | + | |ac=21 | |
− | + | |fortitude=17 | |
− | + | |reflex=18 | |
− | + | |will=18 | |
− | + | |savingthrows=+2 against dazed and slowed | |
− | + | |speed=4; '''Fly''' 6 (''clumsy'') | |
− | |||
− | |||
− | |hp= | ||
− | |bloodied= | ||
− | |ac= | ||
− | |fortitude= | ||
− | |reflex= | ||
− | |will= | ||
− | |||
− | |savingthrows= | ||
− | |speed= | ||
− | |||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
− | |type= | + | |type={{BM}} |
− | |name= | + | |name=Skyclaw |
− | |action= | + | |action=standard |
− | |recharge= | + | |recharge=at-will |
+ | |effect=+12 vs. AC; 8 damage | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type={{R}} | ||
+ | |name=Skewering Bolt | ||
+ | |action=standard | ||
+ | |recharge=at-will | ||
|keywords= | |keywords= | ||
− | |effect= | + | |effect=+10 vs. Reflex; Ranged 10; 6 damage |
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type={{C}} | ||
+ | |name=Obscuring Wings | ||
+ | |action=standard | ||
+ | |recharge=recharge when bloodied; encounter | ||
+ | |effect=+10 vs. Reflex; '''Close Burst''' 1; 3d6 +5 damage, and the target is slowed and takes a -2 penalty to attacks against the skykite and its allies (''save ends both''). | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |name=Entropic Wings | ||
+ | |action=immediate reaction, ''when missed by a ranged attack'' | ||
+ | |effect=The skykite gains a +1 bonus to all defenses and can fly an additional square on its next turn. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |name=Puncturing Bolt | ||
+ | |action=minor | ||
+ | |recharge=encounter | ||
+ | |effect=The skykite gains a +1 bonus to its next ranged attack. | ||
}} | }} | ||
− | |||
{{4e Creature Bottom | {{4e Creature Bottom | ||
− | |alignment= | + | |alignment=Evil |
− | |languages= | + | |languages=Common |
− | |skills= | + | |skills=Acrobatics +11; Perception +10 |
− | + | |strength=13 | |
− | |strength= | + | |strbonus=+4 |
− | |strbonus=+ | + | |dexterity=17 |
− | |dexterity= | + | |dexbonus=+6 |
− | |dexbonus=+ | + | |wisdom=15 |
− | |wisdom= | + | |wisbonus=+5 |
− | |wisbonus=+ | + | |constitution=15 |
− | |constitution= | + | |conbonus=+5 |
− | |conbonus=+ | + | |intelligence=13 |
− | |intelligence= | + | |intbonus=+4 |
− | |intbonus=+ | + | |charisma=16 |
− | |charisma= | + | |chabonus=+6 |
− | |chabonus=+ | + | |equipment=Crossbow Bolts (5) |
}} | }} | ||
+ | ====Toy Skykite Tactics==== | ||
+ | When dealing with ranged targets, it will use ''Skewering Bolt''. In some instances, when it gets a group of enemies together, it will use ''Obscuring Wings'' to confuse its opponents. | ||
---- | ---- | ||
+ | |||
===Evil Toy Stickmage=== | ===Evil Toy Stickmage=== | ||
{{4e Creature Top | {{4e Creature Top | ||
|name=Evil Toy Stickmage | |name=Evil Toy Stickmage | ||
|level=8 | |level=8 | ||
− | |role=Controller | + | |role=Controller (''Leader'') |
|size=Small | |size=Small | ||
|origin=Natural | |origin=Natural | ||
|type=Animate | |type=Animate | ||
|keywords=Construct | |keywords=Construct | ||
− | |xp= | + | |xp=350 |
− | |initiative= | + | |initiative=+7 |
− | |senses= | + | |senses=Perception +7 |
− | |aura1= | + | |aura1=Demonic Presence |
− | | | + | |aurarange1=2 |
− | | | + | |auraeffect1=Each ally within the aura gains a +1 bonus to all attack rolls and a +2 bonus to all saving throws. |
− | | | + | |hp=87 |
− | | | + | |bloodied=43 |
− | | | + | |ac=22 |
− | | | + | |fortitude=18 |
− | | | + | |reflex=19 |
− | | | + | |will=19 |
− | |effect= | + | |immune/resist/vulnerable='''Resist''' 5 Necrotic |
− | | | + | |savingthrows=+2 against ongoing damage |
− | | | + | |speed=6 |
− | | | + | }} |
− | | | + | {{4e Creature Power |
− | | | + | |type={{BR}} |
− | |will= | + | |name=Magic Missile |
− | | | + | |action=standard |
− | | | + | |recharge=at-will |
− | | | + | |effect=+12 vs. Reflex; '''Ranged''' 20; 1d8 +5 damage |
− | | | + | }} |
+ | {{4e Creature Power | ||
+ | |type={{A}} | ||
+ | |name=Cloud of Daggers | ||
+ | |action=standard | ||
+ | |recharge=at-will | ||
+ | |effect=+12 vs. Reflex; '''Area''' 1 square within 10; 1d8 +5 damage, and any creature that ends its move or starts it turn within the area takes 3 damage. The area lasts until the end of the stickmage's next turn. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type={{R}} | ||
+ | |name=Lightning Bolt | ||
+ | |action=standard | ||
+ | |recharge=encounter | ||
+ | |keywords=Lightning | ||
+ | |effect=+12 vs. Reflex; '''Ranged''' 10; 3d8 +5 Lightning damage, and the stickmage can target two other creatures within 10 squares of the primary target with a separate attack roll for each-- a successful attack deals 2d6 +5 Lightning damage. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type={{A}} | ||
+ | |name=Sleep | ||
+ | |action=standard | ||
+ | |recharge=daily | ||
+ | |keywords=Sleep | ||
+ | |effect=+12 vs. Will; '''Area Burst''' 2 within 10; The target is slowed (''save ends''). If the target fails its first saving throw, the target becomes unconscious (''save ends''). '''Miss''': The target is slowed (''save ends''). | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type={{R}} | ||
+ | |name=Ghost Sound | ||
+ | |action=minor | ||
+ | |recharge=at-will | ||
+ | |effect=The stickmage can create a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from within 10 squares. The target square can produce non-vocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If the stickmage whispers, it can whisper quietly enough that only creatures adjacent to the target can hear its words. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |name=Mage's Onslaught | ||
+ | |effect=While the stickmage is bloodied, it and each adjacent ally gains a +2 bonus to all non-melee attack rolls. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |name=Shield | ||
+ | |action=immediate interrupt, ''when the stickmage is hit by an attack'' | ||
+ | |recharge=encounter | ||
+ | |effect=The stickmage gains a +4 bonus to AC and Reflex until the end of its next turn. | ||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
− | + | |name=Wall of Fog | |
− | |name= | + | |action=minor |
− | |action= | + | |recharge=daily |
− | |recharge= | + | |keywords=Conjuration |
− | |keywords= | + | |effect=The stickmage conjures a wall that consists of contiguous squares filled with arcane fog. The wall lasts until the end of its next turn. It can be up to 8 squares long and up to 4 squares high within 10 squares. The fog grants concealment to creatures in its space and blocks line of sight. |
− | |effect= | ||
}} | }} | ||
− | |||
{{4e Creature Bottom | {{4e Creature Bottom | ||
− | |alignment= | + | |alignment=Evil |
− | |languages= | + | |languages=Common, Infernal |
− | |skills= | + | |skills=Arcana +11; Bluff +11; Insight +12 |
− | + | |strength=15 | |
− | |strength= | + | |strbonus=+6 |
− | |strbonus=+ | + | |dexterity=16 |
− | |dexterity= | + | |dexbonus=+7 |
− | |dexbonus=+ | + | |wisdom=16 |
− | |wisdom= | + | |wisbonus=+7 |
− | |wisbonus=+ | + | |constitution=15 |
− | |constitution= | + | |conbonus=+6 |
− | |conbonus=+ | + | |intelligence=14 |
− | |intelligence= | + | |intbonus=+6 |
− | |intbonus=+ | + | |charisma=15 |
− | |charisma= | + | |chabonus=+6 |
− | |chabonus=+ | ||
}} | }} | ||
+ | ====Toy Stickmage Tactics==== | ||
+ | Functioning as a sort of wizard adversary, the stickmage will use its various spells to its advantage-- ultimately using ''Sleep'' against a clustered group. Sometimes it will use ''Ghost Sound'' to confuse its enemies that there is another ally around. | ||
---- | ---- | ||
+ | |||
===Evil Toy Rockhurler=== | ===Evil Toy Rockhurler=== | ||
{{4e Creature Top | {{4e Creature Top | ||
Line 422: | Line 509: | ||
|level=9 | |level=9 | ||
|role=Artillery | |role=Artillery | ||
− | |size= | + | |size=Medium |
|origin=Natural | |origin=Natural | ||
|type=Animate | |type=Animate | ||
|keywords=Construct | |keywords=Construct | ||
− | |xp= | + | |xp=400 |
− | |initiative= | + | |initiative=+6 |
− | |senses= | + | |senses=Perception +12 |
− | | | + | |hp=76 |
− | | | + | |bloodied=38 |
− | | | + | |ac=21 |
− | | | + | |fortitude=20 |
− | | | + | |reflex=18 |
− | | | + | |will=19 |
− | | | + | |speed=6 |
− | | | + | }} |
− | | | + | {{4e Creature Power |
− | |effect= | + | |type={{BM}} |
− | | | + | |name=Slam |
− | | | + | |action=standard |
− | | | + | |recharge=at-will |
− | | | + | |effect=+16 vs. AC; 2d6 +5 damage |
− | | | + | }} |
− | | | + | {{4e Creature Power |
− | | | + | |type={{BR}} |
− | | | + | |name=Rock Hurl |
− | | | + | |action=standard |
− | | | + | |recharge=at-will |
+ | |effect=+16 vs. AC; '''Ranged''' 10; 1d8 +5 damage-- if the rockhurler rolled a natural 1 on its initial attack, it can make a second attack-- taking a -2 penalty to its damage roll. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type={{R}} | ||
+ | |name=Malleable Rocks | ||
+ | |action=standard | ||
+ | |recharge=encounter | ||
+ | |effect=+14 vs. Reflex; '''Ranged''' 10 -- each creature in range; 2d8 +5 damage, and the rockhurler can make a ranged basic attack against a target of its choice. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type={{C}} | ||
+ | |name=Sandcloud | ||
+ | |action=standard | ||
+ | |recharge=encounter | ||
+ | |effect=+14 vs. Fortitude; '''Close Burst''' 3; 3d8 +5 damage, and the target is blinded until the end of its next turn. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |name=Frenzied Stones | ||
+ | |effect=The rockhurler can make two ranged basic attacks while bloodied | ||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
|type= | |type= | ||
− | |name= | + | |name=Rockshield |
− | |action= | + | |action=immediate reaction, ''when the rockhurler is missed by a melee attack |
− | |recharge= | + | |recharge=encounter |
− | | | + | |effect=The rockhurler gains a +2 bonus to AC and Reflex defenses until the end of its next turn, or it can sustain the effect each round as a minor action. |
− | |||
}} | }} | ||
− | |||
{{4e Creature Bottom | {{4e Creature Bottom | ||
|alignment= | |alignment= | ||
|languages= | |languages= | ||
|skills= | |skills= | ||
− | |feats= | + | |feats=Athletics +13; Dungeoneering +12; Perception +12 |
− | |strength= | + | |strength=18 |
− | |strbonus=+ | + | |strbonus=+8 |
− | |dexterity= | + | |dexterity=15 |
− | |dexbonus=+ | + | |dexbonus=+6 |
− | |wisdom= | + | |wisdom=16 |
− | |wisbonus=+ | + | |wisbonus=+7 |
− | |constitution= | + | |constitution=16 |
− | |conbonus=+ | + | |conbonus=+7 |
− | |intelligence= | + | |intelligence=13 |
− | |intbonus=+ | + | |intbonus=+5 |
− | |charisma= | + | |charisma=15 |
− | |chabonus=+ | + | |chabonus=+6 |
}} | }} | ||
+ | ====Toy Rockhurler Tactics==== | ||
+ | |||
+ | The rockhurler will do anything within its own chagrin to inflict as much damage as possible-- especially with the use of its ''Malleable Rocks'' attack power. It will also use ''Sandcloud'' to blind its enemies-- further giving it means to gain distance from its foes and to continue its barrage of attacks upon the group. | ||
---- | ---- | ||
+ | |||
===Evil Toy Jaguar=== | ===Evil Toy Jaguar=== | ||
{{4e Creature Top | {{4e Creature Top | ||
|name=Evil Toy Jaguar | |name=Evil Toy Jaguar | ||
|level=9 | |level=9 | ||
− | |role= | + | |role=Lurker |
|size=Medium | |size=Medium | ||
|origin=Natural | |origin=Natural | ||
|type=Animate | |type=Animate | ||
|keywords=Construct | |keywords=Construct | ||
− | |xp= | + | |xp=400 |
− | |initiative= | + | |initiative=+12 |
− | |senses= | + | |senses=Perception +11 |
− | |aura1= | + | |aura1=Rending Claws |
− | | | + | |aurarange1=1 |
− | | | + | |auraeffect1=Any enemy that makes an opportunity attack within the aura takes 1d8 damage |
− | | | + | |hp=77 |
− | | | + | |bloodied=38 |
− | | | + | |ac=23 |
− | | | + | |fortitude=19 |
− | | | + | |reflex=20 |
− | | | + | |will=18 |
− | |effect= | + | |savingthrows=+2 against dazed |
− | | | + | |speed=7 |
− | | | + | }} |
− | | | + | {{4e Creature Power |
− | | | + | |type={{BM}} |
− | | | + | |name=Wooden Claw |
− | | | + | |action=standard |
− | | | + | |recharge=at-will |
− | | | + | |effect=+14 vs. AC; 1d8 +5 |
− | |speed= | + | }} |
− | | | + | {{4e Creature Power |
+ | |type={{M}} | ||
+ | |name=Bite | ||
+ | |action=standard | ||
+ | |recharge=at-will | ||
+ | |effect=+14 vs. AC; 2d6 +5; and the target takes a -2 penalty to attack rolls against the jaguar (''save ends''). | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type={{M}} | ||
+ | |name=Lurking Strike | ||
+ | |action=standard | ||
+ | |recharge=recharge {{5}} {{6}}; encounter | ||
+ | |effect=+12 vs. Reflex; 3d10 +5 damage, and the target is immobilized (''save ends''). The Jaguar can shift half its speed before or after the attack, but not both. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type={{M}} | ||
+ | |name=Raking Claws | ||
+ | |action=standard | ||
+ | |recharge=recharge when bloodied; encounter | ||
+ | |effect=+12 vs. Reflex; each creature within reach; 3d8 +5 damage, and the target is dazed (''save ends'') | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |name=Combat Advantage | ||
+ | |effect=The jaguar deals an extra 1d8 damage to each creature it has combat advantage against | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |name=First Strike | ||
+ | |effect=The jaguar gains combat advantage against any creature that has not yet acted in the first round of combat. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |name=Foraging Terrain | ||
+ | |effect=Must be within difficult terrain; all melee and ranged attacks aimed at the jaguar takes a -2 penalty to the attack roll. | ||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
− | + | |name=Jaguar's Pursuit | |
− | |name= | + | |action=immediate interrupt, ''when an enemy shifts away or is forced to move'' |
− | |action= | + | |recharge=1/round |
− | |recharge= | + | |effect=The jaguar shifts half its speed closer to the moving target and can make an immediate basic melee attack if it ends its movement adjacent to such target. |
− | |||
− | |effect= | ||
}} | }} | ||
− | |||
{{4e Creature Bottom | {{4e Creature Bottom | ||
− | |alignment= | + | |alignment=Evil |
− | |languages= | + | |languages=--- |
− | |skills= | + | |skills=Acrobatics +13; Insight +11; Intimidate +11; Perception +11; Stealth +13 |
− | + | |strength=16 | |
− | |strength= | + | |strbonus=+7 |
− | |strbonus=+ | + | |dexterity=18 |
− | |dexterity= | + | |dexbonus=+8 |
− | |dexbonus=+ | + | |wisdom=15 |
− | |wisdom= | + | |wisbonus=+6 |
− | |wisbonus=+ | + | |constitution=17 |
− | |constitution= | + | |conbonus=+7 |
− | |conbonus=+ | + | |intelligence=9 |
− | |intelligence= | + | |intbonus=+3 |
− | |intbonus=+ | + | |charisma=14 |
− | |charisma= | + | |chabonus=+6 |
− | |chabonus=+ | ||
}} | }} | ||
+ | ====Toy Jaguar Tactics==== | ||
+ | |||
+ | At each given opportunity, the Jaguar will start within difficult terrain or will find difficult terrain to spring surprise attacks from. When the moment is right, it will use ''Lurking Strike'' if a foe is close to it while it is hiding or within difficult terrain. | ||
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+ | |||
===Evil Toy Swarm Lore=== | ===Evil Toy Swarm Lore=== | ||
− | A character knows the following information with a successful | + | A character knows the following information with a successful Arcana or Nature check. |
− | :'''DC 15:''' | + | :'''DC 15:''' Originally the toys from the local toymaker, they have been influenced by an outside source-- particularly a necromancer who had dabbled into demonic rights. With this knowledge, the necromancer was able to set aloof the power of the demons-- to create an army of interposing creations against the people. |
− | :'''DC 20:''' | + | :'''DC 20:''' Some demons like to toil around people's minds, but sometimes they like to go after something much more simple-- a toy, for example. With a toy, they can influence others to become a thrall of the demon's words and can then spread this disease of corruption amongst others-- sometimes going so far as to pillage the corrupted with thoughts of murder and bloodshed. |
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---- | ---- | ||
− | {{4e | + | {{4e Monsters Breadcrumb}} |
[[Category:4e]] | [[Category:4e]] | ||
[[Category:User]] | [[Category:User]] | ||
[[Category:Monster]] | [[Category:Monster]] |
Latest revision as of 07:27, 5 June 2011
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Contents
Evil (Demonic) Toy Swarms[edit]
In the quiet night or in the wee hours of the morning, an individual roams around the alleyways and comes near a building-- not just any building. The figure plants a peculiar jar-- etched with demonic runes and faces. The jar is uncapped and a foul red smog escapes into the building-- which is a toy shop. "Children love toys-- and so do demons."
The smog sinks into the lifeless forms of the toys and converts them into demonic, killer toys-- acting as they were created-- some animalistic, and some acting sentient and intelligent. Some even form into major swarms that act as one large sentient entity.
Evil Toy Swarms[edit]
Toy Swarm Tactics[edit]
The toy swarm begins its turn by attempting to occupy the spaces of its opponents-- making use of its Rugged Terrain ability and Gnawing Toys aura.
Evil Toy Swarm Abominations[edit]
Toy Swarm Abomination Tactics[edit]
The toy swarm abomination will allow other swarms to occupy its space-- utilizing its Swarm Empowerment ability. On some occasions, it will grab a pesky opponent with Grasping Toys. When reduced to low hit points, it will use Demonic Blast-- even to the point of self-destruction.
Additionally, some toys can be encountered on their own-- larger toys that can face off against other opponents.
Evil Toy Soldier[edit]
Toy Soldier Tactics[edit]
The toy soldier is a tough opponent-- especially when dealt with in large groups. The toy soldier's Silver Curtain attack paves the way for it to slip past the defenses of its opponents and for its allies. They also take the opportunity to smack their opponents in retaliation to their retaliation.
Evil Toy Hammerer[edit]
Toy Hammerer Tactics[edit]
When the toy hammerer starts off, it will use one of its encounter powers against tightly-packed groups, and the other when it is fairly wounded. When it enters the Hammering Frenzy state, it will attempt to attack as many targets as it can before it is destroyed or disenchanted.
Evil Toy Skykite[edit]
Toy Skykite Tactics[edit]
When dealing with ranged targets, it will use Skewering Bolt. In some instances, when it gets a group of enemies together, it will use Obscuring Wings to confuse its opponents.
Evil Toy Stickmage[edit]
Toy Stickmage Tactics[edit]
Functioning as a sort of wizard adversary, the stickmage will use its various spells to its advantage-- ultimately using Sleep against a clustered group. Sometimes it will use Ghost Sound to confuse its enemies that there is another ally around.
Evil Toy Rockhurler[edit]
Toy Rockhurler Tactics[edit]
The rockhurler will do anything within its own chagrin to inflict as much damage as possible-- especially with the use of its Malleable Rocks attack power. It will also use Sandcloud to blind its enemies-- further giving it means to gain distance from its foes and to continue its barrage of attacks upon the group.
Evil Toy Jaguar[edit]
Toy Jaguar Tactics[edit]
At each given opportunity, the Jaguar will start within difficult terrain or will find difficult terrain to spring surprise attacks from. When the moment is right, it will use Lurking Strike if a foe is close to it while it is hiding or within difficult terrain.
Evil Toy Swarm Lore[edit]
A character knows the following information with a successful Arcana or Nature check.
- DC 15: Originally the toys from the local toymaker, they have been influenced by an outside source-- particularly a necromancer who had dabbled into demonic rights. With this knowledge, the necromancer was able to set aloof the power of the demons-- to create an army of interposing creations against the people.
- DC 20: Some demons like to toil around people's minds, but sometimes they like to go after something much more simple-- a toy, for example. With a toy, they can influence others to become a thrall of the demon's words and can then spread this disease of corruption amongst others-- sometimes going so far as to pillage the corrupted with thoughts of murder and bloodshed.
Back to Main Page → 4e Homebrew → Monsters
Author | Xeadin + |
Identifier | 4e Monster + |
Rating | Undiscussed + |
Title | Toy Swarms + |