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{{Author
 
{{Author
 
|author_name=Techpriest88
 
|author_name=Techpriest88
|date_created=1/14/11
+
|date_created=6/2/11
 
|status=In progress.
 
|status=In progress.
 
|editing=Please suggest on talk page.
 
|editing=Please suggest on talk page.
 
}}
 
}}
 +
==Elemantal "Undead"==
  
Within the zerg swarm, overlords act as local relay nodes for the psionic contol exerted on them by the swarm's ultimate authority. They resemble nothing so much as enormous armour-plated ballons. An apt comparison, due to the many helium-filled bladders keeping them aloft. In addition to this, their natural psionic ability allows them to efforlessly levitate and provides the motive force for their flight.
+
It is common practice, in many civilizations that practice the Art of magic, to create automatons and constructs from non-living materials. This is often accomplished by fashioning a suitable vessel for an elemental spirit or essence, then infusing it into its new body and binding it to the will of the caster. The elemental spirit must have an affinity for this body, therefore, most common constructs are infused with a spirit closely aligned to the element of earth, having solid, "earthy" bodies.
  
Due to the psionic link they forge with zerg in close proximity, overlords greatly enhance their combat effectiveness. Like all zerg, overlords can evolve numerous adaptations, making them an unpredictable element on the battlefield. Rumors persist of derivative strains with augmented psionic powers.
+
The reason that mostly non-living materials are used to make constructs is that living beings, and consequently their remains, have a sort of physical memory that can make such things difficult. This is what gives soul-less undead their unique characteristics and motivations. The body most keenly remembers these things and so, given a mindless animating force, those memories will guide their actions.
  
==Overlord Creeper==
+
Despite the obvious challenges inherent in animating such beings, a body's physical memory can be advantageous. As stated earlier, constructs are usually infused with spirits aligned with elemental earth, as the delicacy of their affinity requires. The memory of a body can, however, be strong enough to influence the sorts of elemental essence with which it has affinity. As any necromancer could tell us, these memories are particularly strong when made in the last moments of a being's life.  
{{4e Creature Top
+
 
|name=Overlord Creeper
+
The advantage in choosing a once-living material in construction of automatons is that more exotic elemental spirits can be infused into the creation. This allows their master to access their unique properties and abilities. This must, of course, be undertaken with care, given the unpredictability inherent in beings so similar to the undead.
|level=9
 
|role=Controler
 
|size=Gargantuan
 
|origin=aberrant
 
|type=magical beast
 
|keywords=psionic, zerg
 
|xp=400
 
|initiative=+3
 
|senses=Perception +14, darkvision
 
|effect=
 
|hp=97
 
|bloodied=48
 
|ac=23
 
|fortitude=21
 
|reflex=19
 
|will=23
 
|immune/resist/vulnerable=
 
|savingthrows=
 
|speed=0, 4 fly
 
|actionpoints=
 
}}
 
| style="color: #fdf9d3; background-color: #8c844e; padding: 0.0625em 0.125em 0.0625em 0.625em;" colspan="3" | '''Traits'''
 
|- style="background: #dacc84;"
 
{{4e Creature Power
 
|type=[[file:Aura.png]]
 
|name=Telepathic Commander
 
|action=
 
|recharge=
 
|keywords=Aura 10
 
|effect=''Zerg'' allies within this aura are aware of any creature that the overlord can pinpoint. They do not automatically see the creature, if they otherwise could not, but make any Perception checks to spot it with a +2 bonus, as though being aided. In addition, they do not grant combat advantage from flanking, if that enemy is threatened by another ''zerg'' in this aura.
 
}}
 
| style="color: #fdf9d3; background-color: #8c844e; padding: 0.0625em 0.125em 0.0625em 0.625em;" colspan="3" | '''Standard Actions'''
 
|- style="background: #dacc84;"
 
{{4e Creature Power
 
|type={{BM}}
 
|name=Tentacle Strike
 
|action=
 
|recharge=
 
|keywords=At-Will
 
|effect=''Attack:'' Melee 2 (one creature); +14 vs. AC<br />''Hit:'' 1d8 + 5 damage.
 
}}
 
{{4e Creature Power
 
|type={{C}}
 
|name=Generate Creep
 
|action=Zone
 
|recharge=
 
|keywords=Encounter
 
|effect=Close burst 3;<br />''Special:'' This power cannot be used if the overlord is at an altitude greater than 5 squares. The burst is centered on the ground directly beneath the overlord. <br />''Effect:'' The ground is covered in a writhing layer of creep. Any ''zerg'' beginning its turn on the creep may move 2 additional squares the next time it takes a normal move action.<br />''Maintain:'' Move action. Each time the overlord maintains this zone, its area increases by 1 square to a maximum of 8 squares. When this effect ends, the creep persists, receding 1 square each round. Moving automatically ends this effect.
 
}}
 
{{4e Creature Bottom
 
|alignment=Unaligned
 
|languages=Telepathy 50 (zerg only)
 
|skills=Dungeoneering +14, Endurance +12, Nature +14
 
|feats=
 
|strength=13
 
|strbonus=+5
 
|dexterity=9
 
|dexbonus=+3
 
|wisdom=20
 
|wisbonus=+9
 
|constitution=17
 
|conbonus=+7
 
|intelligence=13
 
|intbonus=+5
 
|charisma=13
 
|chabonus=+5
 
}}
 
  
===Creeper Tactics===
+
The simplest constructs of this sort, in fact, strongly resemble undead. Bodies of the deceased are, naturally, very capable vessels of an animating force. As such, they provide the most convenient approach to creating an automaton. The easiest method, however, is often the most risky, as such constructs are most similar to undead in both habit and demeanor. Often have they escaped the control of incautious masters and slain them.
The overlord uses its high vantage point to spot enemies from the relative safety of its arial position. A combat unit it accompanies will use more complex tactics, as the more intelligent overlord directs their attack. Zerg very near the overlord even share snatches of thier vision with each other across the psionic link, making flanking attacks all but ineffective, unless they are outnumbered.
 
  
In addition, overlord creepers aid their allies in a more tangible fashion: infesting the area with an organic carpet of creep, which undulates and flows in coordination with the movements of the zerg, propeling them with great speed across its surface. The creep spreads quickly while the overlord maintains it, but receeds with equal speed, being unable to nourish and maintain itself.
+
With elaborate modification and preparation, the end result is significantly more predictable and controlable. One relatively common example of this is the bone golem, which is constructed in a manner very similar to other types of golems.
  
==Overlord Carrier==
+
==Scorched Bones==
 
{{4e Creature Top
 
{{4e Creature Top
|name=Overlord Carrier
+
|name=Scorched Bones
|level=13
+
|level=?
|role=Controler
+
|role=?
|size=Gargantuan
+
|size=Medium
|origin=aberrant
+
|origin=elemental
|type=magical beast
+
|type=construct
|keywords=psionic, zerg
+
|keywords=fire
|xp=800
+
|xp=?
|initiative=+6
+
|initiative=+?
|senses=Perception +17, darkvision
+
|senses=Perception +?
 
|effect=
 
|effect=
|hp=131
+
|hp=?
|bloodied=65
+
|bloodied=?
|ac=27
+
|ac=?
|fortitude=25
+
|fortitude=?
|reflex=23
+
|reflex=?
|will=27
+
|will=?
 
|immune/resist/vulnerable=
 
|immune/resist/vulnerable=
 
|savingthrows=
 
|savingthrows=
|speed=0, 6 fly
+
|speed=6
 
|actionpoints=
 
|actionpoints=
 
}}
 
}}
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{{4e Creature Power
 
{{4e Creature Power
 
|type=[[file:Aura.png]]
 
|type=[[file:Aura.png]]
|name=Telepathic Commander
+
|name=?
 
|action=
 
|action=
 
|recharge=
 
|recharge=
 
|keywords=Aura 10
 
|keywords=Aura 10
|effect=''Zerg'' allies within this aura are aware of any creature that the overlord can pinpoint. They do not automatically see the creature, if they otherwise could not, but make any Perception checks to spot it with a +2 bonus, as though being aided. In addition, they do not grant combat advantage from flanking, if that enemy is threatened by another ''zerg'' in this aura.
+
|effect=
 
}}
 
}}
 
| style="color: #fdf9d3; background-color: #8c844e; padding: 0.0625em 0.125em 0.0625em 0.625em;" colspan="3" | '''Standard Actions'''
 
| style="color: #fdf9d3; background-color: #8c844e; padding: 0.0625em 0.125em 0.0625em 0.625em;" colspan="3" | '''Standard Actions'''
Line 124: Line 57:
 
{{4e Creature Power
 
{{4e Creature Power
 
|type={{BM}}
 
|type={{BM}}
|name=Tentacle Strike
+
|name=?
 
|action=
 
|action=
 
|recharge=
 
|recharge=
 
|keywords=At-Will
 
|keywords=At-Will
|effect=''Attack:'' Melee 2 (one creature); +18 vs. AC<br />''Hit:'' 1d8 + 7 damage.
+
|effect=''Attack:''  
 
}}
 
}}
 
{{4e Creature Power
 
{{4e Creature Power
 
|type={{C}}
 
|type={{C}}
|name=Generate Creep
+
|name=?
|action=Zone
+
|action=?
 
|recharge=
 
|recharge=
 
|keywords=Encounter
 
|keywords=Encounter
|effect=Close burst 3;<br />''Special:'' This power cannot be used if the overlord is at an altitude greater than 5 squares. The burst is centered on the ground directly beneath the overlord. <br />''Effect:'' The ground is covered in a writhing layer of creep. Any ''zerg'' beginning its turn on the creep may move 2 additional squares the next time it takes a normal move action.<br />''Maintain:'' Move action. Each time the overlord maintains this zone, its area increases by 1 square to a maximum of 8 squares. When this effect ends, the creep persists, receding 1 square each round. Moving automatically ends this effect.
+
|effect=
}}
 
{{4e Creature Power
 
|type=
 
|name=Arial Transport
 
|action=
 
|recharge=standard action
 
|keywords=At-Will
 
|effect=''Effect:'' The overlord grabs one or more adjacent allies and may carry them with it as it moves. It may hold as many as 8 medium, 4 large, or 2 huge creatures at once in this way. Carried creatures do not need to make Endurance checks in response to the environment. The overlord may drop them as a move action.<br />''Special:'' The overlord may not transport ''swarms'', regardless of size.
 
 
}}
 
}}
 
{{4e Creature Bottom
 
{{4e Creature Bottom
 
|alignment=Unaligned
 
|alignment=Unaligned
|languages=Telepathy 50 (zerg only)
+
|languages=--
|skills=Dungeoneering +17, Endurance +15, Nature +17
+
|skills=
 
|feats=
 
|feats=
|strength=15
+
|strength=?
|strbonus=+8
+
|strbonus=+?
|dexterity=11
+
|dexterity=?
|dexbonus=+6
+
|dexbonus=+?
|wisdom=22
+
|wisdom=?
|wisbonus=+12
+
|wisbonus=+?
|constitution=19
+
|constitution=?
|conbonus=+10
+
|conbonus=+?
|intelligence=15
+
|intelligence=?
|intbonus=+8
+
|intbonus=+?
|charisma=15
+
|charisma=?
|chabonus=+8
+
|chabonus=+?
 
}}
 
}}
  
===Carrier Tactics===
+
===Scorched Bones Tactics===
Many broods have adapted their overlords to the role of battlefield transport. They gain the ability to expel gas at high pressure from their bodies, propelling them quickly across the skies, while at the same time tucking earth-bound strains in pockets within their carapace.
 
  
These overlords continue to direct their charges in combat, but take an even more active role by dropping alies into more advantageous positions. The unsuspecing might consider it a less immediate threat, until it drops more dangerous strains into flanking positions.
 
 
 
==Overseer==
 
{{4e Creature Top
 
|name=Overseer
 
|level=15
 
|role=Controler
 
|size=Gargantuan
 
|origin=aberrant
 
|type=magical beast
 
|keywords=psionic, zerg
 
|xp=1200
 
|initiative=+11
 
|senses=Insight +18, Perception +18, darkvision and truesight
 
|effect=
 
|hp=148
 
|bloodied=74
 
|ac=29
 
|fortitude=27
 
|reflex=26
 
|will=29
 
|immune/resist/vulnerable=
 
|savingthrows=
 
|speed=0, 6 fly
 
|actionpoints=
 
}}
 
| style="color: #fdf9d3; background-color: #8c844e; padding: 0.0625em 0.125em 0.0625em 0.625em;" colspan="3" | '''Traits'''
 
|- style="background: #dacc84;"
 
{{4e Creature Power
 
|type=[[file:Aura.png]]
 
|name=Telepathic Commander
 
|action=
 
|recharge=
 
|keywords=Aura 10
 
|effect=''Zerg'' allies within this aura are aware of any creature that the overlord can pinpoint. They do not automatically see the creature, if they otherwise could not, but make any Perception checks to spot it with a +2 bonus, as though being aided. In addition, they do not grant combat advantage from flanking, if that enemy is threatened by another ''zerg'' in this aura.
 
}}
 
| style="color: #fdf9d3; background-color: #8c844e; padding: 0.0625em 0.125em 0.0625em 0.625em;" colspan="3" | '''Standard Actions'''
 
|- style="background: #dacc84;"
 
{{4e Creature Power
 
|type={{BM}}
 
|name=Tentacle Slam
 
|action=
 
|recharge=
 
|keywords=At-Will
 
|effect=''Attack:'' Melee 2 (one creature); +20 vs. AC<br />''Hit:'' 2d8 + 7 damage, and the target is pushed 2 squares.
 
}}
 
{{4e Creature Power
 
|type={{A}}
 
|name=Contaminate
 
|action=Zone
 
|recharge=
 
|keywords=Recharge {{6}}
 
|effect=''Attack:'' Area burst 1; +? vs. Reflex<br />''Hit:'' (low) poison damage, and the target cannot use daily powers (save ends).
 
}}
 
| style="color: #fdf9d3; background-color: #8c844e; padding: 0.0625em 0.125em 0.0625em 0.625em;" colspan="3" | '''Minor Actions'''
 
|- style="background: #dacc84;"
 
{{4e Creature Power
 
|type={{C}}
 
|name=Psionic Reveal
 
|action=
 
|recharge=
 
|keywords=Recharge {{5}} {{6}}
 
|effect=Close burst 10; Targets one concealed or invisible enemy within the burst that the overseer can see. The target gains no benefit from concealment or invisibility against zerg allies that are within the burst, until the end of the overseer's next turn.
 
}}
 
{{4e Creature Bottom
 
|alignment=Unaligned
 
|languages=Telepathy 50 (zerg only)
 
|skills=Dungeoneering +18, Endurance +17, Nature +18
 
|feats=
 
|strength=16
 
|strbonus=+10
 
|dexterity=18
 
|dexbonus=+11
 
|wisdom=23
 
|wisbonus=+13
 
|constitution=20
 
|conbonus=+12
 
|intelligence=16
 
|intbonus=+10
 
|charisma=16
 
|chabonus=+10
 
}}
 
  
===Overseer Tactics===
 
The overseer is a special strain derived from the overlord. It has been specially evolved to provide an even greater level of awarness to its charges on the battlefield. An overseer sports a plethora of enhanced sensory organs, allowing it to see across a greater portion of the electro-magnetic spectrum and detect the most subtle of movements and camouflage. Their psionic talents have also been improved, allowing them to pierce illusions and mystical deception with ease.
 
  
All these mutations have had an unforseen, but nonetheless useful, effect on the former overlord's ability to spawn creep. Instead of producing a carpet of creep, the overseer is able to violently expel a foul substance that distracts and confuses those it hits, making it impossible to perform complex maneuvers or spells. The overseer uses this ability on whomever it deems most dangerous, attempting to catch multiple enemies in the splash, if possible.
 
 
----
 
----
 
{{4e Monsters Breadcrumb}}
 
{{4e Monsters Breadcrumb}}

Revision as of 01:02, 3 June 2011

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Author: Techpriest88 (talk)
Date Created: 6/2/11
Status: In progress.
Editing: Please suggest on talk page.
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Elemantal "Undead"

It is common practice, in many civilizations that practice the Art of magic, to create automatons and constructs from non-living materials. This is often accomplished by fashioning a suitable vessel for an elemental spirit or essence, then infusing it into its new body and binding it to the will of the caster. The elemental spirit must have an affinity for this body, therefore, most common constructs are infused with a spirit closely aligned to the element of earth, having solid, "earthy" bodies.

The reason that mostly non-living materials are used to make constructs is that living beings, and consequently their remains, have a sort of physical memory that can make such things difficult. This is what gives soul-less undead their unique characteristics and motivations. The body most keenly remembers these things and so, given a mindless animating force, those memories will guide their actions.

Despite the obvious challenges inherent in animating such beings, a body's physical memory can be advantageous. As stated earlier, constructs are usually infused with spirits aligned with elemental earth, as the delicacy of their affinity requires. The memory of a body can, however, be strong enough to influence the sorts of elemental essence with which it has affinity. As any necromancer could tell us, these memories are particularly strong when made in the last moments of a being's life.

The advantage in choosing a once-living material in construction of automatons is that more exotic elemental spirits can be infused into the creation. This allows their master to access their unique properties and abilities. This must, of course, be undertaken with care, given the unpredictability inherent in beings so similar to the undead.

The simplest constructs of this sort, in fact, strongly resemble undead. Bodies of the deceased are, naturally, very capable vessels of an animating force. As such, they provide the most convenient approach to creating an automaton. The easiest method, however, is often the most risky, as such constructs are most similar to undead in both habit and demeanor. Often have they escaped the control of incautious masters and slain them.

With elaborate modification and preparation, the end result is significantly more predictable and controlable. One relatively common example of this is the bone golem, which is constructed in a manner very similar to other types of golems.

Scorched Bones

Scorched Bones
Level ? ?
Medium elemental construct (fire)
XP ?
Initiative +? Senses Perception +?
HP ?; Bloodied ?
AC ?; Fortitude ?, Reflex ?, Will ?
Speed 6
Traits
Aura.png ? ♦ Aura 10
Standard Actions
BasicMelee.png ? ♦ At-Will
Attack:
Close.png ? (?) ♦ Encounter
Alignment Unaligned Languages --
Str ? (+?) Dex ? (+?) Wis ? (+?)
Con ? (+?) Int ? (+?) Cha ? (+?)

Scorched Bones Tactics


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