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Revision as of 23:10, 10 August 2017
Contents
Random Ideas
Corpsebuilder Wasp: constructs its hive from the bodies of other creatures; has a power to entomb an enemy, trapping and potentially suffocating it. Dire Tatzelwurm: Level 11 lurker, swallows creatures whole.
Wood Elemental
Lesser Wood Elemental Level 1 Artillery
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Small elemental magical beast (plant) XP 100
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Initiative +3 | Senses Perception +0 | |
HP 25; Bloodied 12 | ||
AC 13; Fortitude 13, Reflex 14, Will 12 | ||
Vulnerable 5 fire | ||
Speed 6, climb 6 | ||
Traits | ||
Wickerflame ♦ Fire | ||
Whenever the elemental takes fire damage, its attacks deal ongoing 5 fire damage (save ends) until the end of its next turn. | ||
Standard Actions | ||
Slam (at-will) | ||
Attack: Melee 1 (one creature); +6 vs AC Hit: 1d6 + 3 damage. | ||
Splinter (at-will) | ||
Attack: Ranged 10 (one creature); +7 vs AC Hit: 1d8 + 4 damage. | ||
Triggered Actions | ||
Thornburst (Recharges when the elemental is first bloodied) | ||
Attack: Area burst 2 within 10 (enemies in the burst); +5 vs Reflex Hit: 2d6 + 4 damage. On a critical hit, the target is also slowed (save ends). | ||
Alignment unaligned | Languages understands Primordial | |
Str 12 (+1) | Dex 16 (+3) | Wis 11 (+0) |
Con 13 (+1) | Int 5 (–3) | Cha 6 (–2) |
Compost Ooze
Compost Ooze Level 2 Brute (Leader)
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Small natural beast (blind, ooze, plant) XP 125
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Initiative +1 | Senses Perception +1, blindsight | |
HP 46; Bloodied 23 | ||
AC 14; Fortitude 16, Reflex 14, Will 12 | ||
Immune blinded, gaze effects; Resist 5 acid; Vulnerable 5 fire | ||
Speed 5 | ||
Traits | ||
False Appearance | ||
While the ooze remains motionless, it resembles a pile of dead plant matter. A creature must make a DC 20 Perception check to notice that the ooze is a living creature. | ||
Ooze | ||
While squeezing, the ooze moves at full speed rather than half speed. It doesn't take the -5 penalty to attack rolls, and it doesn't grant combat advantage for squeezing. | ||
Standard Actions | ||
Slam (at-will) ♦ Acid | ||
Attack: Melee 1 (one creature); +7 vs AC Hit: 2d6 + 5 acid damage, or 3d6 + 5 against plants. | ||
Triggered Actions | ||
Fertilize ♦ Healing | ||
Trigger: The ooze drops to 0 hit points. Effect: Close burst 2 (plants in the burst). Each target regains 5 hit points. | ||
Alignment unaligned | Languages — | |
Str 11 (+1) | Dex 12 (+2) | Wis 10 (+1) |
Con 16 (+4) | Int 1 (–4) | Cha 1 (–4) |
Shriek Beetle
Also known as hissing beetles or screech beetles, these omnivorous insects can be found in a wide range of environments and will eat almost anything. They are typically brown or tan in color and can be easily identified by the large tufts of bristly hair just below their mouths, which gives them the appearance of having a beard. When threatened, a shriek beetle lets out a piercing screech that can temporarily deafen their would-be predator.
Shriek Beetle Level 11 Controller
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Medium natural beast (blind) XP 600
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Initiative +7 | Senses Perception +12; blindsight | |
HP 115; Bloodied 57 | ||
AC 25; Fortitude 23, Reflex 21, Will 22 | ||
Speed 6, burrow 4 | ||
Standard Actions | ||
Bite (at-will) | ||
Attack: Melee 1 (one creature); +16 vs. AC Hit: 1d8 + 10 damage. | ||
Piercing Screech (recharge ) ♦ Thunder | ||
Attack: Close burst 5 (creatures in burst); +13 vs. Fortitude Hit: 3d8 + 10 thunder damage, and the target is dazed and deafened until the end of the shriek beetle’s next turn. Special: Deafened creatures are unaffected by this power. | ||
Minor Actions | ||
Warning Hiss (at-will 1/round) ♦ Fear | ||
Attack: Ranged 5 (one creature); +15 vs. Will Hit: The target takes a –2 penalty to attack rolls against the shriek beetle (save ends). | ||
Triggered Actions | ||
Death Shriek (encounter) ♦ Thunder | ||
Trigger: The shriek beetle is reduced to 0 hit points. Effect (Immediate Interrupt): The shriek beetle makes a piercing screech attack with a +2 bonus to the attack roll. If the attack hits, it automatically deals maximum damage. | ||
Alignment Unaligned | Languages — | |
Skills Athletics +13 | ||
Str 16 (+8) | Dex 14 (+7) | Wis 15 (+17) |
Con 19 (+9) | Int 1 (+1) | Cha 8 (+3) |
Shriek Beetle Tactics
Shriek beetles don't anger easily, but once they have determined a particular creature to be a threat they will attack it relentlessly. It will pursue the first creature that attacks it endlessly, using piercing screech whenever it is available and relying on warning hiss to keep other enemies out of the fray.
Shriek Beetle Lore
A character knows the following information with a successful Nature check.
- DC 20: Adventurers know about shriek beetles primarily because of their screech, but farmers and other commoners who live on the frontiers of the world know about them because of their voracious appetites. Although an individual shriek beetle eats surprisingly little for a creature of its size -- about the equivalent of a single human meal per day -- these insects often congregate in large groups and remain in a given area until all sources of food have been consumed, which can make them a major threat to crops and small animals if they are not quickly killed or driven off. Some progressive thinkers have had limited success raising shriek beetles as livestock, but the trend hasn't quite caught on yet: their meat is wholesome but tough, and their chitin is brittle enough to limit its use primarily to jewelry and simple houseware goods (plates, bowls, and the like).
- DC 25: Shriek beetles hate the smell of their own dead; crafty farmers sometimes lace their soil with the guts of a freshly-slain shriek beetle, which not only wards off other beetles but also serves as an effective fertilizer.
Abeil Vassal
Description
Abeil Vassal Level 6 Minion Brute
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Medium natural humanoid XP 62
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Initiative +5 | Senses Perception +6 | |
HP 1; a missed attack never damages a minion. | ||
AC 18; Fortitude 19, Reflex 17, Will 18 | ||
Speed 6, fly 4 (clumsy) | ||
Traits | ||
Hive Mind ♦ Aura 10 | ||
As long as the abeil vassal has at least one ally with telepathy in the aura, it does not grant combat advantage for being flanked or surprised. | ||
Swarm Tactics | ||
An abeil vassal gains a +1 bonus to attack rolls while adjacent to one or more allies. | ||
Standard Actions | ||
Javelin (at-will) ♦ Weapon | ||
Attack: Melee 1 (one creature); +11 vs. AC Hit: 5 damage. | ||
Thrown Javelin (at-will) ♦ Weapon | ||
Attack: Ranged 10/20 (one creature); +11 vs. AC Hit: 5 damage. | ||
Lethargic Sting (at-will) ♦ Poison | ||
Attack: Melee 1 (one creature); +10 vs. AC Hit: 8 poison damage and the target is slowed until the beginning of the abeil vassal's next turn. Effect: The abeil vassal dies. | ||
Alignment Unaligned | Languages Common; telepathy 10 | |
Skills Nature +11 | ||
Str 16 (+6) | Dex 14 (+5) | Wis 16 (+6) |
Con 19 (+7) | Int 10 (+3) | Cha 9 (+2) |
Equipment 5 javelins | ||
Abeil Vassal Tactics
Though better suited to manual labor, vassals defend their hives without fear for their own safety. They will typically send one or two of their numbers as runners to alert other abeils (preferably soldiers) to the danger, while the remainder stay behind to slow and distract the intruders for as long as possible. Half remain on the ground to keep any melee enemies busy while the rest use thrown javelin from the air. Once they've been reduced to about one-fourth their original numbers, vassals begin sacrificing themselves one at a time using lethargic sting in an attempt to buy a few more rounds for reinforcements to arrive and prevent their enemies from invading too far into the hive.
Abeil Lore
A character knows the following information with a successful Nature check.
DC 15: Lore
DC 20: Lore
Abeil Soldier
Description
Abeil Soldier Level 8 Soldier
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Large natural humanoid XP 350
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Initiative +8 | Senses Perception +12 | |
HP 92; Bloodied 46 | ||
AC 24; Fortitude 22, Reflex 19, Will 20 | ||
Speed 6, fly 8 | ||
Traits | ||
Hive Mind ♦ Aura 10 | ||
As long as the abeil soldier has at least one ally with telepathy in the aura, it does not grant combat advantage for being flanked or surprised. | ||
Swarm Tactics | ||
An abeil soldier gains a +1 bonus to attack rolls while adjacent to one or more allies. | ||
Standard Actions | ||
Halberd (at-will) ♦ Weapon | ||
Attack: Melee 3 (one creature); +13 vs. AC Hit: 1d10 + 5 damage. | ||
Crossbow (at-will) ♦ Weapon | ||
Attack: Ranged 15/30 (one creature); +13 vs. AC Hit: 1d8 + 5 damage. | ||
Lethargic Sting (recharge ) ♦ Poison | ||
Attack: Melee 2 (one creature); +12 vs. AC Hit: 3d10 + 5 poison damage and the target is slowed until the end of the abeil soldier's next turn. | ||
Move Actions | ||
Drone (encounter) ♦ Sleep, Thunder | ||
Attack: Close burst 3 (creatures in burst); +9 vs. Will Hit: 3d8 + 5 thunder damage and the target is asleep. Special: Abeils are immune to the sleep caused by drone, but not the damage it deals. | ||
Alignment Unaligned | Languages Common; telepathy 10 | |
Skills Nature +12 | ||
Str 22 (+10) | Dex 15 (+6) | Wis 16 (+7) |
Con 20 (+9) | Int 12 (+5) | Cha 10 (+4) |
Equipment halberd, hide armor | ||
Abeil Soldier Tactics
Soldiers attack en masse, swarming the greatest threat in any given battle. Like vassals, soldiers split their numbers between a ground force that uses ranseur and lethargic sting attacks to keep foes busy and an aerial force that rains down crossbow attacks from beyond enemy reach. Once a soldier on the ground uses its lethargic sting it takes to the air while it waits for the ability to recharge, with one of the previously flying soldiers taking its place on the ground, ensuring that they are able to maintain a constant assault on enemy forces. They coordinate their attacks so that they all activate drone within a round or two of each other, intentionally forcing enemies into tightly packed formations to maximize the attack's effectiveness.
Abeil Queen
Description
Abeil Queen Level 10 Solo Controller
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Medium natural humanoid XP 2,500
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Initiative +7 | Senses Perception +12 | |
HP 428; Bloodied 214 | ||
AC 24; Fortitude 22, Reflex 23, Will 24 | ||
Speed 6, fly 8 | ||
Traits | ||
Hive Mind ♦ Aura 10 | ||
As long as the abeil queen has at least one ally with telepathy in the aura, it does not grant combat advantage for being flanked or surprised. | ||
Overpowering Pheromone ♦ Aura 10 | ||
Enemies in the aura take a -2 penalty to all defenses and damage rolls. | ||
Swarm Tactics | ||
An abeil queen gains a +1 bonus to attack rolls while adjacent to one or more allies. | ||
Standard Actions | ||
Quarterstaff (at-will) ♦ Weapon | ||
Attack: Melee 1 (one creature); +15 vs. AC Hit: 1d8 + 5 damage. | ||
Lethargic Sting (at-will) ♦ Poison | ||
Attack: Melee 2 (one creature); +15 vs. AC Hit: 2d6 + 5 poison damage and the target is slowed until the end of the abeil queen's next turn. | ||
Move Actions | ||
Larval Swarm (at-will) ♦ Poison | ||
Attack: Ranged 10/20 (one creature); +14 vs. Fortitude Hit: 1d8 + 5 poison damage and the target grants combat advantage to the abeil queen and its allies (save ends). | ||
Drone (recharge ) ♦ Sleep, Thunder | ||
Attack: Close burst 3 (creatures in burst); +12 vs. Will Hit: 3d8 + 5 thunder damage and the target is asleep. Special: Abeils are immune to the sleep caused by drone, but not the damage it deals. | ||
Triggered Actions | ||
Defend Your Queen (recharge ) | ||
Trigger: The abeil queen is targeted by a melee or ranged attack while an ally is within 5 squares. Effect (Immediate Interrupt): The abeil queen picks an ally within 5 squares. That target shifts to an unoccupied square adjacent to the queen and becomes the target of the attack. | ||
Alignment Unaligned | Languages Common; telepathy 10 | |
Skills Nature +12 | ||
Str 17 (+8) | Dex 15 (+7) | Wis 16 (+8) |
Con 19 (+9) | Int 20 (+10) | Cha 22 (+11) |
Equipment quarterstaff, silk robes | ||
Abeil Queen Tactics
The queen leads from amidst her subjects, using larval swarm twice each round to infest as many enemies as possible. If two or more enemies get in range, the queen unleashes drone to hit as many as possible and then uses lethargic sting against the greatest threat before retreating on the next round. She uses defend your queen whenever possible, preferring to sacrifice the weakest combatants (usually vassals) to minimize the colony's losses. If it becomes clear that she cannot win a fight, she commands her remaining forces to cover her retreat and attempts to escape: if the queen dies the entire colony will perish, so she will sacrifice as many abeils as necessary to ensure her (and therefore the hive's) continued survival.
Aatxe
The aatxe (pronounced aht-zee) is a protector spirit that avenges those who have been wronged and punishes criminals and other malevolent people.
Aatxe Level 8 Brute (Leader)
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Large natural magical beast XP 350
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Initiative +6 | Senses Perception +7; darkvision | |
HP 109; Bloodied 54 | ||
AC 20; Fortitude 23, Reflex 19, Will 20 | ||
Resist insubstantial | ||
Speed 6 | ||
Traits | ||
Forewarning ♦ Aura 5 | ||
Allies in the aura gain a +1 bonus to all defenses. | ||
Sacred Vengeance | ||
The aatxe gains a +4 bonus to damage rolls against creatures of Evil or Chaotic Evil alignment | ||
Standard Actions | ||
Fiery Hoof (at-will) ♦ Fire | ||
Attack: Melee 2 (one creature); +13 vs. AC Hit: 2d8 + 5 fire damage. Special: This attack ignores any resistance to fire that the target may possess, but not total immunity to fire. | ||
Minor Actions | ||
Change Shape (at-will) ♦ Polymorph | ||
Effect: The aatxe alters its physical form to appear as a male human until it uses change shape again or until it is reduced to 0 hit points. While in human form the aatxe is a Medium creature and cannot use its fiery hoof attack. To assume a specific individual's form, the aatxe must have seen that individual. Other creatures can make a DC 19 Insight check to discern that its human form is a disguise. | ||
Triggered Actions | ||
Avenging Strike (at-will) ♦ Fire | ||
Trigger (Immediate Reaction): An enemy adjacent to the aatxe makes an attack against an ally. Effect: The aatxe makes a fiery hoof attack against the target. If the triggering attack deals direct damage (as opposed to ongoing damage), that damage is split evenly between the aatxe and the triggering attack's intended target (with any excess damage being taken by the aatxe). | ||
Safeguard (at-will) ♦ Teleportation | ||
Trigger (Immediate Reaction): An ally within 10 squares is bloodied by an attack. Effect: The ally teleports to an empty square adjacent to the aatxe of the ally's choice and gains resist 5 to all damage until it is no longer adjacent to the aatxe. | ||
Alignment Good | Languages — | |
Str 24 (+11) | Dex 15 (+6) | Wis 17 (+7) |
Con 19 (+8) | Int 12 (+5) | Cha 10 (+4) |
Aatxe Tactics
Flavor.
Aatxe Lore
A character knows the following information with a successful Nature check.
- DC 20:
- DC 25: