Evil (Demonic) Toy Swarms
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
Evil Toy Swarm Level 6 Lurker
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Large Natural Animate (Construct, Swarm) XP 250
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Initiative +10
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Senses Perception +5
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Gnawing Toys aura 1; Each creature within the aura at the start of the swarm's turn takes 5 damage.
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HP 58; Bloodied 29
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AC 20; Fortitude 19, Reflex 18, Will 17
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Vulnerable 5 Area and Close burst attacks
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Saving Throws +2 against ongoing damage
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Speed 5; see also toy march
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Massacre (standard; at-will)
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+11 vs. AC; Reach 1; 1d6 +4 damage, and the target takes a -2 penalty to attack rolls against the swarm until the end of its next turn.
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Hacking Toys (standard; encounter)
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+9 vs. Reflex; Close Burst 1; 3d6 +4 damage, and the target is immobilized until the end of the swarm's next turn.
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Combat Advantage
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The swarm deals an extra 1d6 damage to creatures it has combat advantage against.
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Rugged Terrain
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Creatures and other swarms can move through the swarm's squares-- treating each square the swarm occupies as difficult terrain. Swarms that overlap each others spaces do not overlap the effects, but can independently deal damage as normal. Additionally, if a creature that is not a swarm begins its turn within the swarm's space. it is subject to an opportunity attack from the swarm. If the swarm hits the target, it grants combat advantage until the creature exits the swarm's space.
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Toy March
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As long as the swarm is not granting combat advantage, it ignores difficult terrain and is forced 1 less square from a push, pull, or slide effect.
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Alignment Evil
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Languages Common
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Skills Stealth +11
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Str 13 (+4)
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Dex 17 (+6)
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Wis 14 (+5)
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Con 16 (+6)
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Int 11 (+3)
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Cha 12 (+4)
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Toy Swarm Tactics
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
Evil Toy Swarm Abomination Level 8 Elite Brute
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Large Natural Animate (Construct, Swarm) XP 700
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Initiative +6
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Senses Perception +11
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Gnawing Toys aura 1; Each creature within the aura at the start of the swarm's turn takes 5 damage.
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HP 214; Bloodied 107
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AC 22; Fortitude 22, Reflex 20, Will 18
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Vulnerable 5 Area and Close burst attacks
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Saving Throws +2 against ongoing damage
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Speed 5; see also toy march
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Toy Slam (standard; at-will)
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+11 vs. AC; Reach 2; 2d6 +5 damage, and the target is weakened until the end of the its next turn.
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Grasping Toys (standard; at-will)
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+9 vs. Reflex; Reach 2; 2d8 +5 damage, and the target is restrained and takes a -2 penalty to all attack rolls (until escape). The abomination can only grab one opponent at a time. A grabbed opponent is subject to a basic attack at the start of its turn while it is restrained.
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Demonic Blast (standard; encounter) ♦ Necrotic
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+9 vs. Fortitude; Close Burst 2; 3d10 +5 necrotic damage, and the target is dazed (save ends). Additionally, the abomination takes half the damage deal from this attack.
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Combat Advantage
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The swarm deals an extra 1d6 damage to creatures it has combat advantage against.
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Swarm Empowerment
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Any swarm that is adjacent to the abomination or occupies one or more of the abomination's squares gains a +1 bonus to all defenses and both the abomination and the occupying swarms gain a +2 bonus to all damage rolls.
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Toy March
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As long as the swarm is not granting combat advantage, it ignores difficult terrain and is forced 1 less square from a push, pull, or slide effect.
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Alignment Evil
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Languages Common
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Skills Athletics +13; Perception +11
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Str 18 (+8)
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Dex 15 (+6)
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Wis 14 (+6)
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Con 17 (+7)
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Int 11 (+4)
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Cha 15 (+6)
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Toy Swarm Abomination Tactics
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
Evil Toy Soldier Level 6 Soldier
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Small Natural Animate (Construct) XP 250
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Initiative +8
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Senses Perception +5
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Soldier's Riposte aura 1; Any enemy that makes an opportunity attack against the Toy Soldier within its aura takes 1d8 damage
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HP 71; Bloodied 35
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AC 22; Fortitude 17, Reflex 18, Will 17
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Speed 6
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Toy Rapier (standard; at-will) ♦ Weapon
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+13 vs. AC; 1d6 +4 damage
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Dual Strike (standard; at-will)
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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.
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Silver Curtain (standard; recharge when bloodied; encounter)
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+11 vs. Reflex; Close Burst 1; 3d6 +4 damage, and the target grants combat advantage until the end of the toy soldier's next turn.
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Combat Advantage
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The toy soldier deals an extra 1d6 damage to each target it has combat advantage against
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Soldier's Footing (immediate reaction, when missed by a melee or ranged attack)
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The Toy Soldier can shift 2 squares and gain a +1 bonus to all defenses until the start of its next turn.
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Alignment Evil
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Languages Common
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Skills Insight +10; Streetwise +9
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Str 15 (+5)
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Dex 16 (+6)
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Wis 14 (+5)
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Con 15 (+5)
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Int 13 (+4)
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Cha 14 (+5)
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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 Level 7 Brute
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Medium Natural Animate (Construct) XP 300
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Initiative +5
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Senses Perception +5
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HP 96; Bloodied 48
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AC 19; Fortitude 18, Reflex 17, Will 17
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Speed 6
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Hammerhand (standard; at-will)
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+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.
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Deafening Smash (standard; encounter)
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+8 vs. Fortitude; Close Burst 2; 2d8 +5 damage, and the target is dazed and deafened (save ends both).
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Shaking Earth (standard; encounter)
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+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.
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Hammering Focus (Minor; Encounter)
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The toy hammerer can make a melee basic attack
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Hammering Frenzy
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The toy hammerer can make two melee basic attacks while it is bloodied
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Stiff Defenses
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When the toy hammerer expends both encounter attack powers, it gains a +2 bonus to all defenses.
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Alignment Evil
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Languages Common
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Skills Athletics +11; Endurance +11
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Str 17 (+6)
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Dex 14 (+5)
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Wis 14 (+5)
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Con 16 (+6)
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Int 12 (+4)
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Cha 14 (+5)
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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 Level 7 Skirmisher
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Small Natural Animate (Construct) XP 300
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Initiative +8
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Senses Perception +10
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HP 79; Bloodied 39
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AC 21; Fortitude 17, Reflex 18, Will 18
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Saving Throws +2 against dazed and slowed
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Speed 4; fly 6 (clumsy)
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Skyclaw (standard; at-will)
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+12 vs. AC; 1d8 +5 damage
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Skewering Bolt (standard; at-will)
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+10 vs. Reflex; Ranged 10; 1d6 +4 damage
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Obscuring Wings (standard; recharge when bloodied; encounter)
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+10 vs. Reflex; Close Burst 1; 3d8 +5 damage, and the target is slowed and takes a -2 penalty to attacks against the skykite and its allies (save ends both).
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Entropic Wings (immediate reaction, when missed by a ranged attack)
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The skykite gains a +1 bonus to all defenses and can fly an additional square on its next turn.
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Puncturing Bolt (minor; encounter)
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The skykite gains a +1 bonus to its next ranged attack.
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Alignment Evil
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Languages Common
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Skills Acrobatics +11; Perception +10
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Str 13 (+4)
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Dex 17 (+6)
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Wis 15 (+5)
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Con 15 (+5)
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Int 13 (+4)
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Cha 16 (+6)
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Equipment Crossbow Bolts (5)
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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 Level 8 Controller
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Small Natural Animate (Construct)
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Alignment
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Languages
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Str (+)
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Dex (+)
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Wis (+)
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Con (+)
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Int (+)
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Cha (+)
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Evil Toy Rockhurler
Evil Toy Rockhurler Level 9 Artillery
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Medium Natural Animate (Construct)
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Alignment
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Languages
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Str (+)
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Dex (+)
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Wis (+)
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Con (+)
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Int (+)
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Cha (+)
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Evil Toy Jaguar
Evil Toy Jaguar Level 9 Elite Lurker
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Medium Natural Animate (Construct)
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Alignment
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Languages
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Str (+)
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Dex (+)
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Wis (+)
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Con (+)
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Int (+)
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Cha (+)
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Evil Toy Swarm Lore
A character knows the following information with a successful check.
- DC 15:
- DC 20:
- DC 25:
Encounter Groups
Level Encounter (XP )
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