Difference between revisions of "User:Ghostwheel/Saga/Monsters"
From Dungeons and Dragons Wiki
< User:Ghostwheel | Saga
m (Gataneka Future moved page User:Ghostwheel/Saga/Monsters to User:Big fat hairy balls/Saga/Monsters without leaving a redirect) |
m (Surgo moved page User:Big fat hairy balls/Saga/Monsters to User:Ghostwheel/Saga/Monsters without leaving a redirect: more puerile spam to clean up) |
(No difference)
|
Latest revision as of 23:41, 24 May 2022
Pyramid (Level 3 solo) - 1400 xp 64 HP AC 15, Fort 16, Ref 13, Will 13 Sword attack: +4 melee vs. AC to all enemies within 10' reach or targets take 4d6 damage and gain 2 fear points Bellow of madness: Ranged swift, +4 vs. Will or target takes 4d6 damage Pushing blow: +4 melee vs. Fort or target is knocked prone and takes 8d6 damage Leonard (Level 3 normals) - 350 xp each 32 HP AC 16, Fort 15, Ref 12, Will 14 +4 melee vs. Fortitude: 3d6 and and target gains a fear point, losing one every round Aura of fear - Anyone who starts their turn next to a Leonard takes a +4 attack vs. Will or gains a fear point and takes 2d6 damage 2 fear stacks - shaken 5 fear stacks - frightened 10 fear stacks - panicked Lemures (Minion - 1st) - 25 xp 1 HP AC 14, Fort 16, Ref 16, Will 10 +3, 1d6 Witch (4th, Sorc PC class) Arklemens - Red Abishai (5th level) 800 xp HP 42 AC 16, Fort 18, Ref 15, Will 16 +5/+5/+3, 1d8+4, 1d8+4, 2d4 (acid) + 2d4 + 8 Blood worms (1st Minion) - 25 xp HP 1 AC 14, Fort 15, Ref 14, Will 13 Strangle +3, 1d4 damage, and +3 vs. Reflex or target is prone If prone inside the blood, take 2 ongoing damage (save ends) and automatically shaken White Abishai (1st) Normal - 100 xp Fly 6 HP 26 AC 14, Fort 12, Ref 17, Will 14 Command; +3 vs. Will or target must follow a single command Cone of cold; 3 blast, +3 vs. Reflex or take 2d6 damage (Recharge 5, 6) Claws: +3, +3 (1d6+3) Nupperibo (Minions - 2nd) 45 xp HP 1 AC 15, Fort 17, Ref 10 Will 13 +4, 1d8+3 and +4 will attack or target gains a fear point, losing one every round 2 fear stacks - shaken 5 fear stacks - frightened 10 fear stacks - panicked Karnyne (Level 2 Elite - 360 XP) AC 15, Fort 16, Ref 12, Will 15 HP 39 Raise ally (touch) - move action, target allied minion revives Fury of the gods - +4 vs. Will, target takes 2d6+11 damage, +2 damage for every ally adjacent to the target Fated Encounter - Fighter (Rendela) + 5 Wars AC 16, Fort 16, Ref 13, Will 13 HP 39 Barrel over: +4 vs. Fortitude, target takes 1d10+10, +4 vs. Reflex, target takes 1d10+4 and is prone Mercykillers - Wizard (Kayle) + 5 Wars AC 13, Fort 14, Ref 13, Will 17 HP 39 Flame Strike: +4 vs. AC (Touch), all enemies within a 15’ square take 8d6 damaget Flame Burst: 15’ burst, +4 vs. Reflex, all enemies take 4d6 damage Warriors (Level 2 minions - 45 xp each) AC 16, Fort 16, Ref 12, Will 12 HP 1 Tricksy maneuver: +4 vs. AC for 1d8+3 damage, may target Will if flanking Timlin (Level 2 solo - 720 xp) AC 15, Fort 16, Ref 13, Will 14 HP 56 (Swift) Call of the Light: 10’ AoE, +4 vs. Will or take 2d6+2 damage and -2 to attacks for one round Gutsnake: +4 vs. Fort, 1d10+6 damage, if target is under Call of the Light they take an additional 2d6 damage Owlbear (2nd) 34 HP AC 13, Fort 18, Ref 14, Will 12 Immune to Flanking Ferocious Screech: 1/round, all enemies within 30’ make take a WIll attack (+4) or are shaken for 1d4 rounds. Attack: +4, 2d8+4 damage, Ref attack +4 or be immobilized If an enemy ends their turn immobilized and adjacent to the owlbear, they take an additional 1d6+4 damage. Grey Ooze (1st elite) Elites should do +25% extra damage of what a normal monster would do, and multiply the health of a normal by 2. Furthermore, increase all attacks, saves, ACs, and DCs by 2. Elites are immune to incapacitating effects. Elites don't use debilitating effects. AC 16, Fort 19, Ref 11, Will 16 +6, 4d6+2 Spinagon (2nd) 28 HP AC 15, Fort 16, Ref 14, Will 16 Spiny spikes: On being hit with a melee attack, the attacker takes 1d4+2 damage. Attack +4, 2d6+4 Thrown Spine: +4, 2d6+2, +4 vs. Ref or immobilized (save ends) Abishai (4th level) HP 36 AC 16, Fort 18, Ref +15, Will 16 +5/+5/+3, 1d8+4, 1d8+4, 2d4 (acid) + 2d4 + 8 Corrupted Merlone (1st solo) 52 HP AC 14, Fort 16, Ref 13, Will 15 Acidic blood - anyone hitting him with a melee attack takes 5 acid damage Standard attack - 4 tentacles at +3, 1d4+1 damage each