Man-Thing Level 10 Solo Controller (Lurker)
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Medium Aberration Humanoid (undead) XP 2,500
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Initiative +13
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Senses Perception +11; darkvision
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Corrupting Presence aura 2; enemies gain vulnerable 5 psychic and necrotic, and suffer a -2 penalty to saving throws, Fortitude and Will defenses. The man-thing can activate and deactivate this aura at-will as a free action. This aura deactivates and cannot be activated in areas of bright light. Whenever the man-thing takes radiant damage, this aura deactivates, and cannot be activated until the end of its next turn.
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HP 410; Bloodied 205
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Regeneration 5 (if the Man-Thing takes radiant damage, its regeneration doesn’t function on its next turn)
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AC 30; Fortitude 25, Reflex 28, Will 21
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Immune disease, necrotic, poison; Vulnerable 10 radiant
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Saving Throws +5
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Speed 8 (swamp walk), climb 8
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Action Points 2
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Bite (standard; at-will) ♦ Necrotic
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Attack: Melee 1 (one creature); +19 vs. AC
Hit: 2d8+8 necrotic and poison damage, or 2d8 + 24 necrotic and poison damage on a critical. In addition, the target is afflicted with Soul Venom (save ends).
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Tail Lash (standard; at-will) ♦ Necrotic, Poison
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Attack: Reach 2 (one creature); +19 vs. AC
Hit: 2d4+8 damage, or 2d8 + 16 necrotic and poison damage on a critical. In addition the target is afflicted with Soul Venom (save ends), is immobilized and grants combat advantage (save ends both).
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Flesh Frenzy (standard; , recharges when first bloodied, or when it first bloodies an enemy, or when it first drops an enemy to 0 hit points or fewer) ♦ Necrotic, Poison
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The Man-Thing makes two bite attacks against a single target, and a tail lash attack against another target within range. If at least one bite attack hits, the target is grabbed, knocked prone, loses a healing surge, the Man-Thing regains hit points equal to the target's healing surge value, and any one of the Man-Thing's powers other than flesh frenzy are recharged. Any excess hit points become temporary hit points. When charging, the Man-Thing can use this power in place of a melee basic attack.
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Grip of Terror (standard; ) ♦ Fear, Illusion, Psychic
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Attack: Ranged 10; +17 vs. Will
Hit: 2d10+8 psychic damage, or 2d8 + 28 psychic damage on a critical. Target is stunned until the end of the man-thing's next turn. Target takes a -2 penalty to all attacks, ongoing 5 psychic damage and grants combat advantage (save ends all).
Miss: Half damage. Target is dazed until the end of the Man-Thing's next turn.
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Wave of Ruin (standard; at-will) ♦ Necrotic, Poison
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Attack: Close blast 3 (each creature in blast); +17 vs. Fortitude
Hit: 2d6+8 necrotic and poison damage, or 2d8 + 20 necrotic and poison damage on a critical. Push the target 4 squares, and the target falls prone at the end of this forced movement. This attack must use a water filled square within ten squares of the Man-Thing as the attack's origin square. Extinguishes flames and destroys fire zones completely in the area. If used 5 times or more, the boat sinks.
Miss: Half damage.
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Flesh Puppet (standard; encounter) ♦ Conjuration, Illusion
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Ranged 10; Conjures the man-thing's skin as a puppet in an unoccupied square within range, powerful glamours making it appear as a perfectly convincing duplicate. The puppet can be attacked, can flank, has hit points equal to half the Man-Thing's bloodied value, occupies its space, and can make the bite or tail lash attack as a standard action or opportunity attack. The Man-Thing can move the puppet up to his speed as a move action, or when taking a move action. The Man-Thing can have the puppet take a standard action when taking a standard action. A DC 25 Perception or Insight check reveals the puppet's true nature.
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Nightshroud (minor; sustain minor; ) ♦ Illusion, Zone
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Close burst 2 within 10; creates a zone of darkness that blocks line of sight (creatures with dark vision ignore this effect). All light in the zone becomes darkness. When the man-thing moves, the zone moves with it, remaining centered on it. Undead in the zone gain resist 10 radiant and a +1 bonus to attack and damage rolls. This effect ends immediately when the man-thing's corrupting presence aura is deactivated, and this attack cannot be used while it is deactivated.
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Personal Shadow Stride (move;;   or when first bloodied) ♦ Illusion
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The man-thing becomes invisible and gains phasing until the end of its next turn, then shifts his speed. This attack can be used with the flesh puppet attack as a free action. If so, Shadow Stride activates first, with the puppet appearing in the man-thing's former square if he moves at least 1 square away from his original position. If a creature recognizes the puppet's true nature on this turn, it realizes that the man-thing has moved.
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Effect Soul Venom ♦ Necrotic, Poison
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Ongoing 5 necrotic and poison damage (save ends).
First failed save: Ongoing 10 necrotic and poison damage, and the target is slowed (save ends).
Second failed save: Ongoing 15 necrotic and poison damage, and the target is dazed (save ends).
Third failed save: Ongoing 20 necrotic and poison damage, and the target is stunned instead of dazed (save ends).
Fourth failed save: Ongoing 25 necrotic and poison damage, and the target is dominated instead of stunned and slowed (save ends).
Each failed save: The target suffers a penalty to the next saving throw against this effect equal to the number of failed saving throws made against this effect up to a maximum -5 penalty.
If a player affected by Soul Venom drops to 0 or less HP, it regains consciousness and is dominated until its hit point total is 1 or higher (no save). If a player affected by Soul Venom dies, it becomes a Flayed One under the control of the Man-Thing on the beginning of its next turn.
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Trait Mask of Flesh ♦ Illusion
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The Man-Thing gains a +10 power bonus to all Bluff checks (included in skills).
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Trait Ravenous Hunger
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The man-thing gains a +2 bonus to all attack and damage rolls versus bloodied targets. While bloodied, the man-thing gains a +2 bonus to all attack and damage rolls, and a +4 bonus to all attack and damage rolls versus bloodied targets.
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Alignment Chaotic evil
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Languages Abyssal, Common
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Skills Acrobatics +18, Endurance +15, Bluff +19, Stealth +18,
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Str 16 (+8)
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Dex 26 (+13)
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Wis 12 (+6)
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Con 20 (+10)
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Int 16 (+8)
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Cha 8 (+4)
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