User:Dracomortis/Sandbox

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Random Ideas[edit]

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.

Shadow Elemental[edit]

Lesser Shadow Elemental
Level 1 Lurker
Small shadow magical beast
XP 100
Initiative +8 Senses Perception +0, darkvision
HP 22; Bloodied 11
AC 15; Fortitude 11, Reflex 15, Will 13
Vulnerable 5 radiant
Speed 6
Traits
Shadowcrawler
The elemental gains a +2 bonus to speed while in dim light or darkness. It takes a –2 penalty to speed while in bright light.
Standard Actions
BasicMelee.png Slam (at-will)
Attack: Melee 1 (one creature); +6 vs AC
Hit: 1d8 + 4 necrotic damage.
Ranged.png Dark Claws (encounter) ♦ Zone
Attack: Ranged 10 (one creature in dim light or darkness); +4 vs Fortitude
Hit: 3d6 necrotic damage, or 4d6 if the elemental is hidden from its target.
Move Actions
Shadow Jaunt (at-will) ♦ Teleportation
Requirement: The elemental must be in a square of dim light or darkness.
Effect: The elemental teleports up to 6 square and gains partial concealment until the end of its next turn.
Alignment unaligned Languages understands Primordial
Skills Stealth +9
Str 15 (+2) Dex 18 (+4) Wis 11 (+0)
Con 10 (+0) Int 5 (–3) Cha 6 (–2)

Blackvine Briarguard[edit]

Blackvine Briarguard
Level 2 Soldier
Medium natural animate (plant, undead)
XP 125
Initiative +6 Senses Perception +3, darkvision
HP 37; Bloodied 18
AC 18; Fortitude 15, Reflex 15, Will 12
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 6
Standard Actions
BasicMelee.png Vine Whip (at-will)
Attack: Melee 2 (one creature); +7 vs AC
Hit: 1d8 + 5 damage.
Effect: The briarguard marks the target until the end of the briarguard's next turn.
Area.png Briar Cage (encounter) ♦ Zone
Effect: Area burst 1 within 5. The burst creates a zone until the end of the encounter. Creatures inside the zone have concealment against creatures outside of it, and vice versa. Creatures that enter or exit the zone take 2d4 + 3 damage.
Triggered Actions
Shield of Vines (at-will)
Trigger: An enemy marked by the briarguard makes an attack against an ally within 5 squares that doesn't include the briarguard as a target.
Effect (Immediate Interrupt): The briarguard pulls one ally targeted by the attack up to 5 squares, shifts into the space previously occupied by that ally, and becomes the new target of the attack.
Alignment unaligned Languages
Str 12 (+2) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (–3) Cha 3 (–3)

Blackvine Sporewalker[edit]

Blackvine Sporewalker
Level 2 Brute
Medium natural animate (plant, undead)
XP 125
Initiative +0 Senses Perception +0, darkvision
HP 44; Bloodied 22
AC 14; Fortitude 16, Reflex 14, Will 12
Immune disease, poison; Vulnerable 5 fire
Speed 4
Traits
Zombie Weakness
A critical hit automatically reduces the sporewalker to 0 hit points.
Standard Actions
BasicMelee.png Slam (at-will)
Attack: Melee 1 (one creature); +7 vs AC
Hit: 1d12 + 5 damage.
Minor Actions
Close.png Fungal Spores (at-will; 1/round) ♦ Poison
Attack: Close burst 1 (creatures in the burst); +5 vs Fortitude
Hit: 5 poison damage.
Triggered Actions
Deathless Hunger (encounter)
Trigger: The sporewalker is reduced to 0 hit points, but not by a critical hit.
Effect (No Action): Roll a d20. On a 15 or higher, the sporewalker is reduced to 1 hit point.
Close.png Sporeburst (recharge D6 (4).gif D6 (5).gif D6 (6).gif) ♦ Poison
Trigger: The sporewalker is reduced to 0 hit points.
Attack (No Action): Close burst 2 (creatures in the burst); +5 vs Fortitude
Hit: 2d8 + 6 poison damage, and the target is blinded until the end of its next turn.
Alignment unaligned Languages
Str 12 (+2) Dex 8 (+0) Wis 8 (+0)
Con 14 (+3) Int 1 (–4) Cha 3 (–3)

Wood Elemental[edit]

Lesser Wood Elemental
Level 1 Artillery
Small elemental magical beast (plant)
XP 100
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
BasicMelee.png Slam (at-will)
Attack: Melee 1 (one creature); +6 vs AC
Hit: 1d6 + 3 damage.
BasicRanged.png Splinter (at-will)
Attack: Ranged 10 (one creature); +7 vs AC
Hit: 1d8 + 4 damage.
Triggered Actions
Area.png 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[edit]

Compost Ooze
Level 2 Brute (Leader)
Small natural beast (blind, ooze, plant)
XP 125
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
BasicMelee.png 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[edit]

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
Medium natural beast (blind)
XP 600
Initiative +7 Senses Perception +12; blindsight
HP 115; Bloodied 57
AC 25; Fortitude 23, Reflex 21, Will 22
Speed 6, burrow 4
Standard Actions
BasicMelee.png Bite (at-will)
Attack: Melee 1 (one creature); +16 vs. AC
Hit: 1d8 + 10 damage.
Close.png Piercing Screech (recharge D6 (4).gif D6 (5).gif D6 (6).gif) ♦ 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
Ranged.png 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
Close.png 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[edit]

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[edit]

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[edit]

Description

Abeil Vassal
Level 6 Minion Brute
Medium natural humanoid
XP 62
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
BasicMelee.png Javelin (at-will) ♦ Weapon
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 5 damage.
BasicRanged.png Thrown Javelin (at-will) ♦ Weapon
Attack: Ranged 10/20 (one creature); +11 vs. AC
Hit: 5 damage.
Melee.png 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[edit]

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[edit]

A character knows the following information with a successful Nature check.

DC 15: Lore

DC 20: Lore

Abeil Soldier[edit]

Description

Abeil Soldier
Level 8 Soldier
Large natural humanoid
XP 350
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
BasicMelee.png Halberd (at-will) ♦ Weapon
Attack: Melee 3 (one creature); +13 vs. AC
Hit: 1d10 + 5 damage.
BasicRanged.png Crossbow (at-will) ♦ Weapon
Attack: Ranged 15/30 (one creature); +13 vs. AC
Hit: 1d8 + 5 damage.
Melee.png Lethargic Sting (recharge D6 (5).gif D6 (6).gif) ♦ 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
Close.png 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[edit]

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[edit]

Description

Abeil Queen
Level 10 Solo Controller
Medium natural humanoid
XP 2,500
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
BasicMelee.png Quarterstaff (at-will) ♦ Weapon
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 1d8 + 5 damage.
Melee.png 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
BasicRanged.png 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).
Close.png Drone (recharge D6 (6).gif) ♦ 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 D6 (4).gif D6 (5).gif D6 (6).gif)
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[edit]

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[edit]

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)
Large natural magical beast
XP 350
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
BasicMelee.png 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
Melee.png 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[edit]

Flavor.

Aatxe Lore[edit]

A character knows the following information with a successful Nature check.

DC 20:
DC 25: