In November of 2010 I wrote a month worth of daily monsters for NaMoDesMo (National Monster Design Month) and published them on my blog. I was running a 4th edition D&D game at the time, so I stuck with that system. These monsters are mostly a collection of memes (not all of which have aged well) and silly jokes.
I wouldn't say these monsters are good per-say, but looking back on them in 2020 I would say the exercise of writing them was probably good for me. It took an enormous amount of research, design, and making words happen to create all these monsters in a month and at the end of it I felt really wrung out. I understand why folks do this kind of exercise with novels. "Just keep making words until you're done" is a useful skill for a lot of design projects!
Below you'll find the monster posts. I archived them as best I could before my old blog lit itself on fire. The formatting isn't great, but I'm definitely not going to bother redoing it.
November 1, 2010
NaMoDesMo: National Monster Design Month
Filed under: D&D,Games,NaMoDesMo — Eva @ 12:17 pm
My friend Michael passed on this suggestion in late October:
@roninkakuhito RT @mrfb: Hey #dnd designers: Let’s start NaMoDesMo (Nat’l Monster Design Month), and make a stat block & fluff article every day in November.
I thought, what the heck, I clearly haven’t over-committed all my time already, I’m going to do it.
The rules of NaMoDesMo as I’m going to follow them are, for each day in November:
- Post a monster on your blog
- The post should also include some kind of fluff text
- The monster should be written by you and never before published
- (In the spirit of NaNoWriMo, try to actually write the stuff in November)
I’m not quite following 4, in that I started on October 31st. I’m planning to post D&D 4.0 monsters with the monster style and fluff text looking much like the stuff in the MM3. I’m planning to make silly or humorous monsters, although don’t expect them to be massively zany. My personal brand of humor is relatively straight faced.
I’ll be posting the first monster this evening. I’m starting off with the first of a set of three monsters, the sugar elementals, in honor of all the Halloween candy folks are now knee deep in.
November 1, 2010
Jelly Bean Sugar Elemental
Filed under: D&D,Games,NaMoDesMo — Eva @ 10:16 pm
Sugar Elementals
Sweet shops of old held not only the secrets of sugar’s
transformation into taffy and fudge but also into assistants and guards.
Many of these techniques have been lost to the ages, but everyone seems
to know a grandmother or second cousin with a tasty caramel recipe.
Connections to the elemental plane of sugar can surface when you least
expect them.
Lore
History 19: The ancient Guild of Candymakers fell many
centuries ago. Since then few sugar elementals have been seen in the
wild. There are rumors that some survive in remote desert regions where
they find refuge from rain and small children. You have also heard that
there is a secret society that continues to summon these creatures
behind closed doors. Surely the Licorice Rose is only a myth.
Encounters
Delicious to almost everyone, wild sugar elementals rarely ally
themselves with other creatures. Occasionally they can be found working
with carnivores like large cats who do not have the ability to taste
sweet. Sugar elementals in captivity are fiercely loyal to their masters
and will often sacrifice themselves to protect them. Some confection
elementalists keep these servants for protection and others keep them to
assist in their everyday work.
Jelly Bean Sugar Elemental
A rolling swarm of candy infused with the spirit of elemental sugar, a
jelly bean sugar elemental is not the sharpest crayon in the ocean.
They make good guard dogs however, with their enormous strength and
ability to engage many opponents.
Jelly Bean Sugar Elemental
|
Level 3 Brute
|
Medium elemental beast (sugar, swarm)
|
XP 150
|
HP 57; Bloodied 29
AC 15; Fortitude 16; Reflex 15; Will 15
Speed 6
Vulnerability 5 water
|
Initiative +1
Perception +1
|
Traits
|
O Rolling Underfoot • Aura 1
|
The elemental makes a basic attack as a free action against each enemy that begins its turn in the aura.
|
Swarm
|
The
elemental can occupy the same space as another creature, and an enemy
can enter its space, which is difficult terrain. The elemental cannot be
pulled, pushed, or slid by melee or ranged attacks. It can squeeze
through any opening that is large enough for at least one jelly bean.
|
Standard Actions
|
m Wave of Beans • At-Will
|
Attack: +8 vs. AC
|
Hit: 1d6
+ 3 damage, and the elemental makes a secondary attack against the
target. Secondary Attack: +9 vs. Fortitude; the target takes ongoing 5
damage (save ends).
|
Triggered Actions
|
C Scatter
|
Trigger: The elemental is reduced to 0 hit points.
|
Effect (Immediate Interrupt): Close burst 2; creates a zone of difficult terrain that persists until the end of the encounter.
|
Str 11 (+1)
|
Dex 11 (+1)
|
Wis 11 (+1)
|
Con 17 (+4)
|
Int 11 (+1)
|
Cha 11 (+1)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Jelly Bean Sugar Elementals in Combat
Jelly bean sugar elementals prefer to be where the action is. They
tend to head for the middle of the commotion and try to engage as many
targets as possible. They will often stubbornly ignore marks or
opportunity attacks in order to reach a larger group of enemies. They
work well in groups and will try to make sure their enemies are subject
to as many auras as possible.
Two more sugar elementals still to go! Come back tomorrow for the Candy Floss Sugar Elemental. :)
November 2, 2010
Candy Floss Sugar Elemental
Filed under: D&D,Games,NaMoDesMo — Eva @ 4:20 pm
Candy Floss Sugar Elemental
The essence of spun sugar, candy floss sugar elementals are the
merest puff of sugar-fluff floating in the air. These small sugar
elementals were originally summoned as a pure festival delight for
children, but in groups breathing their cloying fluff can be quite
deadly. They are unlikely to be seen in the wild, since they melt away
in the slightest drop of rain.
Candy Floss Sugar Elemental
|
Level 5 Minion
Lurker
|
Small elemental beast (sugar)
|
XP 50
|
HP 1; a missed attack never damages a minion
AC 19; Fortitude 17; Reflex 18; Will 17
Speed 2, fly 8
Vulnerability 5 water
|
Initiative +10
Perception +3
|
Standard Actions
|
m Cloying Sweetness (poison) • At-Will
|
Attack: +14 vs. AC
|
Hit: 7 damage, and ongoing 5 poison damage (save ends).
|
Minor Actions
|
Drift on the Wind • At-Will
|
Effect: The elemental shifts 1 square.
|
Str 12 (+3)
|
Dex 18 (+6)
|
Wis 12 (+3)
|
Con 12 (+3)
|
Int 12 (+3)
|
Cha 12 (+3)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Candy Floss Sugar Elementals in Combat
Candy floss sugar elementals are not difficult to summon, so some
unprincipled confection elementalists have been known to construct
clouds of them for surprise attacks on their enemies. The elementals
generally use their fly speed to close on targets quickly and strike.
They will try to shift using drift on the wind and regroup for another
strike if they survive long enough.
Come back tomorrow for the last of the sugar elementals, the salt water taffy sugar elemental!
November 3, 2010
Salt Water Taffy Elemental
Filed under: D&D,Games,NaMoDesMo — Eva @ 2:07 pm
Salt Water Taffy Sugar Elemental
Unwieldy and expensive to summon, the salt water taffy elemental is a
commitment. It is also a very effective bodyguard. There is one
particular story of a group of assassins who picked the wrong candy shop
to attack and spent the rest of the night glued to a taffy sugar
elemental, waiting for the city guard. Due to it’s size and durability,
the taffy sugar elemental is also likely to survive in the wild. Salt
Water Taffy Elementals do not eat meat, so even feral they will
generally incapacitate their foes rather than killing them.
Salt Water Taffy Elemental
|
Level 7 Solo
Skirmisher
|
Medium elemental beast (sugar)
|
XP 1,500
|
HP 308; Bloodied 154
AC 21; Fortitude 19; Reflex 20; Will 19
Speed 5
Vulnerability 5 water
Saving Throws +5; Action Points 2
|
Initiative +9
Perception +4
|
Traits
|
Past the Sell by Date
|
At the start of it’s turn the taffy elemental deals ongoing 5 poison damage (save ends) to any creature it has grabbed.
|
Sticky Situation
|
Creatures
trying to break a grab from the elemental suffer a -5 penalty. The
elemental may maintain multiple grabs at the same time.
|
Standard Actions
|
m Wrap • At-Will
|
Attack: +12 vs. AC
|
Hit: 1d6 + 5 damage, and the target is grabbed.
|
m Crush (poison) • At-Will must have a grab
|
Attack: (one grabbed creature); +12 vs. AC
|
Hit: 2d6 + 5 poison damage.
|
Move Actions
|
Pull • At-Will
|
Effect: The
elemental moves it’s speed, pulling any grabbed creature(s) by it. Any
grabbed creature that is pulled more than one square suffers 1d6 damage.
In addition grabbed creatures remain grabbed and the elemental does not
provoke an attack of opportunity from grabbed creatures.
|
Str 13 (+4)
|
Dex 19 (+7)
|
Wis 13 (+4)
|
Con 13 (+4)
|
Int 13 (+4)
|
Cha 13 (+4)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Salt Water Taffy Sugar Elemental in Combat
Salt water taffy sugar elementals are all about hugs. They have them,
they want to give them to everyone. With their multiple sticky tendrils
they can hang on to an entire party of adventurers. They will tend to
drag their new friends around the battlefield while looking for more.
Once they have collected everyone, they will crush the weakest of the
captured creatures one by one.
Tune in tomorrow for the Lost Sock Collector. :)
November 4, 2010
Lost Sock Collector
Filed under: D&D,Games,NaMoDesMo — Eva @ 1:34 pm
The Lost Sock Collector
The lost sock collector is a gnome who collects lost socks. She
enjoys sneaking into homes a night to find all the socks that humans
lose in the weirdest places. If you haven’t lost any socks, she’s happy
to help you lose some. After all, everybody wears socks, and almost
everybody sleeps.
Lost Sock Collector
|
Level 9 Elite
Lurker
|
Small fey humanoid (gnome)
|
XP 800
|
HP 148; Bloodied 74
AC 23; Fortitude 21; Reflex 22; Will 21
Speed 6
Saving Throws +2; Action Points 1
|
Initiative +13
Perception +6
|
Traits
|
Reactive Stealth
|
If
the collector has cover or concealment when she rolls initiative at the
start of an encounter, she can make a Stealth check to become hidden.
|
Trip Up
|
If the collector is hidden from the target of her attack and the attack hits, the target is also knocked prone.
|
Standard Actions
|
m Quick Little Knife (weapon) • At-Will
|
Attack: +14 vs. AC
|
Hit: 1d10 + 7 damage.
|
M Knock Your Socks Off (weapon) • At-Will
|
Attack: (One prone target); +12 vs. Reflex
|
Hit: 1d10 + 7 damage, and the target is dazed.
|
Effect: If the target still has any socks, the collector steals one. On a critical hit, the collector steals all socks from the target.
|
Move Actions
|
M Shoes off the Floor • Recharge 5 6
|
Attack: The collector shifts her speed and attacks each enemy she passes during this movment; +12 vs. Reflex
|
Hit: Target is knocked prone and immobilized (save ends).
|
Triggered Actions
|
Fade Away (illusion) • Encounter
|
Effect (Immediate Interrupt): The collector becomes invisible until after she hits or misses with an attack or until the end of her next turn.
|
Str 14 (+6)
|
Dex 20 (+9)
|
Wis 14 (+6)
|
Con 14 (+6)
|
Int 14 (+6)
|
Cha 14 (+6)
|
Alignment Languages Common, Elven
|
© 2010 Eva Schiffer
|
The Lost Sock Collector in Combat
The lost sock collector prefers to work alone and strike from the
shadows. She will try to get opponents prone so that she can employ
knock your socks off as often as possible. When no enemies have socks
remaining, she will disengage and disappear back into the darkness with
her ill gotten gains.
Tomorrow: a Huge Giant Dragonfly!
November 5, 2010
Giant Dragonfly, Huge
Filed under: D&D,Games,NaMoDesMo — Eva @ 12:39 pm
Giant Dragonfly, Huge
Manipulated over many generations by skilled mages, the large sized
giant dragonflies common to Q’barra jungles have become even more
massive, gargantuan sized creatures and very responsive mounts. These
enormously huge insects are now used primarily for travel and are a
favorite for dramatic local sightseeing tours in Sharn.
Giant Dragonfly, Huge
|
Level 14
|
Gargantuan natural magical beast (magebred, air, mount)
|
XP 1,000
|
HP 137; Bloodied 69
AC 28; Fortitude 26; Reflex 26; Will 26
Speed 4, fly 10 (hover)
|
Initiative +10
Perception +10
|
Traits
|
I’ll Let You Drive (mount)
|
When
mounted by a friendly rider of 14th level or higher, the dragonfly may
use any of it’s rider’s defenses in place of it’s own.
|
Room for Six (mount)
|
The dragonfly can carry one rider and five passengers. Only the rider qualifies for any mount related benefits.
|
Standard Actions
|
m Wing Buffet • At-Will
|
Attack: Reach 4; +19 vs. AC
|
Hit: 2d6 + 8 damage.
|
Move Actions
|
C Fast Takeoff • Encounter must be on the ground
|
Attack: Close burst 3 (all creatures); +15 vs. Fortitude
|
Hit: 2d10 damage and the target is pushed 4 squares and knocked prone.
|
Effect: The dragonfly shifts it’s speed.
|
Str 17 (+10)
|
Dex 17 (+10)
|
Wis 17 (+10)
|
Con 17 (+10)
|
Int 17 (+10)
|
Cha 17 (+10)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Giant Dragonfly, Huge in Combat
Huge giant dragonflies are generally not aggressive animals. When
they are not being ridden, they will attempt to flee attacks using their
speed and their ability to make very fast takeoffs. When they do have a
rider, they will follow commands to remain on a battlefield and will
attack if forced to do so. They are far more effective as a mobile
platform for artillery, since they can carry many passengers and move at
high speeds. The Breland army denies any allegations that they
researching such an application.
Tomorrow, learn how werewolves react to a cold! :)
November 6, 2010
Werewolf, with Common Cold
Filed under: D&D,Games,NaMoDesMo — Eva @ 10:53 am
Werewolf, with Common Cold
Werewolves are frightening figures of myth and legend. Many people
only see them as terrifying predators that stalk the dark wild forests
of the world. What people forget is, much of the time werewolves are
also people, and they catch colds just like everyone else. When a
werewolf is afflicted with a normal illness it becomes more susceptible
to silver and is more likely to pass on it’s cursed condition, owing to
it’s more copious bodily secretions.
Werewolf, with Common Cold
|
Level 8 Brute
|
Medium
|
XP 350
|
HP 110; Bloodied 55
Regeneration 5
AC 20; Fortitude 21; Reflex 20; Will 20
Speed 5 (7 in wolf form)
Immune moon frenzy Vulnerability 5 silver
|
Initiative +6
Perception +6
|
Traits
|
Sniffle
|
The werewolf takes a -10 penalty to all stealth checks.
|
Weakness to Silver
|
If the werewolf takes damage from a silver weapon its regeneration doesn’t function on it’s next turn.
|
Standard Actions
|
m Short Sword Slash (weapon) • At-Will human form only
|
Attack: +11 vs. AC
|
Hit: 2d6 + 8 damage.
|
m Bite (disease, poison) • At-Will
|
Attack: +12 vs. AC
|
Hit: 1d6 + 4 damage, and the target takes ongoing 5 poison damage (save ends) and contracts moon frenzy.
|
Minor Actions
|
Change Shape (polymorph) • At-Will
|
Effect: A
werewolf can alter its physical form to appear as a gray wolf or a
unique human. It cannot use its bite attack in human form and cannot
make weapon attacks in wolf form.
|
Triggered Actions
|
C Sneeze (disease, poison) • At-Will
|
Trigger: The werewolf hits with a bite attack or takes damage from a silver weapon.
|
Attack (Free): Close blast 3 (should include triggering enemy if possible) (all creatures in blast); +9 vs. Fortitude
|
Hit: 1d6 + 3 poison damage and if the target is not at full hit points, the target contracts moon frenzy.
|
Effect: If this power is triggered more than once in a round the werewolf is dazed until the end of his next turn.
|
Skills Bluff +11, Insight +11, Intimidate +11, Nature +11
|
Str 14 (+6)
|
Dex 14 (+6)
|
Wis 14 (+6)
|
Con 20 (+9)
|
Int 14 (+6)
|
Cha 14 (+6)
|
Alignment Languages Common
|
Equipment leather armor, short sword, tissues, cough syrup
|
© 2010 Eva Schiffer
|
Werewolf, with Common Cold in Combat
Werewolves generally soldier on through illness, following similar
tactics to their healthy brethren. Occasionally they will be forced
outside of the pack to work alone until they recover. Whether or not
they have allies, they tend to fight with bravado, attacking the
strongest individuals in a group and ignoring those who are less
physically apt until everyone else has been defeated.
Tomorrow, Flying Emus! :)
November 7, 2010
Emu, Flying
Filed under: D&D,Games,NaMoDesMo — Eva @ 11:33 pm
Emu, Flying
Emu were never meant to fly, but you know how wizards are. They have
all sorts of Arcane knowledge and not a lot to do with it when they get
drunk at the annual midwinter office party. Flying emu are a little bit
embarrassed by their origins, but they’re trying to make the best of it.
After all they don’t look that different from normal emu until they
start levitating off the ground and talking.
Lore
Nature 15: Besides the flying and talking, flying emu can be
distinguished from their non-magical cousins by their more gregarious
nature, often forming small flocks of 5 to 10 individuals. They
sometimes form symbiotic alliances with isolated tribes of halflings,
allowing themselves to be used as mounts in return for the tribe’s
protection in hostile areas.
Emu, Flying
|
Level 2 Soldier
|
Medium natural magical beast (mount)
|
XP 125
|
HP 35; Bloodied 18
AC 18; Fortitude 15; Reflex 14; Will 14
Speed 8, fly 6
|
Initiative +3
Perception +1
|
Traits
|
Little Heavy There
|
While carrying a rider, the emu’s flight speed is reduced by 2.
|
Safer for You
|
While
mounted by a friendly rider of 2nd level or higher, during the emu’s
movement his rider is not subject to attacks of opportunity.
|
Standard Actions
|
m Slashing Kick • At-Will
|
Attack: +10 vs. AC
|
Hit: 1d8 + 3 damage.
|
Str 17 (+4)
|
Dex 11 (+1)
|
Wis 11 (+1)
|
Con 11 (+1)
|
Int 11 (+1)
|
Cha 11 (+1)
|
Alignment Languages Common
|
© 2010 Eva Schiffer
|
Flying Emu in Combat
Flying Emu are generally a peaceful race. When alone, they will
generally flee or attempt to parley with adventurers. If they are
working as mounts in a larger group, or if they are cornered, they will
fight, striking with their knife-like hind claws to protect themselves.
Next up, the Blade Peahen!
November 8, 2010
Blade Peahen
Filed under: D&D,Games,NaMoDesMo — Eva @ 9:36 pm
Blade Peafowl
A reclusive bird, the adult blade peafowl is an impressive sight to
behold. Covered in sharp metal feathers that resemble bladed weapons,
they form strong pair bonds and are highly aggressive while protecting
their shared nests. Historically hunted for their plumage, a few blade
peafowl survive in secluded forest areas.
Blade Peahen
The female of the species is generally a drab brass, verdigris
copper, or bronze with short feathers resembling knives. She uses
camouflage to evade intruders to her territory, unless she is guarding a
nest. Nesting females are far more aggressive and will attempt to draw
or drive intruders from their nest at all costs.
Blade Peahen
|
Level 11 Controller
|
Medium natural beast (weapon)
|
XP 600
|
HP 111; Bloodied 56
AC 25; Fortitude 23; Reflex 23; Will 23
Speed 8, fly 4
|
Initiative +7
Perception +7
|
Traits
|
Razor Feathers
|
Whenever a creature adjacent to the blade peahen misses it with a melee attack, that creature takes 10 damage.
|
Standard Actions
|
m Wing Dagger Slash (weapon) • At-Will
|
Attack: Melee 1 (one creature); +16 vs. AC
|
Hit: 1d8 + 8 damage, and the peahen slides the target 1 square.
|
A Rain of Knives (weapon) • Recharge 5 6
|
Attack: Burst 4 within 10; +15 vs. Reflex
|
Hit: 2d8 + 2 damage, and the peahen pushes the target 2 squares.
|
Move Actions
|
Path of a Thousand Points (weapon) • Encounter
|
Effect: The peahen shifts her speed. She then makes the following attack against each enemy who was adjacent to her during the movement.
|
Attack: +16 vs. AC
|
Hit: 2d8 + 5 damage and is pulled 3 squares toward the peahen.
|
Triggered Actions
|
Fade into Brush • Recharge 4 5 6
|
Trigger: The peahen is targeted by an attack and would grant combat advantage to her attacker.
Effect (Immediate Interrupt): The
peahen cancels the combat advantage she is about to grant. The peahen
is hidden from the creature that made the triggering attack until the
end of her next turn.
|
C Death Scream
|
Trigger: The peahen drops to 0 hit points.
Attack (Immediate Interrupt): Close blast 2; +15 vs. Will
|
Hit: 2d6 + 5 damage.
|
Str 15 (+7)
|
Dex 15 (+7)
|
Wis 15 (+7)
|
Con 15 (+7)
|
Int 15 (+7)
|
Cha 15 (+7)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Blade Peahen in Combat
In combat the blade peahen generally focuses on getting enemies as
far away from her nest as possible. She will employ all of her slide,
push, and pull powers, coordinating with her mate to target the most
aggressive individuals in the group. Once the group is at least two
rounds worth of movement from the nest, she will let her mate take over
the main fight and support him from cover with occasional rain of
knives.
Tomorrow her mate, the Blade Peacock!
November 9, 2010
Blade Peacock
Filed under: D&D,Games,NaMoDesMo — Eva @ 12:26 pm
Blade Peacock
Male blade peafowl tend to be bright and shiny in tones of steel,
silver, or gold, with an enormous glittering tail. While beautiful, the
tail is not only used in their elaborate courting displays; it is also a
formidable weapon. Lone males jealously guard their territory from any
perceived challengers, especially heavily armored invaders. Pair bonded
males defend their mates and nests with just as much vigor.
Blade Peacock
|
Level 11 Soldier
|
Medium natural beast (weapon)
|
XP 600
|
HP 111; Bloodied 56
AC 27; Fortitude 24; Reflex 23; Will 23
Speed 8, fly 4
|
Initiative +9
Perception +7
|
Traits
|
Razor Feathers
|
Whenever a creature adjacent to the blade peacock misses it with a melee attack, that creature takes 10 damage.
|
Standard Actions
|
m Longspear Feather (weapon) • At-Will
|
Attack: Reach 2; +18 vs. AC
|
Hit: 2d10 + 5 damage and the target is marked until the end of the peacock’s next turn.
|
m Poleaxe Plume (weapon) • At-Will
|
Attack: Reach 2; +18 vs. AC
|
Hit: 2d10 + 5 damage and the target is knocked prone.
|
m Halberd Quill (weapon) • At-Will
|
Attack: Reach 2; +18 vs. AC
|
Hit: 2d10 + 5 damage and the target is slowed (save ends).
|
m Glaive Feather (weapon) • At-Will
|
Attack: Reach 2; +18 vs. AC
|
Hit: 2d10 + 5 damage and the target is immobilized (save ends).
|
m Guisarme Quill (weapon) • At-Will
|
Attack: Reach 2; +18 vs. AC
|
Hit: 2d10 + 5 damage and the target is dazed (save ends).
|
m Bec De Corbin Plume (weapon) • At-Will
|
Attack: Reach 2; +18 vs. AC
|
Hit: 2d10 + 5 damage and the target is weakened (save ends).
|
Whirling Plumes • At-Will
|
Effect: The
peacock makes two tail-feather (longspear, poleaxe, halberd, glaive,
guisarme, or bec de corbin) attacks against the same target.
|
M Tail Sweep (weapon) • Encounter
|
Effect: The
peacock may make longspear, poleaxe, halberd, glaive, guisarme, and bec
de corbin attacks. Each attack must be made against a different target
within reach.
|
Minor Actions
|
C Challenge Scream (psychic) • Recharge 5 6
|
Attack: Close burst 3 (targets enemies); +16 vs. Will
|
Hit: 2d6 + 4 psychic damage, and the target is marked (save ends).
|
Triggered Actions
|
C Death Scream
|
Trigger: The blade peacock drops to 0 hit points.
Attack (Immediate Interrupt): Close blast 2; +16 vs. Will
|
Hit: 2d6 + 5 damage.
|
Str 21 (+10)
|
Dex 15 (+7)
|
Wis 15 (+7)
|
Con 15 (+7)
|
Int 15 (+7)
|
Cha 15 (+7)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Blade Peacock in Combat
A blade peacock often focuses his attacks on the combatants wearing
the brightest, shiniest metal armor. Lone males are particularly single
minded in their pursuit of “challengers.” Peacocks will use challenging
scream to get combatants to focus on them and employ a tail sweep once
most of the enemies are in range. When a blade peacock is working with a
mate to drive invaders away from their nest, he will chose attacks that
impair his enemies movement, allowing his mate’s movement control
powers to shine.
Tomorrow, the Elemental Light Shark!
November 10, 2010
Elemental Light Shark
Filed under: D&D,Games,NaMoDesMo — Eva @ 11:19 pm
Elemental Light Shark
Native to the phosphor seas on the plane of elemental light, the
elemental light shark is brilliantly out of place in the material
plane’s dark oceans. These beautiful creatures are often kept as prized
pets among the good and unaligned aquatic races. Like other large sharks
they can be trained as mounts.
Elemental Light Shark
|
Level 14 Elite Skirmisher
|
Large elemental beast (aquatic, radiant, mount)
|
XP 2,000
|
HP 274; Bloodied 137
AC 28; Fortitude 26; Reflex 27; Will 26
Speed 0, swim 6
Saving Throws +2; Action Points 1
|
Initiative +15
Perception +10
|
Traits
|
Aquatic
|
The shark can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.
|
Deft Swimmer (mount)
|
While
a friendly rider of 14th level or higher is mounted on the light shark,
the rider gains a +2 bonus to AC against opportunity attacks. In
aquatic combat the rider also gains a +2 bonus to attack rolls against
nonaquatic creatures.
|
Standard Actions
|
m Nashing Teeth (radiant) • At-Will
|
Attack: +17 vs. AC
|
Hit: 3d8 + 6 radiant damage.
|
r Brilliant Ray (radiant, fire) • At-Will
|
Attack: Ranged 5/10; +19 vs. AC
|
Hit: 3d6 + 8 radiant & fire damage, and ongoing 5 radiant damage (save ends).
|
R Pew! Pew! Pew! • Recharge 4 5 6
|
Effect: The shark makes three brilliant ray attacks.
|
Str 17 (+10)
|
Dex 23 (+13)
|
Wis 17 (+10)
|
Con 17 (+10)
|
Int 17 (+10)
|
Cha 17 (+10)
|
Alignment good Languages —
|
© 2010 Eva Schiffer
|
Elemental Light Shark in Combat
The elemental light shark is usually seen in combat working with a
group of other aquatic creatures. They often employ hit and run tactics,
alternating between bursts of ranged attacks and darting in for brief
rounds of melee.
Tomorrow the first of the two Mountainhill Moles. :)
November 11, 2010
Mountainhill Mole Digger
Filed under: D&D,Games,NaMoDesMo — Eva @ 12:41 pm
Mountainhill Mole
If you can’t take the mole to the mountain, go find a mountainhill
mole. Colonies of these strange creatures hollow out small mountains to
form their massive, twisty warrens. During their spring and fall
migrations the colony simply lifts their mountain home and brings it
with them, as more than one small mountain village has been dismayed to
discover.
Mountainhill Mole Diggers
Diggers are the smaller and more common type of moles found in a
mountainhill colony. They spend much of their time constructing or
repairing tunnels and managing the large fungal farms the moles use as
their primary food source. Most reports of diggers describe them as
looking like large fur-less bloodhounds, with tiny beady eyes and no
external ear flaps.
Mountainhill Mole Digger
|
Level 22 Minion Controller
|
Medium natural beast
|
XP 1,038
|
HP 1; a missed attack never damages a minion
AC 36; Fortitude 34; Reflex 34; Will 34
Speed 6, burrow 8
|
Initiative +16
Perception +16
Blindsight 10, Tremorsense 5
|
Traits
|
At Home in Earth and Stone
|
Each turn the mole may travel through its burrow speed worth of squares of difficult terrain as if they were normal terrain.
|
Standard Actions
|
r Rocks Fall (zone) • At-Will
|
Attack: Burst 1 within range 10 (all enemies in burst); +25 vs. AC
|
Hit: 15 damage.
|
Effect: The attack creates a zone of difficult terrain that persists until the end of the encounter.
|
Str 21 (+16)
|
Dex 21 (+16)
|
Wis 21 (+16)
|
Con 21 (+16)
|
Int 21 (+16)
|
Cha 21 (+16)
|
Alignment Languages —
|
© Eva Schiffer
|
Mountainhill Mole Diggers in Combat
Diggers are not a colony’s primary defense, but they will almost
always be the first moles that intruders meet. Diggers are most
interested in delaying any interlopers and will use their rocks fall
power to create difficult terrain to slow them down, while retreating
and calling for help with high pitched alarm screams.
Tomorrow, the guards who answer those calls!
November 12, 2010
Mountainhill Mole Guard
Filed under: D&D,Games,NaMoDesMo — Eva @ 4:25 pm
Mountainhill Mole Guards
The world is a dangerous place and the mountainhill moles have
developed a caste specifically to deal with dangers that threaten the
rest of the colony. Mole guards are larger and much more heavily built
than their digger cousins. Their exact coloring and size is not well
known, as survivors reports spend most of their time describing the
guards’ long, sharp claws.
Mountainhill Mole Guard
|
Level 24 Skirmisher
|
Medium natural beast
|
XP 6,050
|
HP 222; Bloodied 111
AC 38; Fortitude 36; Reflex 37; Will 36
Speed 6, burrow 4
|
Initiative +23
Perception +18
Blindsight 10, Tremorsense 5
|
Traits
|
At Home in Earth and Stone
|
Each turn the mole may travel through its burrow speed worth of squares of difficult terrain as if they were normal terrain.
|
One Brick
|
The mole deals an extra 2d6 damage against any target which has another mountainhill mole adjacent to it.
|
Standard Actions
|
m Long, Long Claws • At-Will
|
Attack: Reach 2; +29 vs. AC
|
Hit: 3d6 + 8 damage, and ongoing 5 damage (save ends), and the mole slides the target one square.
|
C Earthquake • Encounter
|
Attack: Close blast 4; +27 vs. Reflex
|
Hit: 4d12 + 9 damage and the target is knocked prone.
|
Triggered Actions
|
M Sharp Retort • At-Will
|
Trigger: An enemy misses the mole with a melee attack.
|
Effect (Immediate Interrupt): The mole makes a claw attack against the triggering enemy.
|
Str 22 (+18)
|
Dex 28 (+21)
|
Wis 22 (+18)
|
Con 22 (+18)
|
Int 22 (+18)
|
Cha 22 (+18)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Mountainhill Mole Guards in Combat
Guards cooperate to mob individual opponents and to group opponents
together, sliding them into range for devastating earthquake attacks.
They also take advantage of any difficult terrain created by diggers,
since it hampers their opponents more than themselves. They will
normally focus on the higher damage dealers in a group, but if
individual enemies try to make a break for the inner tunnels of the
colony, the entire force of the guards’ wrath with quickly be focused
upon them.
Tomorrow, the Cheesecake Shade!
November 13, 2010
Cheesecake Shade
Filed under: D&D,Games,NaMoDesMo — Eva @ 2:52 pm
Cheesecake Shade
A cheesecake shade is the spirit of a female baker who died under
violent circumstances. Cheesecake shades are most common in small towns
and occasionally can be found in larger cities. A spirit that has
become a cheesecake shade no longer remembers its life as a human. They
lure young people, generally children or teenagers of both genders, to
die in hot ovens, barrels of rising bread dough, and dark cellars.
Sometimes they have a hazy memory of their untimely death and will
target victims that resemble those responsible for their demise.
Cheesecake Shade
|
Level 16 Elite Lurker
|
Medium shadow humanoid (undead)
|
XP 2,800
|
HP 240; Bloodied 120
AC 30; Fortitude 28; Reflex 29; Will 28
Speed 0, fly 8 (hover); phasing
Immune disease, poison; Resist 10 insubstantial
Saving Throws +2; Action Points 1
|
Initiative +19
Perception +12
Darkvision
|
Traits
|
O Buns in the Oven • Aura 3
|
Enemies
that enter or start their turns in the aura take 5 poison damage and
suffer a -2 penalty to Will (save ends). The area is filled with the
smell of baking cinnamon rolls.
|
Just a Taste (necrotic)
|
The shade’s attacks deal 2d10 additional necrotic damage to any target who hasn’t eaten in the last four hours.
|
Standard Actions
|
m Who Wants Cake? • At-Will
|
Attack: +21 vs. AC
|
Hit: 2d10 + 5 damage.
|
m I Have Pie! (psychic) • At-Will
|
Attack: Reach 3; +19 vs. Will
|
Hit: 1d10 + 5 psychic damage and the target is dominated (save ends). The shade may only have one target dominated at a time.
|
M Let Them Eat Cake (weapon) • At-Will
|
Effect: The shade makes two Who Wants Cake? attacks.
|
A Croissant Chains (necrotic, fire) • Recharge 5 6
|
Attack: Burst 3 within 10 (enemies in burst); +19 vs. Fortitude
|
Hit: 3d8 + 5 necrotic and fire damage and the target is immobilized (save ends).
|
C Secret Recipe • Encounter
|
Effect: Close
burst 10 (targets one creature); the target gains 10 vulnerability to
necrotic, fire, or psychic (the shade’s choice) until the end of the
shade’s next turn.
|
Minor Actions
|
R Extra Sprinkles • Recharge 4 5 6
|
Attack: Ranged 10; +19 vs. Will
|
Hit: Until the end of the shade’s next turn, the target cannot benefit from invisibility or concealment.
|
Triggered Actions
|
Hidden Ingredient (illusion) • At-Will
|
Trigger: The shade is hit by an attack.
|
Attack (Immediate Interrupt): (the creature who made the attack); +19 vs. Will
|
Hit: 1d10 + 5 damage and the shade gains total concealment from the attacking creature until the end of the creature’s next turn.
|
Str 18 (+12)
|
Dex 24 (+15)
|
Wis 18 (+12)
|
Con 18 (+12)
|
Int 18 (+12)
|
Cha 18 (+12)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Cheesecake Shades in Combat
Cheesecake shades can sometimes be convinced to work with other
undead, but their confused and violent nature makes such alliances
temporary at best. Cheesecake shades tend to single out lone targets
when possible and lure them to their deaths with the promise of
spectral pie. When fighting groups they will do their best to fade in
and out of combat immobilizing or dominating the most dangerous of
their opponents.
Tomorrow, the Hybrid Riding Cat! :)
November 14, 2010
Hybrid Riding Cat
Filed under: D&D,Games,NaMoDesMo — Eva @ 8:09 pm
Hybrid Riding Cat
Hybrid riding cats are the result of many generations of controlled
crossbreeding between large, wild plains cats and domestic cats. Their
mixed origins mean they come in a wild array of colors and coat
patterns, matching those of both their domestic and wild brethren. They
are fast, and deadly, but the attempts to make them into mounts have not
been entirely successful. Watching a rider on one of these cats is a
comical affair, as the saddle designed for their bodies requires the
rider to hug the cat’s back with legs and arms, lest they fall off mid
stride. There’s nothing comical about a riding cat’s loyalty or prowess
in combat, however. Some groups use them as battlefield messengers and
as temporary mounts to deliver shock-troops who then fight on foot.
Hybrid Riding Cat
|
Level 8 Skirmisher
|
Medium natural beast (mount)
|
XP 350
|
HP 86; Bloodied 43
AC 22; Fortitude 20; Reflex 21; Will 20
Speed 10
|
Initiative +11
Perception +6
Low-Light Vision
|
Traits
|
Magebane
|
When the cat deals an additional 1d8 damage to ritual casters.
|
Poor Mount
|
A
rider mounted on the riding cat must either spend a standard action
each round to hang on or make a DC 24 Athletics check at the end of
their turn. If they fail the Athletics check, they fall off the cat and
are placed in the adjacent square of their choice and knocked prone.
|
Charging Pounce
|
When the cat charges, it deals an extra 1d8 damage and knocks the target prone.
|
Standard Actions
|
m Bite • At-Will
|
Attack: +13 vs. AC
|
Hit: 1d8 + 5 damage. The cat deals an additional 10 damage to prone targets hit with this attack.
|
m Slashing Claws • At-Will
|
Attack: +13 vs. AC
|
Hit: 1d8 + 5 damage, and ongoing 5 damage (save ends).
|
M All the Pointy Ends • At-Will
|
Effect: The cat makes bite and claw attacks against the same target. If both attacks hit, the cat deals an additional 8 damage.
|
Minor Actions
|
Feral Surge • Encounter
|
Effect: The cat takes a move action.
|
Triggered Actions
|
M Swat • At-Will
|
Trigger: An enemy moves or shifts into a square adjacent to the cat.
|
Attack (Immediate Interrupt): (the triggering enemy); +13 vs. AC
|
Hit: 1d8 + 4 damage.
|
Str 14 (+6)
|
Dex 20 (+9)
|
Wis 14 (+6)
|
Con 14 (+6)
|
Int 14 (+6)
|
Cha 14 (+6)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Hybrid Riding Cats in Combat
Hybrid riding cats, while physically bad mounts, are extremely loyal
to their masters. Surprisingly effective against casters, riding cats
will tend to support their masters in melee when needed or hunt down
outlying ranged enemies when there is already plenty of close support in
the battle. They often employ charges and savagely claw and bite their
victims.
Tomorrow, the Lamppost Dryad!
November 15, 2010
Lamppost Dryad
Filed under: D&D,Games,NaMoDesMo — Eva @ 2:29 pm
Lamppost Dryad
A lamppost dryad is the last echo of a tragedy, the spirit of a
dryad, still bound to a tree used in humanoid construction. They first
earned their name from a sad case where a spurned woodsman used dryad’s
tree to carve a lamppost and installed it in his village. The story of a
lamppost dryad’s creation is usually similar but her tree may be
something entirely different: a house support beam, a hitching post, or
even tavern floorboards. The key is her tree is being used irreverently
by city-people and she will never be free until it is returned to the
wilderness or destroyed. Dryads are not gentle by nature and after death
they become mindlessly angry and violent creatures. Trapped in an
artificial world, they only become more insane and destructive as time
passes.
Lamppost Dryad
|
Level 12 Solo Lurker
|
Medium fey humanoid (plant, undead)
|
XP 3,500
|
HP 480; Bloodied 240
AC 26; Fortitude 24; Reflex 25; Will 24
Speed 0, fly 8 (hover); phasing
Immune disease, poison; Resist 10 insubstantial; Vulnerability 5 radiant
Saving Throws +5; Action Points 2
|
Initiative +16
Perception +9
|
Traits
|
Forever Bound
|
When
a lamppost dryad is reduced to 0 hit points, it dissipates, but it is
not destroyed. It reappears in 1d4 days within 1 square of the remains
of its tree, unless the tree is found and returned to the dryad’s forest
or destroyed.
|
Standard Actions
|
m Deadened Claw (necrotic) • At-Will
|
Attack: +17 vs. AC
|
Hit: 2d8 damage, and ongoing 5 necrotic damage (save ends).
|
r Ray of Splinters (necrotic, force) • At-Will
|
Attack: (One or two targets); +17 vs. Reflex
|
Hit: 2d8 + 3 necrotic and force damage, and the dryad slides target 2 squares.
|
M Cold Caress • At-Will
|
Effect: The dryad makes two claw attacks.
|
C Crowding Boards (force) • Encounter
|
Attack: Close burst 3 (enemies in burst); +15 vs. Reflex
|
Hit: 3d8 + 3 force damage and the target is pushed 5 squares.
|
Move Actions
|
Path of Wood (necrotic, teleportation) • At-Will
|
Effect: A
dryad teleports up to 8 squares if it begins and ends the move adjacent
to an object or building constructed of wood which is of Medium size or
bigger. When it teleports in this manner, the dryad deals 10 necrotic
damage to all living creatures adjacent to it at the end of the
teleport.
|
Minor Actions
|
R An End of Hope (psychic) • At-Will
|
Attack: Ranged 10; +17 vs. Reflex
|
Hit: 2d8 + 4 psychic damage, and the target is weakened (save ends).
|
Deceptive Veil (illusion) • At-Will
|
Effect: A
dryad can disguise itself to appear as any Medium humanoid, usually a
beautiful elf or eladrin. A successful Insight check (opposed by the
dryad’s Bluff check) pierces the disguise.
|
Skills Bluff +14, Insight +14, Stealth +17
|
Str 16 (+9)
|
Dex 22 (+12)
|
Wis 16 (+9)
|
Con 16 (+9)
|
Int 16 (+9)
|
Cha 16 (+9)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Lamppost Dryads in Combat
Lamppost dryads take advantage of their ability to disguise
themselves as other humanoids to separate victims from the herds of city
dwellers. They prefer to strike at night, to avoid crowded streets and
the bright, loud bustle of the town. As they become more and more
insane, they show less and less care for themselves, blatantly walking
through wood to strike at the living and clawing at people in the
presence of others.
Tomorrow, a Weretarrasque! :)
November 16, 2010
Weretarrasque
Filed under: D&D,Games,NaMoDesMo — Eva @ 4:47 pm
Weretarrasque
There are many legends about how weretarrasques come to be. Some say
that a lone mage, seeking great power, tried the wrong spell or
petitioned the wrong god. Others say that a lycanthrope survived an
encounter with the tarrasque only to find themselves inflicted with a
more dangerous and brutal form of the curse. Whatever created them,
weretarrasques are few and far between. They tend to be both very
powerful and incredibly destructive. A good person, finding themselves
in the clutches of this curse might be able to live in a remote location
to avoid harming others. An evil person might use this power for
terrible purposes. Whatever their intent, the curse is not easy to pass
on, and the rarity of transmission makes its sufferers targets for study
and military control.
Weretarrasque
|
Level 25 Elite Brute
|
Huge elemental humanoid (shapechanger)
|
XP 14,000
|
HP 576; Bloodied 288
AC 37; Fortitude 38; Reflex 37; Will 37
Speed 6
Immune charm, fear; Resist 2 all damage
Saving Throws +2; Action Points 1
|
Initiative +18
Perception +18
Blindsight 10
|
Traits
|
Touch of Annihilation
|
The weretarrasque’s attacks ignore the first -5 of all resistances.
|
Standard Actions
|
m Greatsword (weapon) • At-Will usable only in humanoid form
|
Attack: Reach 1; +28 vs. AC
|
Hit: 1d12 + 14 damage (crit 3d12+40).
|
m Bite • At-Will usable only in tarrasque form
|
Attack: Reach 2; +28 vs. AC
|
Hit: 1d12 + 14 damage, and ongoing 15 damage (save ends).
|
M Tail Slap • At-Will usable only in tarrasque form
|
Attack: Reach 2; +26 vs. Fortitude
|
Hit: 2d12 + 15 damage, and the target is pushed 3 squares and knocked prone.
|
M Trample • At-Will usable only in tarrasque form
|
Attack: The
weretarrasque can move up to its speed and enter enemies’ spaces. This
movement provokes opportunity attacks, and the weretarrasque must end
its move in an unoccupied space. When it enters an enemy’s space, the
weretarrasque makes a trample attack; +28 vs. AC
|
Hit: 1d12 + 14 damage, and the target is knocked prone.
|
R Longbow • At-Will usable only in humanoid form
|
Attack: Ranged 10; +27 vs. Reflex
|
Hit: 2d12 + 5 damage.
|
C Frenzy • At-Will
|
Effect: Close
burst 3 (only 2 if in humanoid form); the weretarrasque makes a basic
melee attack (bite or greatsword, depending on its current form) against
each creature within the burst.
|
Minor Actions
|
Change Shape (polymorph) • At-Will
|
Effect: A
weretarrasque can alter its physical form to appear as a Huge sized
version of the tarrasque or a unique (Medium sized) humanoid.
|
Str 22 (+18)
|
Dex 22 (+18)
|
Wis 22 (+18)
|
Con 28 (+21)
|
Int 22 (+18)
|
Cha 22 (+18)
|
Alignment Languages Common
|
© 2010 Eva Schiffer
|
Weretarrasques in Combat
Weretarrasques generally fight with a ferocity not seen in other
opponents. If the surroundings and situation allow them to take their
tarrasque form, they trample and frenzy their way through their
opponents. When secrecy or low ceilings force them to remain in humanoid
form, they fight with the same ferocity channeled into a blade and bow.
Tomorrow, the Oil Slick Slime!
November 17, 2010
Oil Slick Slime
Filed under: D&D,Games,NaMoDesMo — Eva @ 6:41 pm
Oil Slick Slime
The oil slick slime is an opportunistic predator that depends on
camouflage to trap its prey. This slime is generally found in swamps
which have been poisoned or polluted, either by natural accident,
malice, or magic. It is able to spread itself thin over the surface of
earth or water so that only a sheen of oil is visible.
Oil Slick Slime
|
Level 1 Minion Lurker
|
Small natural beast (ooze)
|
XP 25
|
HP 1; a missed attack never damages a minion
AC 15; Fortitude 13; Reflex 14; Will 13
Speed 6
Resist 5 poison
|
Initiative +7
Perception +0
|
Traits
|
Mercurial Body
|
The slime ignores difficult terrain and does not provoke opportunity attacks by moving.
|
A Little Mess Never Hurt Anyone
|
A
oil slick slime can remain hidden with the Stealth skill (+8) even
without cover or concealment. While the slime is hidden from an enemy,
the enemy may occupy the same square as the slime. When the enemy
detects the slime, the slime must move to an unoccupied square during
its next turn.
|
Standard Actions
|
m A Splash of the Good Stuff (poison) • At-Will
|
Attack: +5 vs. Reflex
|
Hit: 5 poison damage.
|
Move Actions
|
Slip and Slide (poison) • Encounter
|
Effect: The slime moves two times its speed. Any square the slime passes through is difficult terrain until the end of the encounter.
|
Skills Stealth +8
|
Str 10 (+0)
|
Dex 16 (+3)
|
Wis 10 (+0)
|
Con 10 (+0)
|
Int 10 (+0)
|
Cha 10 (+0)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Oil Slick Slime in Combat
Oil slick slimes often hunt in groups, setting up large ambushes and
trapping their prey in a maze of oily trails when they strike. They are
individually weak, but they are also very hard to spot, even on open
ground on a bright sunny day.
Tomorrow, the enigmatic Skinwing Sphinx!
November 18, 2010
Skinwing Sphinx
Filed under: D&D,Games,NaMoDesMo — Eva @ 8:20 pm
Skinwing Sphinx
The skinwing sphinx is strange creature that resembles both modern
sphinxes and the behemoth from which it takes it’s name. It’s head and
front legs are those of a skinwing behemoth. Its membranous wings
continue down its body and its back legs and tail resemble those of a
clawfoot or carver. This strange conglomeration may seem to have more in
common with a griffin or hypogryph, however like the more common
sphinx, the skinwing sphinx is highly intelligent and has an affinity
for mysteries, puzzles, and riddles. Some historians speculate that
modern sphinxes are descended from the skinwing sphinxes while others
believe that mages of old crafted the sphinxes in this ancient
creature’s image.
Lore
History 22: Skinwing sphinxes are a race so old that no one remembers
their origins. If they do they’re certainly not telling. They tend to
live alone in remote jungles, often preferring to guard places of power.
They are arrogant creatures, but they can be pacified with quick wit,
deference, and respect.
Skinwing Sphinx
|
Level 16 Elite Skirmisher
|
Large immortal magical beast (reptile)
|
XP 2,800
|
HP 308; Bloodied 154
AC 30; Fortitude 28; Reflex 29; Will 28
Speed 8, fly 10
Saving Throws +2; Action Points 1
|
Initiative +17
Perception +12
|
Traits
|
Sphinx’s Challenge
|
The
sphinx poses a challenge out of combat. If the challenged creatures
refuse to answer or fail to answer correctly, the sphinx gains the
following benefits until the end of the encounter: +1 action point, an
extra use of second wind, a +2 bonus to attack rolls, and a +2 bonus to
all defenses.
|
Drag Off
|
When
the sphinx moves, it pulls with it any creature grabbed by it. In
addition, the creature remains grabbed, and the sphinx does not provoke
an opportunity attack from the grabbed creature.
|
Standard Actions
|
m Claw • At-Will
|
Attack: +19 vs. AC
|
Hit: 2d10 + 5 damage, and the target is slowed (save ends)
|
M Flyby Attack • At-Will
|
Effect: The
sphinx flies its speed and makes a two claw attacks against the same
target at any point during the movement. The sphinx does not provoke an
opportunity attack from the target when moving away from it.
|
M Grasping Talons • Recharge 5 6
|
Effect: The sphinx uses flyby attack, and if at least one of the attacks hits, the sphinx grabs the target of the attack.
|
Second Wind (healing) • Encounter
|
Effect: The
sphinx spends a healing surge and regains 77 hit points. The sphinx
gains a +2 bonus to all defenses until the start of its next turn.
|
Minor Actions
|
C Prehistoric Roar (thunder) • Recharge 5 6
|
Attack: Close burst 5 (targets enemies); +17 vs. Will
|
Hit: The target takes ongoing 5 thunder damage (save ends) and is knocked prone.
|
Triggered Actions
|
M Ancient Retribution • At-Will
|
Trigger: An enemy makes a melee attack on the sphinx.
|
Attack (Immediate Interrupt): Targets the triggering enemy; +19 vs. AC
|
Hit: 2d10 + 5 damage, and the target takes ongoing 5 damage (save ends).
|
Str 18 (+12)
|
Dex 24 (+15)
|
Wis 18 (+12)
|
Con 18 (+12)
|
Int 18 (+12)
|
Cha 18 (+12)
|
Alignment Languages Common, Draconic
|
© 2010 Eva Schiffer
|
Skinwing Sphinxes in Combat
Skinwing sphinxes prefer to fight from the air, quickly swooping in
and carrying off individual enemies. When cornered they have been known
to employ their devastating roar to allow them to escape.
Tomorrow, the thundercloud squid!
November 19, 2010
Thundercloud Squid
Filed under: D&D,Games,NaMoDesMo — Eva @ 4:29 pm
Thundercloud Squid
Drifting on the summer winds, the thundercloud squid has been known
to prey upon wildlife, livestock, and even small airships. These
creatures take advantage of their natural buoyancy to steal sparks of
lightning from the clouds. They cannot survive the cold, so with the
first breath of autumn they follow the birds to warmer climes.
Thundercloud Squid
|
Level 18 Artillery
|
Large fey magical beast (thunder)
|
XP 2,000
|
HP 133; Bloodied 67
AC 30; Fortitude 30; Reflex 31; Will 30
Speed 4, fly 8 (hover)
Resist 10 lightning; Vulnerability 10 cold
|
Initiative +16
Perception +13
|
Traits
|
The Eye of the Storm
|
If
the squid is hit by an attack with the lightning or thunder keywords,
its attacks deal 5 extra thunder and lightning damage until the end of
its next turn.
|
Standard Actions
|
m Snapping Beak (poison, thunder) • At-Will
|
Attack: Reach 1; +25 vs. AC
|
Hit: 1d6 + 4 poison and thunder damage, and ongoing 10 poison and thunder damage (save ends).
|
r Lightning Tendril (lightning, thunder) • At-Will
|
Attack: Ranged 20; +23 vs. Reflex
|
Hit: 2d10 + 6 lightning and thunder damage.
|
C Shower of Sparks (lightning) • Recharge 6
|
Attack: Close blast 5; +23 vs. Reflex
|
Hit: 4d6 + 6 lightning damage, and the target slides 3 squares and falls prone.
|
Move Actions
|
R An Ill Wind • Encounter
|
Effect: the squid flies its speed.
|
Str 19 (+13)
|
Dex 25 (+16)
|
Wis 19 (+13)
|
Con 19 (+13)
|
Int 19 (+13)
|
Cha 19 (+13)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Thundercloud Squid in Combat
Thundercloud squids prefer to keep their distance and harry their
targets with tendrils of lightning. When they travel in clouds they
coordinate their fire to take down prey and then share the ensuing
feast.
Tomorrow, the arboreal octopus!
November 20, 2010
Arboreal Octopus
Filed under: D&D,Games,NaMoDesMo — Eva @ 6:30 pm
Arboreal Octopus
These majestic and squishy creatures haunt the branches of evergreen
forests. Many a lost child, woodcutter, and unwary adventurer has lost
their life to the sharp beaks and powerful tentacles of arboreal
octopodes.
Arboreal Octopus
|
Level 8 Lurker
|
Small fey beast
|
XP 350
|
HP 68; Bloodied 34
AC 22; Fortitude 20; Reflex 21; Will 19
Speed 8, climb 10
|
Initiative +14
Perception +6
Darkvision
|
Traits
|
Victim Shield
|
While
the octopus is grabbing a creature, that creature’s allies consider the
grabbed creature to be an enemy for determining cover.
|
Not in the Face
|
A
creature grabbed by the octopus is blinded as long as the grab lasts.
Creatures grabbed by the octopus also grant combat advantage to the
octopus.
|
Standard Actions
|
m Grab and Bite • At-Will
|
Attack: +13 vs. AC
|
Hit: 1d10 + 5 damage and the target is now grabbed.
|
r Ink Spray (weapon) • At-Will
|
Attack: Ranged 20/40; +13 vs. AC
|
Hit: 1d10 + 5 damage and the target is now blinded (save ends).
|
Death from Above • Recharge 5 6
|
Requirements: Must target an enemy who cannot see the octopus.
|
Effect: The
octopus shifts its speed and ends the movement adjacent to the target
of this attack. The octopus then makes the following attack on the
target: +13 vs. AC; Hit: 3d10 + 5 and the target is grabbed.
|
Minor Actions
|
Chameleon Skin (illusion) • Encounter
|
Effect: The octopus turns invisible until it attacks or until the end of its next turn.
|
Skills Acrobatics +15, Athletics +12, Stealth +15
|
Str 17 (+7)
|
Dex 23 (+10)
|
Wis 14 (+6)
|
Con 14 (+6)
|
Int 17 (+7)
|
Cha 14 (+6)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Arboreal Octopodes in Combat
Arboreal octopodes prefer to drop on their victims from above,
latching on to them and using them as shields to deter any other
creatures who may interfere. They are highly intelligent and cunning,
using traps, ambushes, and guerrilla tactics to destroy those who invade
their territory. They are generally solitary creatures, but have been
known to work in groups when faced with organized and intelligent
enemies.
Tomorrow, the first of the godless killing machines!
November 21, 2010
Baby Godless Killing Machine
Filed under: D&D,Games,NaMoDesMo — Eva @ 11:59 pm
Godless Killing Machines
The largest of the ursines native to they feywild, these creatures
are truly fearsome predators. Unlike their cousins, the omnivorous
owlbears, they eat only meat and glory in pain, blood, and suffering.
Baby Godless Killing Machines
Young godless killing machines can command the forces of both ice and
fire, but their control is not strong. While they are formidable foes,
their biggest threat is their effect on older killing machines, who
often rally around them, ignoring the worst of conditions.
Baby Godless Killing Machine
|
Level 19 Brute
|
Medium fey beast
|
XP 2,400
|
HP 225; Bloodied 113
AC 31; Fortitude 32; Reflex 31; Will 31
Speed 6
Resist 10 fire, 10 cold
|
Initiative +13
Perception +13
|
Standard Actions
|
m Claw • At-Will
|
Attack: +22 vs. AC
|
Hit: 3d8 + 9 damage.
|
M Pitter Patter of Little Claws (cold, fire) • At-Will
|
Effect: The
killing machine makes two claw attacks. If both claws hit the same
target, the target takes an additional 10 ongoing fire and cold damage
(save ends).
|
C Frenzy • Recharge 4 5 6
|
Effect: Close burst 1; the killing machine makes claw attacks against all enemies in the burst.
|
Triggered Actions
|
Make it all Better • At-Will
|
Trigger: The killing machine is hit by an attack.
|
Effect (Immediate Interrupt): Close burst 10 (all allies in burst); target immediately makes saves against each condition affecting it with a +5 bonus.
|
Str 19 (+13)
|
Dex 19 (+13)
|
Wis 19 (+13)
|
Con 25 (+16)
|
Int 19 (+13)
|
Cha 19 (+13)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Baby Godless Killing Machines in Combat
The baby godless killing machine has not yet learned restraint or
complex tactics. It does not yet understand the dangers of adventurers
and is liable to charge in among them full of slashing claws and
frenzied anger. Where a baby is however, its parents are not far behind,
and when it is hurt, they will quickly come to its aid.
Tomorrow its mother!
November 22, 2010
Mama Godless Killing Machine
Filed under: D&D,Games,NaMoDesMo — Eva @ 9:56 pm
Mama Godless Killing Machines
Adult female godless killing machines control the elemental forces of
cold. Their fearsome cold based mauling and frenzied attacks should not
be underestimated. They are especially protective of their young and
have been known to perform heroic and terrifying feats to destroy those
who threaten them.
Mama Godless Killing Machine
|
Level 21 Brute
|
Large fey beast (cold)
|
XP 3,200
|
HP 246; Bloodied 123
AC 33; Fortitude 34; Reflex 33; Will 33
Speed 6
Immune cold
|
Initiative +15
Perception +15
|
Standard Actions
|
m Claw (cold) • At-Will
|
Attack: Reach 2; +24 vs. AC
|
Hit: 1d8 + 10 damage plus 1d8 cold damage, and the target is dazed (save ends).
|
M Slash and Kill (cold) • Recharge 4 5 6
|
Effect: The killing machine makes two claw attacks. If both claws hit the same target, the target is helpless (save ends).
|
Aftereffect: The target is weakened (save ends).
|
Minor Actions
|
C Frenzy of Blood and Death • Encounter
|
Effect: Close burst 2; the killing machine makes claw attacks against each enemy in the burst.
|
Triggered Actions
|
Never Stand Between • At-Will
|
Trigger: A baby godless killing machine takes damage as the result of an attack.
|
Effect (Immediate Interrupt): The mama godless killing machine shifts twice her speed. She recharges Frenzy of Blood and Death and uses it immediately.
|
Str 20 (+15)
|
Dex 20 (+15)
|
Wis 20 (+15)
|
Con 26 (+18)
|
Int 20 (+15)
|
Cha 20 (+15)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Mama Godless Killing Machines in Combat
These ferocious creatures are most likely to be seen with other
killing machines, especially in the spring when small litters of cubs
are born. They are more than willing to disregard their own safety and
attack with wild abandon to protect their young.
Tomorrow, her mate!
November 23, 2010
Papa Godless Killing Machine
Filed under: D&D,Games,NaMoDesMo — Eva @ 11:54 pm
Papa Godless Killing Machines
Adult male godless killing machines are both larger and more imposing
than their other kin. Part of the cause of their imposing nature is the
searingly hot, blue flame that wreaths their fur. They get by on pure
rage: slashing, charging and crushing their way through any foolish
enough to get near them.
Papa Godless Killing Machine
|
Level 21 Brute
|
Large fey beast (fire)
|
XP 3,200
|
HP 246; Bloodied 123
AC 33; Fortitude 34; Reflex 33; Will 33
Speed 6
Immune fire
|
Initiative +15
Perception +15
|
Traits
|
O The Burning! (fire) • Aura 2
|
Each creature that starts its turn within the aura takes 10 fire damage.
|
Embodiment of Death (fear)
|
An enemy takes a -2 penalty on attack rolls against the killing machine until it damages the killing machine.
|
Standard Actions
|
m Claw • At-Will
|
Attack: Reach 2; +24 vs. AC
|
Hit: 3d6 + 10 fire damage.
|
M Down and Out • Recharge
|
Attack: The
killing machine makes two claw attacks. If both claw attacks hit the
same target, the killing machine makes a secondary attack against the
target. Secondary Attack; +23 vs. AC
|
Hit: The target is knocked prone and helpless (save ends).
|
Aftereffect: The target is weakened (save ends).
|
Triggered Actions
|
C Death Roar (fire)
|
Trigger: The godless killing machine drops to 0 hit points.
|
Attack (Immediate Interrupt): Close burst 5 (targets enemies); +22 vs. Reflex
|
Hit: 6d6 + 5 fire damage. Godless killing machine allies in the burst can make a basic attack as a free action.
|
Str 20 (+15)
|
Dex 20 (+15)
|
Wis 20 (+15)
|
Con 26 (+18)
|
Int 20 (+15)
|
Cha 20 (+15)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Papa Godless Killing Machines in Combat
Generally charging into the middle of the fray, the male killing
machine prefers to knock down and savage his opponents. He makes a
special attempt to take advantage of weakened foes, ignoring other
threats such as marks or opportunity attacks.
Tomorrow, a mischief of mimmoths!
November 24, 2010
A Mischief of Mimmoths
Filed under: D&D,Games,NaMoDesMo — Eva @ 11:25 pm
Note: This monster was inspired by Girl Genius. The Mimmoth is a creation of Kaja and Phil Foglio. All I did was turn it into a D&D monster. :)
A Mischief of Mimmoths
Mimmoths are bite sized versions of the more well known woolly
mammoth. A group of mimmoths is called a mischief and they are. Wild
mimmoths can be quite destructive, much like mice, but they able to
survive much lower temperatures and are equipped with sharp tusks that
allow them to burrow and pry into even more nooks and crannies.
A Mischief of Mimmoths
|
Level 2 Skirmisher
|
Medium natural magical beast (swarm)
|
XP 125
|
HP 35; Bloodied 18
AC 16; Fortitude 14; Reflex 15; Will 14
Speed 6, burrow 4
Resist half damage from melee and ranged attacks; Vulnerability damage from close and area attacks
|
Initiative +6
Perception +1
Low-Light Vision
|
Traits
|
O Swarm Attack • Aura 1
|
The mischief makes a basic attack as a free action against each enemy that begins its turn in the aura.
|
Standard Actions
|
m A Thousand Goring Pinpricks • At-Will
|
Attack: +7 vs. AC
|
Hit: 1d6 + 6 damage.
|
Triggered Actions
|
M They’re Too Cute! • At-Will
|
Trigger: An enemy targets the mischief with an attack.
|
Attack (Immediate Interrupt): +5 vs. Will
|
Hit: The attacker must target a different creature or end its attack.
|
Str 11 (+1)
|
Dex 17 (+4)
|
Wis 11 (+1)
|
Con 11 (+1)
|
Int 11 (+1)
|
Cha 11 (+1)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Mischiefs of Mimmoths in Combat
Mimmoths can be trained and unscrupulous circus folk have been known
to use them as protection or even as attack animals. While one mimmoth
is not much of a danger, a whole swarm of them can be quite a problem.
And they’re just so darn adorable that it’s difficult to squish them.
Tomorrow, ever wonder what succubi do when they retire? :)
November 25, 2010
Retired Succubus
Filed under: D&D,Games,NaMoDesMo — Eva @ 11:08 pm
Retired Succubus
Sometimes even even sexual temptation incarnate wants to settle down.
Forming large polyamorus “families” is much like settling down, isn’t
it? For a succubus it’s a pretty decent level of commitment. If you
survive a few dozen centuries of work as a spy and saboteur, hell’s
retirement benefits are not too bad. You can easily support a dozen
partners and a pile of winged rugrats, especially if you did time as a
favored concubine to one of the lords of hell (they have excellent
severance packages once they tire of you!).
Lore
Arcana 16: Most retired succubi have put the work they used to do
behind them, but they fiercely protect the things they hold dear: their
family, that really nice library they invested in, the garden they
devote a lot of their time to… the exact details vary for each
individual. It’s not that common for a succubus to survive to retirement
age, but those that have reside on whatever plane suits them most.
There are documented individuals in hell, the material plane, the plane
of dreams, and the feywild. They tend to collect lovers of both genders
into committed households and often raise large groups of children. The
species of their loved ones may or may not match the plane they’ve
settled in.
Retired Succubus
|
Level 16 Elite Controller
|
Medium immortal humanoid (devil, shapechanger)
|
XP 2,800
|
HP 296; Bloodied 148
AC 30; Fortitude 27; Reflex 28; Will 29
Speed 6, fly 8
Resist 15 fire
Saving Throws +2; Action Points 1
|
Initiative +14
Perception +13
Darkvision
|
Traits
|
O Off My Lawn (charm) • Aura 3
|
At the start of the succubus’ turn it may push all creatures in the aura up to 3 squares.
|
Standard Actions
|
m Memory of Corruption • At-Will
|
Attack: +21 vs. AC
|
Hit: 2d8 + 8 damage.
|
M Charming Kiss • At-Will
|
Attack: +21 vs. AC
|
Hit: On
a hit, the succubus makes a secondary attack against the same target.
Secondary Attack: +20 vs. Will; the target cannot attack the succubus,
and if the target is adjacent to the succubus when the succubus is
attacked by a melee or ranged attack, the target interposes itself and
becomes the target of the attack instead. The effects last until the
succubus or one of his allies attacks the target or until the succubus
dies.
If
the target is still under the effect of this power at the end of the
encounter, the succubus can sustain the effect indefinitely by kissing
the target once per day. The succubus can affect only one target at a
time with charming kiss.
|
R Dominate (charm) • At-Will
|
Attack: Ranged 5; +20 vs. Will
|
Hit: The target is dominated until the end of the succubus’ next turn.
|
Minor Actions
|
Change Shape (polymorph) • At-Will
|
Effect: The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual.
|
Triggered Actions
|
R Uphill, Both Ways, through Hot Coals (charm) • At-Will
|
Trigger: An attack targets the succubus.
|
Attack (Immediate Interrupt): Ranged 5 (attacker only); +20 vs. Will
|
Hit: The target is dominated until the end of the succubus’ next turn.
Aftereffect: The target is dazed (save ends).
|
Skills Bluff +20, Diplomacy +20, Endurance +14, Insight +18
|
Str 14 (+10)
|
Dex 22 (+14)
|
Wis 20 (+13)
|
Con 12 (+9)
|
Int 16 (+11)
|
Cha 24 (+15)
|
Alignment unaligned Languages Common, Supernal
|
© 2010 Eva Schiffer
|
Retired Succubi in Combat
Retired succubi are a little rusty at their craft, but they were once
the best of the best. They tend to keep their distance from attackers,
pushing them away with their aura and dominating those who attack them.
Tomorrow, the firegaze tyger!
November 26, 2010
Firegaze Tyger
Filed under: D&D,Games,NaMoDesMo — Eva @ 3:07 pm
Firegaze Tyger
In daylight a firegaze tyger looks like any other tiger, in darkness
it glows with a bright inner fire that burns the eyes of those who look
upon it. They are solitary creatures and make their homes in the deepest
of jungles, as far from the bustle of civilization as possible.
Lore
History 17: There is an old story of a king who was determined to
capture a firegaze tyger for his menagerie. It cost him half his
huntsmen, two packs of good dogs, and the life of one of his daughters
before the creature stood before him in chains. He was too proud of his
catch to weigh his losses dearly and took the tyger back to a cage in
the gardens of his castle cheerily. Over the next week the creature’s
light began to slowly dim as it weakened in captivity. The king’s
advisers warned him that allowing the tyger to die would bring him
terrible fortune, but he would not listen. On the last night of the
week, when it seemed the tyger’s light would be snuffed out the king
went to the garden to see his prize. No one is sure exactly what
happened after that. The servants heard a terrible cry and there was a
blinding flash of light from the gardens. When they arrived, the tyger
was dead and the king could only gibber and claw at his bleeding,
sightless eyes. He died later that night.
Firegaze Tyger
|
Level 9 Solo Soldier
|
Large fey beast (fire)
|
XP 2,000
|
HP 392; Bloodied 196
AC 25; Fortitude 22; Reflex 21; Will 20
Speed 8, climb 6
Resist 5 fire
Saving Throws +5; Action Points 2
|
Initiative +10
Perception +6
Low-Light Vision
|
Standard Actions
|
m Claws (fire) • At-Will
|
Attack: Reach 1; +16 vs. AC
|
Hit: 3d8 + 5 fire damage and 5 ongoing fire damage.
|
M Fearful Symetry • At-Will
|
Effect: The
tyger makes a claw attack, if the attack hits, the tyger makes a claw
attack against each enemy adjacent to the target of the initial attack.
|
Minor Actions
|
C Burning Bright (fire, force) • Recharge 6
|
Attack: Close burst 5 (all creatures in burst); +14 vs. Fortitude
|
Hit: 4d8 + 5 fire and force damage, and the target is blinded (save ends).
|
Dread Feet • Encounter
|
Effect: The tyger takes a move action.
|
Triggered Actions
|
What the Chain • At-Will
|
Trigger: The tyger is immobilized, slowed, grabbed, or restrained.
|
Effect (Immediate Interrupt): The tyger makes a saving throw against the condition. If it saves it also shifts two squares.
|
Sieze the Fire • At-Will
|
Trigger: The tyger is hit by a melee attack.
|
Effect (Immediate Interrupt): The tyger’s attacker takes 2d8 + 5 fire damage.
|
Skills Acrobatics +13, Stealth +13
|
Str 20 (+9)
|
Dex 18 (+8)
|
Wis 14 (+6)
|
Con 18 (+8)
|
Int 14 (+6)
|
Cha 12 (+5)
|
Alignment unaligned Languages —
|
© 2010 Eva Schiffer
|
Firegaze Tygers in Combat
Firegaze tygers prefer to close with enemies as quickly as possible
and use their fearful symmetry to harm as many as possible. They are
especially annoyed by fire-resistant foes, and usually save them for
last.
Tomorrow, a wake of buzzards!
November 27, 2010
A Wake of Buzzards
Filed under: D&D,Games,NaMoDesMo — Eva @ 3:02 pm
A Wake of Buzzards
Buzzards haunt the desolate areas of the world and scavenge off the
remains of the dead. Occasionally difficult times, or evil magic, drive
them to attack the healthy in place of their normal fare.
A Wake of Buzzards
|
Level 6 Elite Skirmisher
|
Huge natural beast (swarm)
|
XP 500
|
HP 138; Bloodied 69
AC 20; Fortitude 18; Reflex 19; Will 18
Speed 4, fly 8
Resist 5 necrotic, half damage from melee and ranged attacks; Vulnerability against close and area attacks
Saving Throws +2; Action Points 1
|
Initiative +12
Perception +4
Low-Light Vision
|
Traits
|
O Reek of Death • Aura 1
|
Any creature that starts it’s turn in the aura takes 5 necrotic damage.
|
No More Patience
|
The wake does an additional 2d4 damage to prone targets.
|
Standard Actions
|
m Hungry Claws • At-Will
|
Attack: +9 vs. Reflex
|
Hit: 1d4 + 3 damage, and the target is knocked prone.
|
M Feast • At-Will
|
Attack: (one bloodied target); +11 vs. AC
|
Hit: 6d4 + 5 necrotic damage and the target is blinded (save ends).
|
Move Actions
|
Between the Living • At-Will
|
Effect: The
wake shifts it’s speed, it may pass through squares containing enemies.
If it moves into a square containing an enemy it immediately makes a
hungry claws attack against that enemy.
|
Triggered Actions
|
Scavenge (fear, healing) • At-Will
|
Trigger: A creature adjacent to the wake falls below 0 hit points.
|
Attack (Immediate Interrupt): +11
vs. AC; The swarm regains 10 hit points. The target creature loses one
healing surge. If the creature has no surges to lose it loses one surge
value in hit points.
|
Str 13 (+4)
|
Dex 19 (+7)
|
Wis 13 (+4)
|
Con 13 (+4)
|
Int 13 (+4)
|
Cha 13 (+4)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
A Wake of Buzzards in Combat
Buzzards tend to single out victims and harry them with repeated
passes until they are blooded. Then they descend in mass to feast upon
their victim’s delicious flesh.
Tomorrow a half-dragon gelatinous cube!
November 28, 2010
Half-Dragon Gelatinous Cube
Filed under: D&D,Games,NaMoDesMo — Eva @ 11:01 pm
Half-Dragon Gelatinous Cube
Formed from the unholy alliance of a dragon and a gelatinous cube,
the half-dragon gelatinous cube resembles its ooze parent, but with a
tint of color that suggests its draconic heritage. It also inherits
higher than normal intelligence and cunning from the dragon side of its
family tree.
Half-Dragon Gelatinous Cube, Bronze
|
Level 13 Elite Brute
|
Large natural magical beast (blind, ooze, aquatic, dragon)
|
XP 1,600
|
HP 324; Bloodied 162
AC 25; Fortitude 26; Reflex 25; Will 25
Speed 6
Immune gaze; Resist 10 lightning, 5 acid
Saving Throws +2; Action Points 1
|
Initiative +9
Perception +9
|
Traits
|
Translucent
|
The
cube is nearly invisible until seen (Perception DC 24) or until it
attacks. Creatures that fail to notice the cube might walk into it,
automatically becoming engulfed.
|
Standard Actions
|
m Slam • At-Will
|
Attack: +15 vs. Fortitude
|
Hit: 2d6 + 5 damage, and the target is immobilized (save ends).
|
Engulf (acid) • At-Will
|
Effect: (one
or two Medium or smaller creatures); The cube attacks the targets; one
or two Medium or smaller creatures; +14 vs. Reflex (automatically hits
an immobilized creature). On a hit, the target is grabbed and pulled
into the cube’s space; the target is dazed and takes ongoing 15 acid
damage until it escapes the grab. A creature that escapes the grab
shifts to a square of its choosing adjacent to the cube. The cube can
move normally while creatures are engulfed within it.
|
C Breath Weapon (lightning) • Recharge 5 6
|
Attack: Close blast 3; +14 vs. Reflex
|
Hit: 4d6
+ 3 lightning damage, and the cube pushes the target 2 squares. If the
attack hit at least one target, the cube makes a secondary attack
against a creature within 10 squares that was not a target of the
primary attack.
|
Miss: Half damage. Secondary Attack: +14 vs. Reflex; 2d10 + 5 lightning damage, and the cube pushes the target 1 square.
|
Triggered Actions
|
C Bloodied Breath • Encounter
|
Trigger: The cube becomes bloodied.
|
Effect (Immediate Interrupt): Breath weapon recharges, and the cube uses it.
|
Skills Intimidate +14, Stealth +14
|
Str 16 (+9)
|
Dex 16 (+9)
|
Wis 16 (+9)
|
Con 22 (+12)
|
Int 16 (+9)
|
Cha 16 (+9)
|
Alignment unaligned Languages —
|
© 2010 Eva Schiffer
|
Half-Dragon Gelatinous Cube in Combat
Half-dragon gelatinous cubes fight much like their transparent
parents, lying in wait for unwary creatures using their near
invisibility. They are slightly more detectable due to their color, but
they make up for it in combat with their vicious breath weapon attack.
Note: Special thanks to Kelsey, who first came up with this monster in 3.x.
Tomorrow, a rainbow vampire!
November 29, 2010
Rainbow Vampire
Filed under: D&D,Games,NaMoDesMo — Eva @ 1:04 pm
Rainbow Vampire
So named because of the prism-like effects that result when this
vampire is exposed to sunlight, the rainbow vampire is a bit different
than its darker cousins. While not skilled with transformation, rainbow
vampires are much faster and stronger. They are also able to walk in the
sunlight without losing their natural regeneration, making them
formidable daylight foes. They are however prone to strange obsessions
and writing very bad poetry. They lack both the terrifying power and the
leadership ability of the older creatures of the night.
Rainbow Vampire
|
Level 25 Elite Soldier
|
Medium fey humanoid (undead)
|
XP 14,000
|
HP 466; Bloodied 233
Regeneration 10
AC 41; Fortitude 38; Reflex 36; Will 37
Speed 10, jump 2
Immune disease, poison; Resist necrotic; Vulnerability -5 radiant
Saving Throws +2; Action Points 1
|
Initiative +27
Perception +16
Low-Light Vision
|
Traits
|
If It Sparkles Kill It
|
If rainbow vampires are exposed to direct sunlight they emit telltale sparkles that can not be easily hidden.
|
Standard Actions
|
m Punch • At-Will
|
Attack: +32 vs. AC
|
Hit: 2d8 + 8 damage, and the target is marked until the end of the vampire’s next turn.
|
r Throwing Stuff • At-Will
|
Attack: Ranged 5/10; +30 vs. Reflex
|
Hit: 4d8 + 8 damage (crit 28+4d6, or crit 28+4d10 against Large or larger creatures).
|
M Double Attack (weapon) • At-Will
|
Effect: The vampire makes a punch attack against one target and a punch or throwing stuff attack against another target.
|
M Blood Drain (healing) • At-Will
|
Attack: +30 vs. Fortitude
|
Hit: 2d12 + 7 damage, and the target is weakened (save ends), and the vampire heals 116 hit points.
|
Second Wind (healing) • Encounter
|
Effect: The
vampire spends a healing surge to regain 116 hit points. In addition,
it gains a +2 bonus to all defenses until the start of its next turn.
|
Move Actions
|
Blinding Speed • Encounter
|
Effect: The vampire shifts its speed.
|
Minor Actions
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M Backhand • Recharge 4 5 6
|
Attack: +30 vs. Fortitude
|
Hit: The target is stunned until the end of the vampire’s next turn.
|
R Mind Reader (psychic) • At-Will
|
Attack: Ranged 20 (one creature); +30 vs. Will
|
Hit: The
vampire telepathically asks the target a question, and the target must
answer the question truthfully or else take 3d8 + 11 psychic damage.
|
R My Bella (gaze, charm) • Recharge 5 6
|
Attack: Ranged 5; +30 vs. Will
|
Hit: The target is dominated and takes a -2 penalty to saving throws against being dominated (save ends both).
|
Aftereffect: The target is dazed (save ends). The vampire can have only one creature dominated at a time.
|
Triggered Actions
|
M Mine • At-Will
|
Trigger: An enemy marked by the vampire shifts or attacks a target that is not the vampire.
|
Effect (Immediate Interrupt): The vampire makes a punch attack against the triggering creature.
|
Skills Athletics +29, Intimidate +26, Stealth +24
|
Str 34 (+24)
|
Dex 25 (+19)
|
Wis 19 (+16)
|
Con 25 (+19)
|
Int 22 (+18)
|
Cha 28 (+21)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
Rainbow Vampires in Combat
Rainbow vampires lack the finesse of many other vampires, relying on
their speed, strength, and raw sex appeal. They often work in groups,
sometimes dominating seducing humans into serving them as well.
Tomorrow, the Invisible Pink Unicorn!
November 30, 2010
The Invisible Pink Unicorn
Filed under: D&D,Games,NaMoDesMo — Eva @ 2:02 pm
The Invisible Pink Unicorn
The mighty Invisible Pink Unicorn has been told of in many legends
and songs. She is said to reveal herself only to those who are pure of
heart and strong of mind. All others must have faith in her pinkness and
understand that her invisibility is for their protection.
The Invisible Pink Unicorn
|
Level 35 Elite Skirmisher (Leader)
|
Large immortal magical beast
|
XP 94,000
|
HP 630; Bloodied 315
AC 49; Fortitude 46; Reflex 48; Will 47
Speed 8, fly 10 (hover)
Immune gaze, radiant
Saving Throws +2; Action Points 1
|
Initiative +33
Perception +30
Truesight
|
Traits
|
O Trust in Pinkness • Aura 5
|
Allies in the aura gain a +3 bonus to all defenses.
|
Invisibly Pink
|
The unicorn is invisible. All effects that would make the unicorn visible fail to do so.
|
Standard Actions
|
m Invisible Hooves • At-Will
|
Attack: +40 vs. AC
|
Hit: 10d6 + 10 damage.
|
M Piercing Charge • At-Will
|
Attack: The unicorn makes a charge attack; +40 vs. AC
|
Hit: 12d6 + 10 damage, and the target is pushed 3 squares and knocked prone.
|
M Swift Strike • Recharge 5 6
|
Attack: +40 vs. AC
|
Hit: 8d6
+ 15 damage, and the target is stunned until the end of the unicorn’s
next turn; the unicorn can shift her speed before making this attack.
|
C Fear of Her Invisible Presence (fear) • Encounter
|
Attack: Close burst 10 (targets enemies); +38 vs. Will
|
Hit: The target is stunned until the end of the unicorn’s next turn.
|
Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
|
Move Actions
|
Unseen Passage (teleportation) • Encounter
|
Effect: The unicorn can teleport 15 squares.
|
Minor Actions
|
C Intangible Horn Touch (healing) • Encounter
|
Effect: Burst 2; All allies in the burst can spend a healing surge or make a saving throw against one effect that a save can end.
|
R The Beauty of Invisibility (charm) • Recharge 5 6
|
Attack: Ranged 10; +38 vs. Will
|
Hit: The
target cannot attack the unicorn, and the target must make opportunity
attacks with a +2 bonus against any creature within reach that attacks
the unicorn (save ends).
|
Triggered Actions
|
To Saturn • At-Will
|
Trigger: The unicorn drops to 0 hit points.
|
Effect (Immediate Interrupt): The unicorn becomes insubstantial, teleports into a stable orbit around Saturn, and then heals 157 hit points.
|
Skills Arcana +30, Diplomacy +32, Heal +30, History +30, Insight +30, Religion +30, Stealth +33
|
Str 27 (+25)
|
Dex 33 (+28)
|
Wis 27 (+25)
|
Con 27 (+25)
|
Int 27 (+25)
|
Cha 30 (+27)
|
Alignment Languages —
|
© 2010 Eva Schiffer
|
The Invisible Pink Unicorn in Combat
The Invisible Pink Unicorn will come to the aid of those who have
faith in her pinkness. She stands as an invisible beacon of hope, truth,
and goodness in a world of dark and evil. Her sheer beauty drives her
enemies to protect her and her hooves fall hard on those who fail to
believe.
This concludes my NaMoDesMo entries. I hope you enjoyed them! :)