Digital Changeling

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! :)

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

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 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 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 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 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 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 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 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 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!

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