NaMoDesMo 2010

Digital Changeling > Game Design > NaMoDesMo 2010

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:

  1. Post a monster on your blog
  2. The post should also include some kind of fluff text
  3. The monster should be written by you and never before published
  4. (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

"Imagine a drawing of a sexy female ghost in a chef's hat holding a cheesecake here."

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

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! :)