I'd like to thank Jeff, jermwar and Donny_the_Dm (with special thanks (I think) to Jeff and jermwar for the names) for their ideas, all of which have been mashed together to create:
Regenerating minions. That's a new one, I think.MerdragoblinbornMerdragoblinborn are small aquatic humanoids that come in many shapes and colors. They appear as a grotesque combination of goblin and seahorse. They swim in an ungainly fashion, using their flipper fins to propel themselves through the water much in the way a bat flies through air. However, the leathery flippers are more suggestive of an evolution possibly from ancient sea dragons, eons ago on their mother's side, rather than of any mammalian heritage.Initiative +9 Senses Perception +7Level 8 MinionMerdragoblinborn FollowerXP 87Small natural humanoid (aquatic)
HP 1; a missed attack never damages a minion.
AC 22; Fortitude 20, Reflex 22, Will 20
Speed 2, fly 4 (clumsy), swim 6mBite (standard; at-will)+13 vs. AC; 6 damage.Scrag's Resilience * HealingIf the merdragoblinborn follower is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action).Alignment Evil Languages Draconic, Goblin
Skills Endurance +12
Str 17 (+7) Dex 20 (+9) Wis 17 (+7)
Con 17 (+7) Int 14 (+6) Cha 14 (+6)Merdragoblinborn Follower TacticsIn the presence of a strong leader (an ecclesiastic or schoolmaster), merdragoblinborn followers fight with fanatical zeal. If their leader is killed, merdragoblinborn followers tend to flee.Initiative +8 Senses Perception +7Level 6 SoldierMerdragoblinborn EcclesiasticXP 250Small natural humanoid (aquatic)
HP 73; Bloodied 36
Regeneration 5 (if the merdragoblinborn ecclesiastic takes acid or fire damage, regeneration does not function until the end of its next turn)
AC 22; Fortitude 18, Reflex 18, Will 19
Speed 2, fly 4 (clumsy), swim 6mMace of Warding (standard; at-will) * Weapon+13 vs. AC; 1d10 + 3 damage, and the merdragoblinborn ecclesiastic gains a +1 power bonus to AC until the end of its next turn.MDread Strike (standard; recharge 5 6) * Fear, WeaponRequires mace; +11 vs. Will; 2d8 + 3 damage, and the target is immobilized.Fortune of the Fonz (free; encounter)The merdragoblinborn ecclesiastic can reroll an attack roll. It must use the second roll, even if it’s lower.Scrag's Resilience * HealingIf the merdragoblinborn ecclesiastic is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 5 hit points.Alignment Evil Languages Draconic, Goblin
Skills Endurance +11
Str 17 (+6) Dex 16 (+6) Wis 19 (+7)
Con 17 (+6) Int 16 (+6) Cha 19 (+7)Merdragoblinborn Ecclesiastic TacticsMerdragoblinborn ecclesiastics employ straightforward melee tactics, wading into the fray and making use of dread strike as often as possible. They use fortune of the Fonz on the first dread strike to miss. Merdragoblinborn ecclesiastics coordinate well with others of their kind, flanking enemies and concentrating their attacks on any opponents utilizing acid or fire.Initiative +7 Senses Perception +9Level 9 Controller (Leader)Merdragoblinborn SchoolmasterXP 400Small natural humanoid (aquatic)
Despair (Psychic) aura 3; enemies within the aura take a –2 penalty to attack rolls against any merdragoblinborn.
HP 97; Bloodied 48
Regeneration 5 (if the merdragoblinborn schoolmaster takes acid or fire damage, regeneration does not function until the end of its next turn)
AC 23; Fortitude 21, Reflex 21, Will 23
Speed 2, fly 4 (clumsy), swim 6mBite (standard; at-will)+14 vs. AC; 2d6 + 3 damage.RBlinded by the Cool (standard; at-will) * ColdRanged 10; +13 vs. Fortitude; 2d6 + 5 cold damage, and the target is binded (save ends).RIncite Rage (immediate reaction, when an ally uses scrag's resilience; recharge 4 5 6)Range 10; the targeted ally can shift 2 squares and make a free basic attack.Lead the Flock (move; at-will)Three allied creatures within 10 squares of the merdragoblinborn schoolmaster (and within its line of sight) shift.Fortune of the Fonz (free; encounter)The merdragoblinborn schoolmaster or an ally within 10 squares can reroll an attack roll. The target must use the second roll, even if it’s lower.Scrag's Resilience * HealingIf the merdragoblinborn schoolmaster is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 5 hit points.Alignment Evil Languages Draconic, Goblin
Skills Endurance +12
Str 16 (+7) Dex 16 (+7) Wis 20 (+9)
Con 17 (+7) Int 17 (+7) Cha 20 (+9)Merdragoblinborn Schoolmaster TacticsA merdragoblinborn schoolmaster prefers to lead from the rear, out of reach of its foes. It uses blinded by the cool on foes making ranged attacks. When another merdragoblinborn within 10 squares uses scrag's resilience, the merdragoblinborn schoolmaster uses incite rage to allow that merdragoblinborn to make a free attack.Merdragoblinborn LoreA character knows the following information with a successful Nature check.
DC 15: Merdragoblinborn are usually scavengers, but have been known to attack in "flocks". Flock of Merdragoblinborn is also the name of a bardic group with a signature hairstyle which is semi-popular with adolescent halflings.
DC 20: Merdragoblinborn are led by clerics of a strange god. The rank and file follow these leaders fanatically.Encounter GroupsMerdragoblinborn are almost always found in flocks under the leadership of clerics of Fonz.
Level 9 Encounter (XP 2,000)
* 8 merdragoblinborn followers (level 8 minion)
* 2 merdragoblinborn ecclesiastics (level 6 soldier)
* 2 merdragoblinborn schoolmasters (level 9 controller)
2 comments:
"Heeeeeeeeeeeeeeeeeeeey!" *thumbs up*
I was unable to get Jen to draw the merdragoblinborn ecclesiastic with a holy amulet/symbol with a "thumb up" sign on it.
I also refrained from giving one of these guys a power where it kills you with its thumbs just because it can.
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