Saturday, March 21, 2009

Why, that's a Frieghboranean!

The final comments are in from last week's "Weekly What the Heck". The result is the frieghboranean, an amphibious subterranean monster that exudes a trail of slime and has mastered using multiple weapons.

I'd like to thank Dawn Raven, Scott and Ripper (with special thanks to Dawn Raven for the seed of the name) for their ideas, all of which have been mashed together to create:
Frieghboranean
A frieghboranean is an amphibious subterranean monster. It exudes a trail of slime that can eat through flesh. These creatures have also mastered complex martial arts using multiple primitive weapons.

Level 16 Elite Skirmisher
Frieghboranean Tempest
XP 2,800
Medium aberrant humanoid (aquatic)
Initiative +17 Senses Perception +12
HP 314; Bloodied 157
AC 32; Fortitude 28, Reflex 32, Will 30
Speed 6, swim 10
mClub (standard; at-will) * Weapon
+21 vs. AC; 2d6 + 7 damage.
mSpear (standard; at-will) * Weapon
+21 vs. AC; 2d8 + 5 damage.
MThree-Weapon Strike (standard; at-will)
The frieghboranean tempest makes three melee basic attacks.
MSix-Weapon Rend (standard; encounter)
The frieghboranean tempest makes three club attacks and three spear attacks against the same target. If more than three attacks hit, the frieghboranean tempest deals an additional 2d10 damage.
MTentacle Grab (standard; at-will)
+21 vs. AC; 1d10 + 5 damage, plus the target is grabbed (until escape). The frieghboranean tempest can only make melee basic attacks while grabbing a creature.
RFling Slime (standard; at-will)
Ranged 5 (only out of water); +19 vs. Reflex; 1d10 + 7 acid damage, and the target takes ongoing 5 acid damage and takes a –2 penalty to AC (save ends both).
Slime Trail (move; at-will) * Zone
The frieghboranean moves up to 4 squares on land or 16 squares in a straight line underwater. All squares it moves through, including its starting square, become a zone that lasts until the end of the encounter. The zone is difficult terrain and any creature that enters or starts its turn in the zone takes 1d10 acid damage. Underwater the zone also blocks line of sight.
Alignment Unaligned Languages Deep Speech
Skills Athletics +18, Dungeoneering +15
Str 21 (+13) Dex 24 (+15) Wis 18 (+12)
Con 21 (+13) Int 14 (+10) Cha 21 (+13)

Frieghboranean Tempest Tactics
A frieghboranean tempest prefers to move around the battlefield, leaving a slime trail and seeking a worthy target for its six-weapon rend.

Level 16 Controller
Frieghboranean Slimemaster
XP 1,400
Medium aberrant humanoid (aquatic)
Initiative +15 Senses Perception +12
HP 157; Bloodied 78
AC 30; Fortitude 28, Reflex 30, Will 28
Speed 6, swim 10
mClub (standard; at-will) * Weapon
+21 vs. AC; 2d6 + 7 damage.
mSpear (standard; at-will) * Weapon
+21 vs. AC; 2d8 + 5 damage.
MTentacle Grab (standard; at-will)
+21 vs. AC; 1d10 + 5 damage, plus the target is grabbed (until escape). The frieghboranean slimemaster can only make melee basic attacks while grabbing a creature.
RFling Slime (standard; at-will)
Ranged 10 (only out of water); +20 vs. Reflex; 1d10 + 7 acid damage, and the target takes ongoing 5 acid damage and takes a –2 penalty to AC (save ends both).
ASlime Burst (standard; recharge 5 6)
Area burst 2 within 10 (only out of water); +18 vs. Reflex; 1d8 + 7 acid damage, and the target takes ongoing 5 acid damage and takes a –2 penalty to AC (save ends both).
Slime Trail (move; at-will) * Zone
The frieghboranean moves up to 4 squares on land or 16 squares in a straight line underwater. All squares it moves through, including its starting square, become a zone that lasts until the end of the encounter. The zone is difficult terrain and any creature that enters or starts its turn in the zone takes 1d8 acid damage. Underwater the zone also blocks line of sight.
Alignment Unaligned Languages Deep Speech
Skills Athletics +18, Dungeoneering +16
Str 21 (+13) Dex 24 (+15) Wis 19 (+12)
Con 21 (+13) Int 16 (+11) Cha 21 (+13)

Frieghboranean Slimemaster Tactics
A frieghboranean slimemaster prefers to stay back and use slime burst as much as possible, using fling slime while it recharges.

Frieghboranean Lore
A character knows the following information with a successful Dungeoneering check.
DC 20: Frieghboraneans are capable of squirting their slime as a squid does ink. Underwater, this allows a brief surge of rapid movement and leaves behind an inky, acidic cloud. On the surface, this is a ranged attack.

Encounter Groups
Frieghboraneans are sometimes found allied with aquatic humanoids.
Level 16 Encounter (XP 6,950)
* 1 frieghboranean tempest (level 16 elite skirmisher)
* 1 frieghboranean slimemaster (level 16 controller)
* 1 kuo-toa monitor (level 16 skirmisher)
* 1 kuo-toa harpooner (level 14 soldier)
* 1 kuo-toa guard (level 16 minion)
I'm pleased with the slime trail power. I think it's very different from anything in the Monster Manual.

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