Showing posts with label WWTH. Show all posts
Showing posts with label WWTH. Show all posts

Sunday, July 26, 2009

The Weekly What the Heck: An Updated Overview

Since I'm on hiatus, this seems like a good time to update the master Weekly What the Heck monster list.

Here's the updated level/role breakdown of all the monsters. The names that are links link to the original post on this site. The level/role links link to the reformatted stat card at tools.dungeonmastering.com (free login required) for easy printing. My plan is to update this post as often as I can until all the monsters have been put in Yax's database and all the names and levels/roles are links:

Laughing Lambchop Lizard
Level 1 Lurker
Eye Mite Midge
Level 1 Minion
Saeggan Genesis
Level 1 Soldier
Beelion
Level 1 Elite Skirmisher
Doppelganger Freak
Level 1 Skirmisher

Laughing Lambchop Lizard ... of Lightning
Level 2 Artillery
Pixie of the Styx
Level 2 Elite Artillery
Emo Monkey
Level 2 Controller
Saber-Tooth Lycotaur
Level 2 Controller
Pixie Trickster
Level 2 Lurker
Ridgeback Loper
Level 2 Skirmisher
Archaic Gastropod
Level 2 Soldier

Trimandibular Praying Mantelope
Level 3 Brute
Saeggan Dreamcaster
Level 3 Controller
Scorpire Vampion
Level 3 Controller
Scorpire Scuttler
Level 3 Lurker
Sapient Sloth Commoner
Level 3 Minion
Nutrition Bulb
Level 3 Minion

Xenomoeba Larva
Level 4 Brute
Goth Emo Monkey
Level 4 Controller
Pyrosphynx Cub
Level 4 Lurker
Spore Bulb
Level 4 Minion
Student of the Path
Level 4 Skirmisher
Undead Chicken
Level 4 Skirmisher

Turkatrice
Level 5 Brute
Wallowing Merhog
Level 5 Elite Brute
Wraithpunzel
Level 5 Lurker

Dire Orcish Knucklewalker
Level 6 Brute
Emo Ghoul
Level 6 Brute
Ridgeback War Machine
Level 6 Brute
Greholdusa
Level 6 Controller
Orcish Knucklewalker Swarm
Level 6 Skirmisher
Merdragoblinborn Ecclesiastic
Level 6 Soldier

Necrotic Xenomoeba
Level 7 Elite Brute
Ravenous Pelicgizard
Level 7 Brute
Monkicore
Level 7 Controller
Scorpire Viscount
Level 7 Lurker (L)
Jamuzavdu (Speed Demon)
Level 7 Skirmisher

Pyrosphynx Sun Lion
Level 8 Brute
Stumper
Level 8 Controller
Sextuple-Finned Hammerhead Fish
Level 8 Lurker
Merdragoblinborn Follower
Level 8 Minion
Were Saber-Tooth Lycotaur
Level 8 Skirmisher

Fireblooded Monkicore
Level 9 Artillery
Merdragoblinborn Schoolmaster
Level 9 Controller (L)
Snake Mahjicocl Soloist
Level 9 Controller
Christmas Treant Shrub
Level 9 Lurker

Cycloptic Elephantaur Gawker
Level 10 Artillery
Treefling Leafwielder
Level 10 Artillery
Conflagrating Pelicgizard
Level 10 Controller
Aquatic Wraithpunzel
Level 10 Lurker
Shellsong Siren
Level 10 Lurker

Green Toothnip
Level 11 Lurker

Embryomace
Level 12 Artillery
Cycloptic Elephantaur Trumpeter
Level 12 Controller
Piscean Tempest
Level 12 Skirmisher
Quizacoatl Contestant
Level 12 Skirmisher
Greholdusa Scourge
Level 12 Soldier
Merhog Steed
Level 12 Soldier

Christmas Treant Bush
Level 13 Controller
Snaketongue Rampant
Level 13 Minion
Snaketongue Restrainer
Level 13 Minion

Firebred Pyrosphynx
Level 14 Artillery
Chanavan Serpent
Level 14 Solo Brute
Piscean Evolutionary
Level 14 Controller
Snake Mahjicocl Principal
Level 14 Skirmisher
Yuan-ti Rampant
Level 14 Skirmisher
Yuan-ti Restrainer
Level 14 Soldier

Demodracosauralisk
Level 15 Elite Artillery
Hemi-Demodracosauralisk
Level 15 Artillery
Abolderithicus Starme
Level 15 Controller
Quizacoatl Host
Level 15 Controller
Treefling Leafmaster
Level 15 Controller

Eye Mite Berserker
Level 16 Brute
Frieghboranean Slimemaster
Level 16 Controller
Frieghboranean Tempest
Level 16 Elite Skirmisher
Squiglet Caretaker
Level 16 Soldier

Sextuple-Finned Scintillating Hammerhead Fish
Level 17 Controller
Ripe Toothnip
Level 17 Soldier

Kruthiguid
Level 18 Elite Brute
Eye Mite Mindraper
Level 18 Controller
Abolderithicus Staryu
Level 18 Minion

Abolderithicus Wistar
Level 19 Artillery

Triclops Manipulator
Level 20 Soldier

Aspect of the Ultimate Dungeon Master
Level 26 Elite Controller

Ultimate Dungeon Master
Level 35 Solo Brute

And here's the updated list of all the commenters and how many times each has contributed.

NameComments
Ripper21
Scott15
ReverendMike12
greywulf10
Gomez8
Jeff7
wyattsalazar7
benpop5
ChaoticBlackSheep3
jermwar3
dicemonkey2
DoctorCheckmate2
joeskythedungeonbrawler2
mthomas7682
RPGIke2
AlexSchroeder1
Ameron1
Anonymous1
Bartoneus1
BenPop1
d71
DawnRaven1
Donny_the_Dm1
FatAlibert1
icosahedron1
JeffRients1
Jerm1
Ravyn1
rcarbol1
Rekres1
TheRecursionKing1
thievescant1
Viriatha1
Will1
Wyatt1

I only had to add one new name for the past two months, which doesn't give me a warm fuzzy feeling.

Saturday, July 25, 2009

Weekly What the Heck - Hiatus

I got no comments on last week's What the Heck, and it's been over a month since I got more than two (but props to Scott and Ripper for hanging in there with me). I'm going on hiatus for a while. If everything goes according to plan there will still be WWtH-related content popping up on the blog from time to time, and I might finally get around to updating the master list of WWtH monsters and moving/converting all the stat blocks to the dungeonmastering tools site/format.

I've felt like a fraud keeping it going as long as I have, actually. I haven't DMed a game in almost six months and have played once in the past four months. The good news is, that might change today. We'll see.

Saturday, July 18, 2009

Why, that's a Doppelganger Freak!

There was only one comment on last week's What the Heck, but I really didn't expect a barefoot dude in a wig and miniskirt to really generate much interest anyway. Now an angry plant, on the other hand...

I'd like to thank Ripper for his ideas, which have been mashed together with some brainstorming by me and the missus to create:
Doppelganger Freak
Sometimes a doppelganger just.... fails.

Level 1 Skirmisher
Doppelganger Freak
XP 100
Medium natural humanoid (shapechanger)
Initiative +5 Senses Perception +0
HP 29; Bloodied 14
AC 15; Fortitude 13, Reflex 15, Will 13
Speed 6
mShort Sword (standard; at-will) * Weapon
+6 vs. AC; 1d6 + 3 damage.
MConfusing Shift (move; at-will)
The doppelganger freak shifts 2 squares then makes a melee attack; +4 vs. Will; the doppelganger freak gains combat advantage against the target until the end of the doppelganger’s next turn.
CConfusing Shapeshift (minor; recharge 6)
Close burst 2; +1 vs. Will; the target is dazed until the end of the doppelganger’s next turn.
Combat Advantage
The doppelganger freak deals an extra 1d6 damage against any target it has combat advantage against.
Alignment Unaligned Languages Common
Skills Insight +8
Str 11 (+0) Dex 16 (+3) Wis 11 (+0)
Con 13 (+1) Int 10 (+0) Cha 13 (+1)

Doppelganger Freak Tactics
A doppelganger freak moves among its enemies, using its confusing shapeshift to daze as many as possible if it gets surrounded.

Doppelganger Freak Lore
A character knows the following information with a successful Nature check.
DC 17: Occasionally a doppelganger will lose control over its shapeshifting abilities, like a human with a degenerative disease losing motor skills. These doppelganger freaks change shape constantly and randomly.

Encounter Groups
Doppelganger freaks are often found aiding lower humanoids like goblins that will hang out with anybody.

Level 1 Encounter (XP 500)
* 1 doppelganger freak (level 1 skirmisher)
* 2 goblin warriors (level 1 skirmisher)
* 1 goblin blackblade (level 1 lurker)
* 4 goblin cutters (level 1 minion)
Creative DMs can probably have a lot of fun with this one describing its random changes in shape from round to round...

Weekly What the Heck

Welcome to the thirty-eighth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Why does it look so irritated?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, July 11, 2009

Why, that's an Embryomace!

The final comments are in from last week's "Weekly What the Heck". The result is the embryomace, a sentry/guardian sort of critter.

I'd like to thank Ripper and Scott (with special thanks to Ripper for the inspiration for the name) for their ideas, all of which have been mashed together to create:
Embryomace
An embryomace looks like a combination of a bee and a lobster, with a vaguely human face. Its innocent face lures enemies into range of its deadly bite.

Level 12 Artillery
Embryomace
XP 700
Medium elemental beast
Initiative +12 Senses Perception +8
HP 97; Bloodied 48
AC 24; Fortitude 24, Reflex 27, Will 23
Speed 4, fly 8
mBite (standard; at-will)
+19 vs. AC; 1d8 + 4 damage.
REye Ray (standard; at-will) * Necrotic, plus see text
Requires orb. The embryomace possesses one of the eye ray powers in the list below as long as it is holding one of its orbs. An embryomace adjacent to its nest can swap orbs as a move action, thus changing which power it has. Getting an embryomace to drop its orb requires a melee Str attack against its Reflex.
1-Fire Ray (Fire): Ranged 10; +17 vs. Reflex; 1d6 + 6 fire damage, 1d6 necrotic damage, and the target takes ongoing 5 fire damage (save ends).
2-Cold Ray (Cold): Ranged 10; +17 vs. Reflex; 2d6 + 6 cold damage, 1d6 necrotic damage, and the target is slowed (save ends).
3-Electric Ray (Lightning): Ranged 10; +17 vs. Reflex; 1d6 + 6 lightning damage, 1d6 necrotic damage, and the embryomace makes a secondary attack against two targets within 5 squares of the target. Secondary Attack: +15 vs. Reflex; 1d6 + 6 lightning damage.
CEye Blast (standard, usable only while bloodied; recharge 6) * Fire, Cold, Lightning, Necrotic
Close blast 5; +12 vs. Reflex; 1d10 each of fire, cold, lightning and necrotic damage.
Alignment Unaligned Languages -
Str 19 (+10) Dex 22 (+12) Wis 14 (+8)
Con 19 (+10) Int 2 (+2) Cha 19 (+10)

Embryomace Tactics
An embryomace prefers to stay by its nest. It switches orbs randomly after hitting once or twice with its eye blast or eye rays.

Embryomace Lore
A character knows the following information with a successful Nature check.
DC 15: Embryomaces are generally harmless unless encountered guarding a nest of their orbs.
DC 20: A nest of orbs will typically have a variety of elemental types - the embryomace can switch between orbs. Its attacks pull some of the victim's life force into the orb, and the creature tends to switch orbs often to pull some life force into each of them.

Encounter Groups
Powerful wizards sometimes abduct embryomaces and their nests. They then place the nests where they want something guarded, surrounded by constructs and/or undead that the beast will ignore.

Level 12 Encounter (XP 3,500)
* 1 embryomace (level 12 artillery)
* 1 shield guardian (level 14 soldier)
* 2 skeletal tomb guardians (level 10 brute)
* 1 helmed horror (level 13 soldier)
The idea, in case it's not clear, is that the orbs are eggs and once enough life force has been pulled into them they hatch into baby embryomaces...

Weekly What the Heck

Welcome to the thirty-seventh installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Can anything wearing a cheerleader skirt really be that fearsome?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, July 4, 2009

Why, that's a Greholdusa!

I only got one comment on last week's "Weekly What the Heck", but it inspired me so I'm going to run with it. The result is the greholdusa, the offspring of... well, probably best not to think about it too hard.

I'd like to thank Scott for his ideas (and the name), which have been mashed together with a couple of my own to create:
Greholdusa
A greholdusa looks like the offspring of a grell, a beholder, and a medusa. It's probably as confused as you are.

Level 6 Controller
Greholdusa
XP 250
Medium aberrant magical beast
Initiative +7 Senses Perception +6; darkvision
HP 72; Bloodied 36
AC 20; Fortitude 18, Reflex 19, Will 19
Immune petrification
Speed 1 (clumsy), fly 6 (hover)
mTentacle Bite (standard; at-will) * Poison
+11 vs. AC; 1d6 + 2 damage, and the greholdusa makes a secondary attack against the same target. Secondary Attack: +8 vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save).
MTentacle Grab (standard; at-will)
+10 vs. Fortitude; 1d6 + 2 damage, and the target is grabbed. The greholdusa can grab only one creature at a time.
MVicious Bite (minor 1/round; at-will) * Poison
Grabbed target only; +11 vs. AC; 1d10 + 2 damage, and the greholdusa makes a secondary attack against the same target. Secondary Attack: +10 vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save).
RCentral Eye (minor; at-will)
Ranged 5; +10 vs. Will; the target is dazed until the end of the greholdusa’s next turn.
Alignment Evil Languages Deep Speech
Skills Stealth +12
Str 14 (+5) Dex 18 (+7) Wis 16 (+6)
Con 16 (+6) Int 14 (+5) Cha 19 (+7)

Greholdusa Tactics
A greholdusa grabs one target at a time, releasing them once it uses vicious bite on them, and then repeats on a different target.

Level 12 Soldier
Greholdusa Scourge
XP 700
Medium aberrant magical beast
Initiative +13 Senses Perception +10; darkvision
HP 123; Bloodied 61
AC 28; Fortitude 24, Reflex 25, Will 26
Immune petrification
Speed 1 (clumsy), fly 6 (hover)
mTentacle Bite (standard; at-will) * Poison
+19 vs. AC; 1d8 + 3 damage, and the greholdusa makes a secondary attack against the same target. Secondary Attack: +15 vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save).
MTentacle Grab (standard; at-will)
+17 vs. Fortitude; 1d8 + 3 damage, and the target is grabbed. The greholdusa can grab only one creature at a time.
MVicious Bite (minor 1/round; at-will) * Poison
Grabbed target only; +19 vs. AC; 2d6 + 3 damage, and the greholdusa makes a secondary attack against the same target. Secondary Attack: +17 vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save).
RCentral Eye (minor; at-will)
Ranged 5; +17 vs. Will; the target is slowed until the end of the greholdusa’s next turn. If the target is hit by the secondary attack of either of the greholdusa scourge’s bite attacks while slowed, it is immobilized instead of slowed and considered to have failed its first save.
Alignment Evil Languages Deep Speech
Skills Stealth +16
Str 16 (+9) Dex 21 (+11) Wis 18 (+10)
Con 19 (+10) Int 16 (+9) Cha 22 (+12)

Greholdusa Scourge Tactics
A greholdusa scourge uses central eye and then tentacle grab on one target at a time, releasing them once it uses vicious bite, and then repeats on a different target.

Greholdusa Lore
A character knows the following information with a successful Dungeoneering check.
DC 15: Greholdusae are horrific creatures that combine the eye rays of a beholder, the grasping tentacles of a grell and the petrifying power of a medusa.
DC 20: The eye ray of a greholdusa scourge begins the petrification process and the poisonous bite finishes the job.

Encounter Groups
Greholdusae bring together the three creature types they're related to, spawning horrifically evil plots.
Level 7 Encounter (XP 1,500)
* 2 greholdusae (level 6 controller)
* 1 grell (level 7 elite soldier)
* 1 beholder gauth (level 5 elite artillery)
Level 13 Encounter (XP 4,200)
* 2 greholdusa scourges (level 12 soldier)
* 1 medusa warrior (level 13 elite soldier)
* 1 grell philosopher (level 11 elite controller)
It would sure be nice to get more than one comment on this week's What the Heck (hint hint).

Weekly What the Heck

Welcome to the thirty-sixth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Can it fly or just hop really well?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, June 27, 2009

Why, that's a Stumper!

There was only one comment on the "Weekly What the Heck" from two weeks ago, even after I extended it. I'm going to call it done and write something up. Hopefully this morning's illustration will fire more imaginations than the poor mustached squirrel guy did.

I'd like to thank Ripper for his ideas, which have been mashed together with some brainstorming by me and the missus to create:
Stumper
These curious fey creatures befuddle travelers with their strange ramblings and enjoy watching their confusion.

Level 8 Controller
Stumper
XP 350
Small fey magical beast
Initiative +9 Senses Perception +5; low-light vision
HP 89; Bloodied 44
AC 22; Fortitude 19, Reflex 21, Will 19
Speed 6, climb 6
mSpur Kick (standard; at-will)
+13 vs. AC; 2d6 + 2 damage.
MKick to the Jimmy (standard; encounter)
+12 vs. Fortitude; 3d10 + 5 damage and the target is dazed (save ends). Male humanoid targets are stunned instead of dazed.
CStumping Drawl (free, once on its turn before it takes other actions; at-will) * Psychic
Close burst 3; deafened creatures are immune; +9 vs. Will; the target is dazed until the end of the stumper’s next turn.
Alignment Unaligned Languages Elven
Skills Athletics +11, Arcana +14, Stealth +14
Str 15 (+6) Dex 20 (+9) Wis 13 (+5)
Con 17 (+7) Int 20 (+9) Cha 17 (+7)

Stumper Tactics
A stumper moves among its enemies, hoping to daze as many as possible with its stumping drawl.

Stumper Lore
A character knows the following information with a successful Arcana check.
DC 15: Stumpers enjoy sowing confusion in mortals unfortunate enough to cross their paths.

Encounter Groups
Stumpers are often found near other fey beasts.

Level 9 Encounter (XP 1,900)
* 2 stumpers (level 8 controller)
* 3 displacer beasts (level 9 skirmisher)
No really, Ripper's comment is in there - Wild West and cowboy boots became the drawl and the spurs.

Weekly What the Heck

Welcome to the thirty-fifth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? How does it decide whether to grab you with pincers or tentacles?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, June 20, 2009

Why, that's still a Yuan-ti Rampant! Kind of...

There's only one comment so far on last week's "Weekly What the Heck", so I'm leaving it up for another week to see if I can get any more. Since last week's monster seemed pretty popular, and I got a great suggestion for a variant, I'm going to stat that up instead for this week.

I'd like to thank Ripper and ChaoticBlackSheep for the idea:
Yuan-ti Restrainer
A yuan-ti restrainer is created by a ritual known to the yuan-ti malisons. It is usually performed on snaketongue cultists, implanting the restrainer seed in them which gestates and eventually hatches into a completely snakelike creature.

Level 13 Minion
Snaketongue Restrainer
XP 200
Medium natural humanoid
Initiative +9 Senses Perception +8
HP 1; a missed attack never damages a minion.
AC 29; Fortitude 25, Reflex 24, Will 23
Speed 6
mBite (standard; at-will)
+19 vs. AC; 6 damage, and the target is grabbed (until escape). The snaketongue restrainer can grab only one creature at a time.
MConstrict (standard; at-will)
Affects a target the snaketongue restrainer has grabbed; +17 vs. Fortitude; 12 damage.
Acid Blood (when reduced to 0 hit points) * Acid
Close burst 1; automatic hit; 6 acid damage, and ongoing 3 acid damage (save ends).
Alignment Chaotic Evil Languages -
Str 19 (+10) Dex 16 (+9) Wis 15 (+8)
Con 16 (+9) Int 10 (+6) Cha 11 (+6)

Snaketongue Restrainer Tactics
Snaketongue restrainers are usually crazed with the pain of the transformation and attack mindlessly.

Level 14 Soldier
Yuan-ti Restrainer
XP 1,000
Medium natural magical beast (blind, reptile)
Initiative +14 Senses Perception +12; blindsight 10
HP 140; Bloodied 70; see also acid blood
AC 30; Fortitude 27, Reflex 26, Will 26
Speed 7, climb 7
mBite (standard; at-will)
+21 vs. AC; 2d6 + 6 damage, and the target is grabbed (until escape). The yuan-ti restrainer can grab only one creature at a time.
MConstrict (standard; at-will)
Affects a target the yuan-ti restrainer has grabbed; +19 vs. Fortitude; 2d8 + 12 damage, and the target is dazed until the end of the yuan-ti restrainer’s next turn.
Acid Blood (when first bloodied; encounter) * Acid
Close burst 1; automatic hit; 3d8 acid damage, and ongoing 10 acid damage (save ends).
Alignment Chaotic Evil Languages -
Str 23 (+13) Dex 20 (+12) Wis 20 (+12)
Con 20 (+12) Int 8 (+6) Cha 8 (+6)

Yuan-ti Restrainer Tactics
A yuan-ti restrainer singles out prey even in the middle of large groups. The restrainer bites its chosen victim, grabs him, and then tries to squeeze him to death in subsequent rounds.

Yuan-ti Restrainer Lore
A character knows the following information with a successful Nature check.
DC 20: A yuan-ti restrainer gestates inside a humanoid, gradually transforming it into a fully reptilian creature. In the final stage of gestation the few remaining vestiges of mammalian tissue are shed violently.
DC 25: The yuan-ti restrainer has acidic blood that burns those who dare to harm it.

Encounter Groups
Yuan-ti encounters usually consist of a mixed group of yuanti malisons, yuan-ti rampants, yuan-ti restrainers, and snaketongue cultists.

Level 12 Encounter (XP 3,500)
* 2 snaketongue restrainers (level 13 minion)
* 2 snaketongue rampants (level 13 minion)
* 1 yuan-ti abomination (level 14 soldier)
* 1 snaketongue celebrant (level 11 controller)
* 4 snaketongue zealots (level 12 minion)
* 1 snaketongue assassin (level 9 lurker)

Level 14 Encounter (XP 5,000)
* 2 yuan-ti restrainers (level 14 soldier)
* 1 yuan-ti rampant (level 14 skirmisher)
* 1 yuan-ti malison sharp-eye (level 13 artillery)
* 3 snaketongue restrainers (level 13 minion)
* 3 snaketongue rampants (level 13 minion)
Yes, I'm being kinda lazy this week. Sue me (or, better, go leave lots of comments on last week's "Weekly What the Heck").

Saturday, June 13, 2009

Why, that's a Yuan-Ti Rampant!

The final comments are in from last week's "Weekly What the Heck". The result is the yuan-ti rampant, a fairly disgusting reptilian thing that gestates inside a humanoid host before bursting out in a whirlwind of acid and nasty pointy teeth.

I'd like to thank Ripper, d7, joeskythedungeonbrawler and Scott (with special thanks to Ripper for the name) for their ideas, all of which have been mashed together to create:
Yuan-ti Rampant
A yuan-ti rampant is created by a ritual known to the yuan-ti malisons. It is usually performed on snaketongue cultists, implanting the rampant seed in them which gestates and eventually hatches into a completely snakelike creature.

Level 13 Minion
Snaketongue Rampant
XP 200
Medium natural humanoid
Initiative +9 Senses Perception +8
HP 1; a missed attack never damages a minion.
AC 27; Fortitude 25, Reflex 24, Will 23
Speed 6
mBite (standard; at-will) * Poison
+18 vs. AC; 6 damage, and the snaketongue rampant makes a secondary attack against the same target. Secondary Attack: +16 vs. Fortitude; ongoing 3 poison damage (save ends).
Acid Blood (when reduced to 0 hit points) * Acid
Close burst 1; automatic hit; 6 acid damage, and ongoing 3 acid damage (save ends).
Alignment Chaotic Evil Languages -
Str 19 (+10) Dex 16 (+9) Wis 15 (+8)
Con 16 (+9) Int 10 (+6) Cha 11 (+6)

Snaketongue Rampant Tactics
Snaketongue rampants are usually crazed with the pain of the transformation and attack mindlessly.

Level 14 Skirmisher
Yuan-ti Rampant
XP 1,000
Medium natural magical beast (blind, reptile)
Initiative +14 Senses Perception +12; blindsight 10
HP 140; Bloodied 70; see also acid blood
AC 28; Fortitude 27, Reflex 26, Will 26
Speed 7, climb 7
mBite (standard; at-will) * Poison
+19 vs. AC; 1d8 + 6 damage, and the yuan-ti rampant makes a secondary attack against the same target. Secondary Attack: +18 vs. Fortitude; 1d10 poison damage, and ongoing 10 poison damage (save ends).
MSpinning Frenzy (standard; at-will)
The yuan-ti rampant shifts up to 4 squares and makes two basic melee attacks.
Acid Blood (when first bloodied; encounter) * Acid
Close burst 1; automatic hit; 3d8 acid damage, and ongoing 10 acid damage (save ends).
Alignment Chaotic Evil Languages -
Str 23 (+13) Dex 20 (+12) Wis 20 (+12)
Con 20 (+12) Int 8 (+6) Cha 8 (+6)

Yuan-ti Rampant Tactics
A yuan-ti rampant whirls around the battlefield with spinning frenzy, changing targets as often as possible to spread its poison damage around. It tries to stay adjacent to multiple enemies at all times so its acid blood will catch as many targets as possible.

Yuan-ti Rampant Lore
A character knows the following information with a successful Nature check.
DC 20: A yuan-ti rampant gestates inside a humanoid, gradually transforming it into a fully reptilian creature. In the final stage of gestation the few remaining vestiges of mammalian tissue are shed violently.
DC 25: The yuan-ti rampant has acidic blood that burns those who dare to harm it.

Encounter Groups
Yuan-ti encounters usually consist of a mixed group of yuanti malisons, yuan-ti rampants, and snaketongue cultists.

Level 12 Encounter (XP 3,500)
* 4 snaketongue rampants (level 13 minion)
* 1 yuan-ti abomination (level 14 soldier)
* 1 snaketongue celebrant (level 11 controller)
* 4 snaketongue zealots (level 12 minion)
* 1 snaketongue assassin (level 9 lurker)

Level 14 Encounter (XP 5,025)
* 2 yuan-ti rampants (level 14 skirmisher)
* 1 yuan-ti abomination (level 14 soldier)
* 1 yuan-ti malison sharp-eye (level 13 artillery)
* 7 snaketongue zealots (level 12 minion)
Is the rampant ritual a blessing or a curse? Depends on the recipient's point of view, I guess...

Weekly What the Heck

Welcome to the thirty-fourth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Which is deadlier, the eyebrows or the moustache?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, June 6, 2009

Why, that's a Sextuple-Finned Scintillating Hammerhead Fish!

The final comments are in from last week's "Weekly What the Heck". The result is the sextuple-finned scintillating hammerhead fish, a creature that swims through the earth and is considered a tasty snack by the bulette.

I'd like to thank Ripper and Scott (with special thanks to Ripper for the name) for their ideas, all of which have been mashed together to create:
Sextuple-Finned Hammerhead Fish
Generally harmless, these elemental earth creatures can become dangerous when frightened by predators, lashing out at anything nearby.

Level 8 Lurker
Sextuple-Finned Hammerhead Fish
XP 350
Medium elemental beast (earth)
Initiative +11 Senses Perception +9; tremorsense 10
HP 71; Bloodied 35
AC 22; Fortitude 19, Reflex 19, Will 21
Speed 2, burrow 8
mSlam (standard; at-will)
+13 vs. AC; 2d6 + 3 damage.
MEarthcrest Charge (standard; at-will)
Before it attacks, the sextuple-finned hammerhead fish can burrow up to its speed and make a running long jump (as a free action) without provoking opportunity attacks; +14 vs. AC; 2d6 + 6 damage.
CEarthshock (standard; recharge 6)
Close burst 2; +11 vs. Fortitude; 1d8 + 5 damage, and the target is pushed 1 square and knocked prone.
Alignment Unaligned Languages -
Skills Athletics +12, Stealth +12
Str 17 (+7) Dex 17 (+7) Wis 20 (+9)
Con 17 (+7) Int 2 (+0) Cha 16 (+7)

Sextuple-Finned Hammerhead Fish Tactics
A sextuple-finned hammerhead fish goaded into battle will flail about madly, using earthshock as often as possible but otherwise leaping from target to target with earthcrest charge.

Level 17 Controller
Sextuple-Finned Scintillating Hammerhead Fish
XP 1,600
Medium elemental beast (earth)
Initiative +13 Senses Perception +15; tremorsense 10
HP 165; Bloodied 82
AC 31; Fortitude 28, Reflex 28, Will 30
Speed 2, burrow 8
mSlam (standard; at-will)
+22 vs. AC; 2d8 + 5 damage.
MEarthcrest Charge (standard; at-will)
Before it attacks, the sextuple-finned hammerhead fish can burrow up to its speed and make a running long jump (as a free action) without provoking opportunity attacks; +23 vs. AC; 2d8 + 8 damage.
CEarthshock (standard; recharge 6)
Close burst 2; +20 vs. Fortitude; 1d10 + 7 damage, and the target is pushed 2 squares and knocked prone.
CScintillating Burst (standard; recharge 5 6) * Radiant
Close burst 3; sextuple-finned scintillating hammerhead fish are immune; +19 vs. Fortitude; 3d8 radiant damage, and the target is dazed (save ends).
Alignment Unaligned Languages -
Skills Athletics +18, Stealth +18
Str 21 (+13) Dex 21 (+13) Wis 24 (+15)
Con 21 (+13) Int 2 (+4) Cha 18 (+12)

Sextuple-Finned Scintillating Hammerhead Fish Tactics
A sextuple-finned scintillating hammerhead fish uses the same tactics as a sextuple-finned hammerhead fish, with the addition of preferring scintillating burst over earthshock when both are available.

Sextuple-Finned Hammerhead Fish Lore
A character knows the following information with a successful Arcana check.
DC 15: The sextuple-finned hammerhead fish "swims" through earth, leaving no tunnel behind, and congregates in schools. Its greatest natural predator is of course the bulette, or "land shark".

Encounter Groups
Sextuple-finned hammerhead fishs are often found in small schools. They are usually only dangerous when fleeing a predator.

Level 9 Encounter (XP 2,200)
* 4 sextuple-finned hammerhead fish (level 8 lurker)
* 1 bulette (level 9 elite skirmisher)

Level 18 Encounter (XP 10,400)
* 4 sextuple-finned scintillating hammerhead fish (level 17 controller)
* 1 dire bulette (level 18 elite skirmisher)
I feel like I should write some kind of "Ecology of the Bulette" post where these guys play a prominent part. Some Steve Irwin-style D&D naturalist is out in the field...
"That rumbling is the approach of the bulette, or land shark. Sounds like a big one, must be quite a beauty. Here she comes, let's see WAIT, WHAT ARE THESE THINGS? AGH, THE LIGHT, IT BURNS!"
Nature check - success. Arcana check - FAIL.

Weekly What the Heck

Welcome to the thirty-third installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? How does it see?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, May 30, 2009

Why, that's a Beelion!

The final comments are in from last week's "Weekly What the Heck". The result is the beelion, a sort of miniature manticore.

I'd like to thank greywulf and benpop (with special thanks to benpop for the name) for their ideas, all of which have been mashed together to create:
Beelion
A beelion looks like a combination of a bee and a lobster, with a vaguely human face. Its innocent face lures enemies into range of its deadly bite.

Level 1 Elite Skirmisher
Beelion
XP 200
Medium natural magical beast (mount)
Initiative +5 Senses Perception +1
HP 62; Bloodied 31
AC 17; Fortitude 16, Reflex 16, Will 13
Saving Throws +2
Speed 6, fly 8
Action Points 1
mBite (standard; at-will)
+6 vs. AC; 2d6 + 1 damage.
MBee's Frenzy (standard; at-will)
The beelion makes two bite attacks.
CAlluring Gaze (minor 1/round; at-will) * Gaze, Psychic
Close blast 3; targets enemies; +2 vs. Will; the target is pulled 1 square and dazed until the end of the beelion’s next turn.
CLion's Frenzy (standard; recharge 6)
Close burst 1; targets enemies; +6 vs. AC; 2d6 + 1 damage.
MGuided Frenzy (while mounted by a friendly rider of 1st level or higher; at-will) * Mount
A beelion with a rider may shift 2 squares between bite attacks when using bee's frenzy.
Alignment Evil Languages Common
Str 13 (+1) Dex 16 (+3) Wis 13 (+1)
Con 15 (+2) Int 6 (-2) Cha 8 (-1)

Beelion Tactics
A beelion prefers to begin a fight in the air, choosing a landing spot that gives it a positional advantage. It tries to stay in a flanking position with its allies while surrounding itself with enemies to target with its lion's frenzy.

Beelion Lore
A character knows the following information with a successful Nature check.
DC 15: Beelions are small but evil predators that are often allied with small humanoids.

Encounter Groups
Beelions are almost always encountered serving as mounts for small humanoids such as kobolds and goblins. Kobold skirmishers especially like to take advantage of the beelion's alluring gaze.

Level 1 Encounter (XP 500)
* 1 beelion (level 1 elite skirmisher)
* 3 kobold skirmishers (level 1 skirmisher)
It probably counts as a triumph that I could actually turn the comment "I don't know what it is but I want one" into a power (alluring gaze).

Weekly What the Heck

Welcome to the thirty-second installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Why does it have fins and a nose?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, May 23, 2009

Why, that's a Nutrition Bulb!

The final comments are in from last week's "Weekly What the Heck". The result is the nutrition bulb, a small plant that uproots itself and starts sprinting randomly until it bumps into something.

I'd like to thank Ripper and ChaoticBlackSheep (with special thanks to both for names) for their ideas, all of which have been mashed together to create:
Nutrition Bulb
It is said that these rare bulbs only appear to those who are kind hearted and in dire need ... of nutrition.

Level 3 Minion
Nutrition Bulb
XP 37
Small natural animate (blind, plant)
Initiative +4 Senses see hungersense
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 16, Will 15
Speed 8
MEnthusiastic Trip (standard; at-will)
+5 vs. Reflex; the target is knocked prone.
Delicious And Nutritious * Healing
Any attacker who reduces a nutrition bulb to 0 hit points with a melee attack may regain 3 hit points. If the attack is a critical hit the attacker may instead regain 5 hit points and make a saving throw.
Hungersense
The nutrition bulb always knows which creature in the area has the fewest hit points remaining (as a percentage of their maximum) and will run toward that creature.
Alignment Unaligned Languages -
Str 12 (+2) Dex 17 (+4) Wis 14 (+3)
Con 14 (+3) Int 1 (-4) Cha 12 (+2)

Nutrition Bulb Tactics
Nutrition bulbs sprint around seemingly randomly, but they are actually always running toward the creature that is most wounded.

Level 4 Minion
Spore Bulb
XP 43
Small natural animate (blind, plant)
Initiative +6 Senses see hungersense
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 16, Reflex 17, Will 16
Speed 8
MEnthusiastic Trip (standard; at-will)
+6 vs. Reflex; the target is knocked prone.
MUgh, That Tastes Terrible! (when reduced to 0 hit points) * Disease
+7 vs. Fortitude; the target takes ongoing 2 damage (save ends) and contracts seed-spore phage (see below).
Hungersense
The spore bulb always knows which creature in the area has the fewest hit points remaining (as a percentage of their maximum) and will run toward that creature.
Alignment Unaligned Languages -
Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
Con 15 (+4) Int 1 (-3) Cha 14 (+3)

Spore Bulb Tactics
Spore bulbs use the same tactics as nutrition bulbs.

Nutrition Bulb Lore
A character knows the following information with a successful Nature check.
DC 10: The nutrition bulb is a mobile plant that can quickly restore vitality if killed and eaten.
DC 22: Those unfamiliar with nature and wilderness lore may have a hard time distinguishing between the nutrition bulb and the deadly spore bulb, a similar looking plant that spawns by releasing seed-spores into the body of any unsuspecting creature that has ingested it.

Endurance stable DC 17, improve DC 22
Level 4 Disease
Seed-Spore Phage

The target
is cured.
<
Initial Effect: Seed-
spores are released
into the target.
< >
The target
regains only half
the normal number
of hit points from
healing effects.
>
The target dies.



It's handy that I picked up the Monster Manual 2 yesterday. The bullywug croaker's nature's release provided inspiration for delicious and nutritious.

I think I'll be avoiding doing any more diseases. The formatting on that was a pain and I'm not terribly happy with how it came out anyway.