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(Ironfur Bear: Removed Ferocious Roar; added Ironfur Defiance and Ferocious Protection)
(Ironfur Bear: Added tactics and lore)
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==== Maulhead Behemoth Tactics ====
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==== Ironfur Warbear Tactics ====
  
Tactics
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An ironfur warbear is a tenacious but simple combatant that fights to the death. It attacks the closest target, relying on its raw strength and natural resilience to overcome its foes. Once it is bloodied it uses ''ironfur defiance'' and begins repeatedly making ''warbear frenzy'' attacks against a single target until the enemy drops. If a mounted warbear's rider is knocked unconscious or otherwise unable to direct the bear, it does its best to defend the rider and direct enemy attacks away from him or her.
  
=== Maulhead Behemoth Lore ===
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=== Ironfur Bear Lore ===
  
 
A character knows the following information with a successful [[4e Index (4e Other)#Nature skill|Nature]] check.
 
A character knows the following information with a successful [[4e Index (4e Other)#Nature skill|Nature]] check.
  
'''DC 20:''' Lore
+
'''DC 20:''' Ironfur bears are almost legendary for their endurance and ferocity. They are also noted among scholars for their curious pack behavior: unlike most bears, which are typically solitary creatures, ironfur bears gather into small groups called dens. These dens typically consist of a single mated pair plus their offspring which will remain with their parents for several years until they find mates of their own, at which point they will usually split off and form their own den. Ironfur bears mate for life and can remain fertile indefinitely; a pregnancy lasts for about seven months and produces anywhere from two to six cubs, so a den's exact size can vary noticeably from one year to the next. An ironfur den is an extremely close-knit group and fights to the death to protect its own -- they are especially vicious when they have young cubs, during which time they have been known to attack without provocation. Separate dens tend to give each other a wide berth but have been known to come into direct conflict when food is scarce.
 +
 
 +
Some ironfur bears never split off from their parent den even after they mate or produce offspring of their own, instead absorbing the new members into the existent den. These so-called "super dens" are exceedingly rare and no one is quite sure why they form, but there seems to be no upper limit to how large they can grow. Unfortunately these super dens can put a heavy strain on the available resources in a given area, and nearby civilizations are often forced to thin the bears' numbers.
  
 
'''DC 25:''' Lore
 
'''DC 25:''' Lore

Revision as of 08:44, 30 November 2010

Abyssal Basilisk

File:Abyssal Basilisk.jpg
The altered form of an abyssal basilisk is unmistakable. Image by Todd Lockwood

Flavor

Abyssal Basilisk
Level 18 Elite Controller
Large elemental magical beast (reptile)
XP 4,000
Initiative +17 Senses Perception +11
Planar Rift aura 5 (while bloodied only); creatures that enter the aura or start their turn there take 10 points of damage and slide to the nearest unoccupied square outside of the aura.
HP 352; Bloodied 176
AC 32; Fortitude 31, Reflex 32, Will 27
Resist 20 variable (2/encounter)
Saving Throws +2
Speed 6
Action Points 1
BasicMelee.png Chaos Bite (standard; at-will) ♦ Varies
Roll a d4 to determine chaos bite's effect.

D6 (1).gif Acidmaw Bite: +23 vs. AC; 2d8 + 7 acid damage, and ongoing 10 acid damage (save ends).
D6 (2).gif Deathfrost Bite: +22 vs. Fortitude; 2d8 + 7 cold and necrotic damage, and the target has vulnerability 10 cold and necrotic (save ends both).
D6 (3).gif Firefrenzy Bite: Targets two enemies in melee range; +23 vs. AC; 2d8 + 7 fire damage.
D6 (4).gif Stormfury Bite: +23 vs. AC; 2d8 + 14 lightning and thunder damage.

BasicRanged.png Vile Glare (standard; at-will) ♦ Fear, Gaze, Necrotic
Ranged 10; +22 vs. Will; 2d8 + 14 necrotic damage, and the target takes a –2 penalty to all defenses until the end of the abyssal basilisk's next turn.
Close.png Stare Into the Abyss (standard, while bloodied; recharge D6 (6).gif) ♦ Fire, Gaze, Necrotic, Zone
The abyssal basilisk makes a soulfire gaze attack. If the attack hits at least one target, then the attack's area also creates a zone — a localized planar rift straight to the Abyss. Creatures that enter the zone or begin their turn there take 10 points of damage and are pulled 2 squares towards the zone's center. If a creature enters the zone's center-most square through any means, it takes 20 points of damage and is teleported 10 squares in a random direction. The damage type(s) dealt by the zone are the same as the type(s) of the basilisk's last chaos bite.
Close.png Soulfire Gaze (standard; at-will) ♦ Fire, Gaze, Necrotic
Close blast 5; +20 vs. Fortitude; 3d10 + 14 fire and necrotic damage, and the target is weakened (save ends).
Alignment Evil Languages
Skills Stealth +22
Str 14 (+11) Dex 27 (+17) Wis 16 (+12)
Con 24 (+16) Int 6 (+7) Cha 8 (+8)

Abyssal Basilisk Tactics

Flavor.

Abyssal Basilisk Lore

A character knows the following information with a successful Arcana check.

DC 20: Though basilisks feed primarily on living creatures, they can eat nearly anything and will often consume rocks and other inorganic materials when food is scarce. The elemental varieties may in such occasions inadvertently ingest a small fragment of the Abyss, which lodges itself firmly in the creature's gullet and remains there indefinitely, as the basilisk cannot properly digest this unnatural substance. Over time these fragments physically collapse, creating a tiny planar rift that manifests as a minor but direct gateway to the Abyss. Exposure to the chaotic elemental energy that this rift constantly spews forth triggers a startling metamorphosis that eventually transforms the basilisk into one of these horrid creatures.
DC 25: The rift within each abyssal basilisk causes it constant, agonizing pain and also makes it exceptionally hard for the creature to sustain itself, as the rift destroys most of the food the basilisk consumes long before it can properly digest it. This leaves the basilisk feral and crazed, attacking anything and everything it finds without reserve. Though these creatures hunt primarily with their supernatural gaze, they are ironically most feared for their bite: many are the tales of a hapless victim being thrown into the Abyss as a result of being exposed to the maelstrom of energy from the basilisk's maw. (In actuality, while exposure to the rift's energy can be deadly, the rift itself is too small to actually transport a creature of any size to or from the Abyss). Despite their vicious and unpredictable nature (or, more likely, because of it), some demons keep these beasts as pets, using threats of being fed to the basilisk as an effective means to keep lesser minions in check.

Sreecher Beetle

Flavor

Screecher Beetle
Level 11 Controller
Medium natural beast (blind)
XP 600
Initiative +7 Senses Perception +12; blindsight
HP 115; Bloodied 57
AC 25; Fortitude 23, Reflex 21, Will 22
Speed 6, burrow 4
BasicMelee.png Bite (standard; at-will)
+16 vs. AC; 1d8 + 10 damage.
Ranged.png Warning Hiss (minor; at-will) ♦ Fear
Ranged 5; +15 vs. Will; the target takes a –2 penalty to attack rolls against the screecher beetle (save ends).
Close.png Piercing Screech (standard; recharge D6 (4).gif D6 (5).gif D6 (6).gif) ♦ Thunder
Close burst 5; +13 vs. Fortitude; 3d8 + 10 thunder damage, and the target is dazed and deafened until the end of the screecher beetle’s next turn. Deafened creatures are unaffected by this power.
Close.png Death Shriek (immediate reaction, when reduced to 0 hit points; encounter) ♦ Thunder
The screecher beetle makes a deafening screech attack with a +2 bonus to the attack roll. If the attack hits, it automatically deals maximum damage.
Alignment Unaligned Languages
Skills Athletics +13
Str 16 (+8) Dex 14 (+7) Wis 15 (+17)
Con 19 (+9) Int 1 (+1) Cha 8 (+3)

Sreecher Beetle Tactics

Flavor.

Sreecher Beetle Lore

A character knows the following information with a successful Nature check.

DC 20:
DC 25:

Bardic Minstrel

Bardic Minstrel [Bard]

Tier: Heroic

Prerequisite: Bard

Benefit: You can now use flutes, harps, and lutes as implements for your bard powers, in addition to wands.

Normal: Bards can only use wands as implements for their powers.

Lineage Feats

Dragonborn Lineage [Lineage]

Tier: Heroic

Prerequisite: Any non-dragonborn race

Benefit: You gain a +1 racial bonus to History checks. You can use dragon breath as a daily racial power. You can take feats that have dragonborn as a prerequisite, as long as you meet any other requirements.

Special: This feat may only be selected at 1st level.

Dwarf Lineage [Lineage]

Tier: Heroic

Prerequisite: Any non-dwarf race

Benefit: You gain a +1 racial bonus to Dungeoneering checks. You can use your second wind as a minor action, instead of a standard action. You can take feats that have dwarf as a prerequisite, as long as you meet any other requirements.

Special: This feat may only be selected at 1st level.

Eladrin Lineage [Lineage]

Tier: Heroic

Prerequisite: Any non-eladrin race

Benefit: You gain a +1 racial bonus to Arcana checks. You can use fey step as a daily racial power. You can take feats that have eladrin as a prerequisite, as long as you meet any other requirements.

Special: This feat may only be selected at 1st level.

Elf Lineage [Lineage]

Tier: Heroic

Prerequisite: Any non-elf race

Benefit: You gain a +1 racial bonus to Nature checks. You can use elven accuracy as a daily racial power. You can take feats that have elf as a prerequisite, as long as you meet any other requirements.

Special: This feat may only be selected at 1st level.

Halfling Lineage [Lineage]

Tier: Heroic

Prerequisite: Any non-halfling race

Benefit: You gain a +1 racial bonus to Acrobatics checks. You can use second chance as a daily racial power. You can take feats that have halfling as a prerequisite, as long as you meet any other requirements.

Special: This feat may only be selected at 1st level.

Human Lineage [Lineage]

Tier: Heroic

Prerequisite: Any non-human race

Benefit: Choose a 1st-level at-will power from your class; you can now use this power as an encounter power. You can take feats that have human as a prerequisite, as long as you meet any other requirements.

Special: This feat may only be selected at 1st level.

Tiefling Lineage [Lineage]

Tier: Heroic

Prerequisite: Any non-tiefling race

Benefit: You gain a +1 racial bonus to Bluff checks. You can use infernal wrath as a daily racial power. You can take feats that have tiefling as a prerequisite, as long as you meet any other requirements.

Special: This feat may only be selected at 1st level.


Ironfur Bear

Flavor

Ironfur Warbear
Level 14 Brute
Large natural beast (mount)
XP 1,000
Initiative +10 Senses Perception +12
HP 173; Bloodied 86
AC 26; Fortitude 29, Reflex 24, Will 26
Resist 5 against melee and ranged attacks
Speed 8
BasicMelee.png Bite (standard; at-will)
+19 vs. AC; 2d8 + 18 damage (4d8 + 18 damage on a critical hit).
BasicMelee.png Claw (standard; at-will)
+18 vs. AC; 3d6 + 18 damage.
Melee.png Warbear Frenzy (standard, usable only while bloodied; at-will)
The ironfur warbear makes two basic melee attacks, each against a separate target. If the ironfur warbear is mounted by a friendly rider of at least 14th level, the rider can use its own basic melee attacks in place of one or both of the bear's attacks.
Ironfur Defiance (immediate interrupt, when first bloodied; encounter)
The ironfur warbear gains a +5 bonus on damage rolls and a +2 bonus to its Fortitude defense until the end of the encounter or until it is no longer bloodied.
Ferocious Protection (while mounted by a friendly rider of 3rd level or higher) ♦ Mount
The ironfur warbear's rider gains a +2 bonus to its Fortitude defense. This bonus increases to +3 while the warbear is bloodied.
Alignment Unaligned Languages
Skills Endurance +18
Str 26 (+15) Dex 16 (+10) Wis 20 (+12)
Con 23 (+13) Int 2 (+3) Cha 14 (+9)

Ironfur Warbear Tactics

An ironfur warbear is a tenacious but simple combatant that fights to the death. It attacks the closest target, relying on its raw strength and natural resilience to overcome its foes. Once it is bloodied it uses ironfur defiance and begins repeatedly making warbear frenzy attacks against a single target until the enemy drops. If a mounted warbear's rider is knocked unconscious or otherwise unable to direct the bear, it does its best to defend the rider and direct enemy attacks away from him or her.

Ironfur Bear Lore

A character knows the following information with a successful Nature check.

DC 20: Ironfur bears are almost legendary for their endurance and ferocity. They are also noted among scholars for their curious pack behavior: unlike most bears, which are typically solitary creatures, ironfur bears gather into small groups called dens. These dens typically consist of a single mated pair plus their offspring which will remain with their parents for several years until they find mates of their own, at which point they will usually split off and form their own den. Ironfur bears mate for life and can remain fertile indefinitely; a pregnancy lasts for about seven months and produces anywhere from two to six cubs, so a den's exact size can vary noticeably from one year to the next. An ironfur den is an extremely close-knit group and fights to the death to protect its own -- they are especially vicious when they have young cubs, during which time they have been known to attack without provocation. Separate dens tend to give each other a wide berth but have been known to come into direct conflict when food is scarce.

Some ironfur bears never split off from their parent den even after they mate or produce offspring of their own, instead absorbing the new members into the existent den. These so-called "super dens" are exceedingly rare and no one is quite sure why they form, but there seems to be no upper limit to how large they can grow. Unfortunately these super dens can put a heavy strain on the available resources in a given area, and nearby civilizations are often forced to thin the bears' numbers.

DC 25: Lore