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Corrupting Presence aura 2; enemies gain vulnerable 5 psychic and necrotic, and suffer a -2 penalty to saving throws, Fortitude and Will defenses. The man-thing can activate and deactivate this aura at-will as a free action. This aura deactivates and cannot be activated in areas of bright light. Whenever the man-thing takes radiant damage, this aura deactivates, and cannot be activated until the end of its next turn.
HP 410; Bloodied 205
Regeneration 5 (if the Man-Thing takes radiant damage, its regeneration doesn’t function on its next turn)
Hit: 2d8+8 necrotic and poison damage, or 2d8 + 24 necrotic and poison damage on a critical. In addition, the target is afflicted with Soul Venom (save ends).
Tail Lash (standard; at-will) ♦ Necrotic, Poison
Attack: Reach 2 (one creature); +19 vs. AC
Hit: 2d4+8 damage, or 2d8 + 16 necrotic and poison damage on a critical. In addition the target is afflicted with Soul Venom (save ends), is immobilized and grants combat advantage (save ends both).
Flesh Frenzy (standard; , recharges when first bloodied, or when it first bloodies an enemy, or when it first drops an enemy to 0 hit points or fewer) ♦ Necrotic, Poison
The Man-Thing makes two bite attacks against a single target, and a tail lash attack against another target within range. If at least one bite attack hits, the target is grabbed, knocked prone, loses a healing surge, the Man-Thing regains hit points equal to the target's healing surge value, and any one of the Man-Thing's powers other than flesh frenzy are recharged. Any excess hit points become temporary hit points. When charging, the Man-Thing can use this power in place of a melee basic attack.
Grip of Terror (standard; ) ♦ Fear, Illusion, Psychic
Attack: Ranged 10; +17 vs. Will
Hit: 2d10+8 psychic damage, or 2d8 + 28 psychic damage on a critical. Target is stunned until the end of the man-thing's next turn. Target takes a -2 penalty to all attacks, ongoing 5 psychic damage and grants combat advantage (save ends all).
Miss: Half damage. Target is dazed until the end of the Man-Thing's next turn.
Wave of Ruin (standard; at-will) ♦ Necrotic, Poison
Attack: Close blast 3 (each creature in blast); +17 vs. Fortitude
Hit: 2d6+8 necrotic and poison damage, or 2d8 + 20 necrotic and poison damage on a critical. Push the target 4 squares, and the target falls prone at the end of this forced movement. This attack must use a water filled square within ten squares of the Man-Thing as the attack's origin square. Extinguishes flames and destroys fire zones completely in the area. If used 5 times or more, the boat sinks.
Ranged 10; Conjures the man-thing's skin as a puppet in an unoccupied square within range, powerful glamours making it appear as a perfectly convincing duplicate. The puppet can be attacked, can flank, has hit points equal to half the Man-Thing's bloodied value, occupies its space, and can make the bite or tail lash attack as a standard action or opportunity attack. The Man-Thing can move the puppet up to his speed as a move action, or when taking a move action. The Man-Thing can have the puppet take a standard action when taking a standard action. A DC 25 Perception or Insight check reveals the puppet's true nature.
Nightshroud (minor; sustain minor; ) ♦ Illusion, Zone
Close burst 2 within 10; creates a zone of darkness that blocks line of sight (creatures with dark vision ignore this effect). All light in the zone becomes darkness. When the man-thing moves, the zone moves with it, remaining centered on it. Undead in the zone gain resist 10 radiant and a +1 bonus to attack and damage rolls. This effect ends immediately when the man-thing's corrupting presence aura is deactivated, and this attack cannot be used while it is deactivated.
Personal Shadow Stride (move;; or when first bloodied) ♦ Illusion
The man-thing becomes invisible and gains phasing until the end of its next turn, then shifts his speed. This attack can be used with the flesh puppet attack as a free action. If so, Shadow Stride activates first, with the puppet appearing in the man-thing's former square if he moves at least 1 square away from his original position. If a creature recognizes the puppet's true nature on this turn, it realizes that the man-thing has moved.
Effect Soul Venom ♦ Necrotic, Poison
Ongoing 5 necrotic and poison damage (save ends).
First failed save: Ongoing 10 necrotic and poison damage, and the target is slowed (save ends).
Second failed save: Ongoing 15 necrotic and poison damage, and the target is dazed (save ends).
Third failed save: Ongoing 20 necrotic and poison damage, and the target is stunned instead of dazed (save ends).
Fourth failed save: Ongoing 25 necrotic and poison damage, and the target is dominated instead of stunned and slowed (save ends).
Each failed save: The target suffers a penalty to the next saving throw against this effect equal to the number of failed saving throws made against this effect up to a maximum -5 penalty.
If a player affected by Soul Venom drops to 0 or less HP, it regains consciousness and is dominated until its hit point total is 1 or higher (no save). If a player affected by Soul Venom dies, it becomes a Flayed One under the control of the Man-Thing on the beginning of its next turn.
Trait Mask of Flesh ♦ Illusion
The Man-Thing gains a +10 power bonus to all Bluff checks (included in skills).
Trait Ravenous Hunger
The man-thing gains a +2 bonus to all attack and damage rolls versus bloodied targets. While bloodied, the man-thing gains a +2 bonus to all attack and damage rolls, and a +4 bonus to all attack and damage rolls versus bloodied targets.
+15 vs. AC; 15 necrotic and poison damage. Ongoing 5 necrotic and poison damage (save ends). If the target is immobilized, this attack deals 5 extra damage. If the target is restrained, this attack deals 10 extra damage.
+15 vs. Reflex; the target is grabbed (until escape). Checks made to escape the flayed one's grab take a –5 penalty.
Melee Attack Drag (move; at-will)
+15 vs Fortitude; grabbed target; The flayed one moves up to two squares and pulls the target two squares. The target is grabbed (until escape). Checks made to escape the flayed one's grab take a –5 penalty.
Passive Restraining Swarm
If the flayed one grabs a target that is already grabbed, that target is now restrained instead of immobilized as long as it is grabbed by the flayed one, and at least one other creature is grabbing the target.
Passive Overwhelming Assault
For each creature grabbing the flayed one's target, the flayed one gains a +1 bonus to attack rolls against the target.