Quake DnD4
The basic concept is this: Wouldn't it be cool to have a kind of Lovecraftian
version of DnD 4th Edition? Specifically, I like the idea of Quake done with
DnD4 rules – d20, tactical grid, turn based, and Quake monsters and weapons.
New Rules
Critical Failure:
Attacks: A natural 1 on an attack roll can cause the attacker to
hit an ally (if able), harm himself, fall prone, or experience some other
negative result. Whether or not this happens (and what happens) is at the
DM's discretion.
Skill Checks: A natural 1 on a skill check is an automatic
failure, and the DM might choose to have the player suffer even worse
consequences such as physical harm or fudging the skill so badly that he cannot
try again (for example, pick snaps inside of a treasure chest lock, jamming it
shut).
Monster Infighting:
Some monsters hate each other as much as (or even more than) they hate
you! Powerful overlords have forced former enemies together without regard
to previous hatreds, and fear is often all that keeps them working together
without incident. Tensions are high and some creatures are just waiting
for a reason to explode into fury on another creature.
Rage Check: Whenever a monster damages an allied or neutral NPC monster, the DM
rolls a d20 against a DC 25 to determine if the damaged monster becomes enraged
and attacks the other monster, abandoning its pursuit of the players.
d20 + 10 + modifiers must beat the DC 25.
Modifiers:
-
If the monsters are of the same race (for example, Enforcer or Knight), add
+5 to the result.
-
If the monsters are a different race but share a type (for example, humanoid
or demon), add +3.
-
Otherwise, if the monsters share an origin (such as natural or aberrant) but
are not the same type or race, add +1.
-
If the attacking creature is 3 or more levels higher than the damaged
creature, add +2 to the result. Monsters are afraid to pick a fight
with someone more powerful than themselves.
-
If the attacking creature or damaged creature is a leader, add +2.
If the rage check fails to meet or beat the DC, the monster becomes enraged,
forgetting its primary targets and attacking the creature that attacked
it. Each time an enraged creature takes damage, it makes a saving throw to
attempt to end the rage. It may also make a saving throw each turn after
it has spent two turns enraged (though the DM may decide the creature is so
enraged it does not try to willfully contain its fury). Rage always ends
when the target of the creature's rage dies.
If an enraged creature damages the creature it's angry at, the target may
retaliate or choose to ignore the attacks. The DM might choose to play out
this behavior as another rage check, or as a more natural response to defend
itself (a monster of the same type may turn around to defend itself even if it
would have succeeded at its rage check).
The DM might choose to tweak these numbers or even forgo infighting when it is
not appropriate for the story or situation. Infighting does not usually
occur, for example, when a boss damages some of its soldiers with a close blast
attack meant for the players. Rage also does not affect player characters,
but it may affect any NPCs or allies they encounter or travel with, should they
harm them unintentionally or carelessly.
Weapons
In addition to the DnD4 weapons, the following weapons have been added:
Military Technological Melee Weapons
2-Handed
Weapon
|
Prof
|
Damage
|
Price
|
Weight
|
Group
|
Properties
|
|
|
|
|
|
|
|
Simple Technological Ranged Weapons
1-Handed
Weapon
|
Prof
|
Damage
|
Range
|
Price
|
Weight
|
Group
|
Ammunition
|
Properties
|
Hand Grenade
|
+3
|
1d8
|
Area Burst 2 within 5
|
|
|
Explosives
|
Grenades
|
Ballistic/Bouncy, Load Minor
|
Military Technological Ranged
Weapons
1-Handed
Weapon
|
Prof
|
Damage
|
Range
|
Price
|
Weight
|
Group
|
Ammunition
|
Properties
|
Single-Barrel Shotgun
|
+2
|
2d4
|
6/10
|
|
|
Shotgun
|
Shells
|
Damage Fade-off; critical point-blank; Load Minor
|
Small Nailgun
|
+3
|
1d6
|
8/16
|
|
|
Nailgun
|
Nails
|
Load Free
|
2-Handed
Weapon
|
Prof
|
Damage
|
Range
|
Price
|
Weight
|
Group
|
Ammunition
|
Properties
|
Double-Barrel Shotgun
|
+2
|
1d12
|
8/12
|
|
|
Shotgun
|
Shells
|
Damage Fade-off; critical point-blank; Load Minor
|
Lightning
Cannon
|
+2
|
2d6 electrical
|
6/9
|
|
|
Heavy Gun
|
Cells
|
Load Free
|
Superior Technological Ranged
Weapons
2-Handed
Weapon
|
Prof
|
Damage
|
Range
|
Price
|
Weight
|
Group
|
Ammunition
|
Properties
|
Super Nailgun
|
+3
|
2d4
|
8/16
|
|
|
Nailgun
|
Nails
|
Load Free, High-Crit
|
Grenade Launcher
|
+1
|
1d10
|
Area Burst 3 within 5
|
|
|
Explosives
|
Grenades
|
Ballistic/Bouncy, Load Standard
|
Rocket Launcher
|
+1
|
1d8
|
Area Burst 2 within 10
|
|
|
Explosives
|
Grenades
|
Load Standard
|
|
|
|
|
|
|
|
|
|
New Weapon Properties:
Damage Fade-off: At long range, instead of taking a -2 to attack rolls, the
weapon deals half damage when it hits.
Critical Point-Blank: When attacking an adjacent target, the attacker does not
incur opportunity attacks from that target and can critical with a 19-20.
Ballistic/Bouncy: Grenades and some other weapons have a ballistic path and/or
bounce off walls, allowing you to use alternative methods to get them to land
where you want to. When you want to attempt to hit a target you don't have
line of sight to, explain the path you want the projectile to follow and, if the
DM agrees there isn't a major problem with the attempt, you make an attack roll
against the target square with a -2 penalty to see if it lands in the right
place. In doing so, you risk a critical failure on a 1-4 instead of a
1. If you miss without a critical failure, then the grenade lands
somewhere insignificant but doesn't hurt allies or enemies. On a critical
failure it may land next to you or an ally. On extremely difficult
attempts the DM may increase the attack penalty or cost of failure.
Other weapons, like nailguns, may be enhanced with the bouncy property and work
similarly -- you might ricochet it off the wall to hit your target, or you may
reflect it back at yourself or a friend.
Shield-Attachable: The weapon is designed to attach to a light shield, allowing
you to use both even though it is a 2-handed weapon.
NOTE: Weapons belonging to the Explosives group can only be used
with a Ranged Basic Attack or with powers that have the Explosives keyword.
New Weapon Enhancements:
Note that even hand grenades can be enhanced. Grenades like these come in
a pouch that always seems to produce a new grenade, as long as the previous one
has exploded already.
Ricochet Weapon
Valid: Nailgun
Critical: +1d6 per plus
The projectiles from this weapon ricochet off walls and other hard surfaces,
adding the Ballistic/Bouncy property to it.
Multi-Warhead Weapon
Valid: Hand Grenade, Grenade Launcher, Rocket Launcher
Critical: +1d6 per plus
Split - Encounter, Minor Action, use when you fire the weapon
with a basic attack
The explosive splits on impact into multiple smaller warheads, each of which
explode in a wide area to create untold carnage. Increase the damage die
of the weapon by one size, and the effect area by 1.
Automatic Weapon
Valid: Shotgun, Hand Grenade, Grenade Launcher, Rocket Launcher
Critical: +1d6 per plus
If the weapon is Load Standard, it becomes Load Minor. Or, if it is Load
Minor, it becomes Load Free.
Lava Weapon
Valid: Nailgun
Critical: +1d10 per plus
As a free action, you can change the damage type of this weapon to Fire.
You can change it back to normal with another free action.
Burning Lava - Daily, Free Action, use when you hit with the
weapon
The target takes an additional 1d8 fire damage and ongoing 5 fire damage (save
ends).
Level 18: 2d8 fire damage and ongoing 10 fire damage
Level 28: 3d8 fire damage and ongoing 15 fire damage
Arcing Weapon
Valid: Lightning Cannon
Critical: +1d8 per plus
Arc - Daily, Free Action, use when you hit a target with the lightning cannon.
Choose up to 3 creatures in an area of 5 around the target. Those
creatures take 1d6 + 1 lightning damage, and the original target is dazed.
Level 14 or 19: 2d6 + 1
Level 24 or 29: 3d6 + 1
Player Classes
DnD4 Classes are allowed (at the DM's discretion) and should work just
fine. A ranger, for example, can use his powers to make multiple attacks
per round with the nailgun or shotgun.
However, some weapons (specifically explosives) will not work for most
powers. You cannot have a ranger use twin strike with a rocket launcher to
fire two rockets, because explosives require a basic attack or powers with the
Explosives key word. The Quake-like classes below have been created for
this purpose.
Note that a DM may determine that certain DnD4 classes, such as Wizard, would
not be appropriate for his campaign and not allow them. However, the DM is
encouraged to include the Quake classes, as they are designed for use in these
campaigns.
Demoman
The demoman is an explosives expert. These men and women are able to
use rockets and grenades just as proficiently as an archer uses a bow.
Primary Attributes: Dexterity, Constitution, Strength, Wisdom
Weapon Proficiency: Simple melee, small nailgun, handaxe, grenade launcher,
rocket launcher, and hand grenades.
Armor Proficiency: Cloth, Leather, Hide
Starting HP: 15 + constitution score
HP Per Level: 6
Healing Surges Per Day: 9 + Con mod
Example Builds:
Burly Demolitions Expert
You're strong and well-built, and are able to do well in both melee and ranged
combat. You must be dexterous enough to aim and hit accurately in combat,
so make Dexterity your primary ability score. Constitution helps hold your
explosive weapons steady and increases damage, as well as your own combat
durability, so make that your second ability score. Strength helps you in
melee combat should you run out of ammo or find yourself too close to the action
to use bombs, and it helps you carry all your stuff, so it's a good third
ability.
Wise Explosives Specialist
Those who work around explosives regularly without getting themselves blown up
on the first day tend to have a knack for knowing when to duck for cover.
You have taken this intuition to a greater level and turned it into a strength,
letting it guide your aim and your reactions. Dexterity is still your
primary ability so you can aim and accurately place your demolitions of
doom. Make wisdom your second ability, as it increases your damage
directly and enhances many of your abilities. Constitution is a good third
ability score because it increases your durability and enhances some abilities
as well, so it is a good third option.
Class Features:
Practiced Loading
Explosive weapons which normally require a standard action to load instead only
require you a minor action to load.
Focused Training
You gain the Weapons Focus (Explosives) feat for free at first level.
Set Trap
You are able to rig an explosive to detonate when triggered, for example when an
enemy opens a door, crosses a tripwire, or steps on a part of the floor.
You may use any explosive ammunition, such as a hand grenade or rocket, and a
Thievery check to set the trap. The damage dealt on detonation is
determined by how many bombs you place, but increasing the number of bombs also
makes the Thievery check more difficult and increases the risk of a critical
failure (which blows up in your face and hurts you instead). Placing a
trap takes 10 minutes. After making the check to place the trap, use the
table below to determine how much damage is dealt by the bombs, whether they
explode on you during a critical failure or they explode when triggered.
Ammo Used
|
Damage Die
|
Damage Bonus
|
Blast Radius
|
Critical Failure On
|
DC
|
Time Spent
|
1
|
1d8 per tier
|
1
|
Close Burst 2
|
1
|
15
|
10 minutes
|
2
|
1d10 per tier
|
2
|
Close Burst 2
|
1,2
|
18
|
20 minutes
|
3
|
1d12 per tier
|
4
|
Close Burst 3
|
1-3
|
22
|
30 minutes
|
4
|
2d6 per tier
|
6
|
Close Burst 3
|
1-4
|
26
|
45 minutes
|
5
|
2d8 per tier
|
9
|
Close Burst 4
|
1-5
|
30
|
1 hour
|
If you place bomb traps close enough together they may cause a chain reaction as
they explode. However, because of the added risk and danger of moving
around and handling explosives in the area, this increases the DC of setting
each additional trap by +3 for each bomb already placed close enough that either
bomb is in the other's blast radius.
Demoman Powers
As an explosive expert, a demoman knows not only how to fire a rocket without
killing himself, but also how to place the explosives in just the right spot for
maximum effect. In addition to dealing excellent damage, he also
specializes in inflicting status effects due to the shock of the blast, such as
daze, stun, immobilized, and prone.
TODO: Demoman Powers
Soldier
The soldier specializes both in powerful melee weapons, and in heavy hitting
technological ranged weapons, like the shotgun and nailgun.
Primary Attributes: Dexterity, Strength, Intelligence
Weapon Proficiency: Simple melee, military melee, simple technological ranged
weapons, military technological ranged weapons.
Armor Proficiency: Cloth, Leather, Hide, Chainmail
Starting HP: 13 + constitution score
HP Per Level: 6
Healing Surges Per Day: 7 + Con mod
Example Builds:
Gunner
You prefer ranged weapons and have learned how to use them to far greater effect
than most others you've fought. Make dexterity your highest ability since
it determines your accuracy and damage, as well as the effects of some support
powers. You may need to engage in melee from time to time, so strength is
a good secondary ability. Make intelligence your third best ability score,
as it enhances the effects of some of your powers.
Axe Murderer
You specialize in melee combat, especially with axes of all kinds.
Strength is your most important ability score because it affects your accuracy
and damage, so make it your highest. Make Dexterity and Intelligence your
second and third highest ability scores. Dexterity allows you to use
ranged weapons when the situation calls for it, and enhances some of your
powers. Intelligence makes you more effective in combat by enhancing many
powers.
Class Features:
Tough as Nails
You gain damage reduction against opportunity attacks, according to the
following table:
Level
|
Damage Reduction
|
1st
|
2
|
11th
|
5
|
21st
|
9
|
Combat Focus
Choose one of the following combat focuses:
Versatile Combatant
You treat all 1-handed axes as versatile during melee attacks, and you gain a
+1 bonus to attack rolls with 1-handed axes when they are held with both
hands. Finally, you treat all 2-handed axes as high-crit weapons.
Harbinger of Destruction
Once per round, whenever you fell an opponent with a shotgun or nailgun
attack, you may make a ranged basic attack against another foe within 3
squares of that target as a free action. You also gain a +1 bonus to attack
rolls and a +1 damage bonus (even to critical hits) whenever you wield a
ranged weapon against an adjacent foe. Finally, you may also load
shotguns as a free action instead of a minor action.
Powers:
TODO: Soldier powers. There need to be some powers that gain a bonus from
Intelligence or Dexterity. Usually the Dexterity bonus applies to melee
attacks to reward an agile melee character, but can affect a few ranged powers
,and some utility powers that don't specify ranged or melee. The
intelligence bonuses can apply to either ranged or melee attacks as well as
utility powers.
1st Level At-Will
Boomstick
As ranged basic attack, with following exception:
If you are wielding a shotgun and deal damage to your target, you may choose to
spread the damage evenly across it and up to 2 creatures adjacent to it that you
have line of effect to. If you rounded damage down during this split, you
may add 1 to the final damage dealt to the initial target.
Bunt to the Head
You smack an opponent with the the blunt side of your weapon or the
butt of your gun.
Requirement: You must be wielding a melee weapon, shotgun, nailgun, or lightning
cannon.
Str +2 vs Reflex
Hit: 1d6 damage. If the target is your size or smaller, the target is
dazed until the beginning of your next turn.
Special: Increase to 2d6 damage at 21st level.
Double Shot
Ranged Weapon
Targets: One or two creatures, two attacks
Attack: Dexterity vs AC
Hit: 1W damage
Special: Increase to 2W damage at 21st level.
2nd Level Utility
Soldier's Resolve (Daily)
Requirement: You are bloodied
You gain regeneration 2 as long as you are bloodied.
Soldier Armor
Trigger: you are dealt damage by an attack
You gain damage reduction 2 until the end of your next turn. You may
decide whether to use this feature after the damage has been rolled.
Monsters
Rottweiler
Level 1 Skirmisher
Medium natural animal
HP 24; bloodied 12
Initiative +5
AC 15; Fortitude 14, Reflex 15, Will 12
Move 8; Jump 6
Bite - Standard, at-will
The rottweiler may use this attack as part of a charge.
+4 vs AC; 1d6 damage
Leap - Standard, at-will
The rottweiler must be at least 3 squares away
from its target to use this attack. It can begin the leap even if it is
too far away to reach its target. This attack provokes attacks of
opportunity, but the rottweiler gains a +2 bonus to AC while leaping.
The Rottweiler leaps at its target, jumping a
distance of 4-6 squares (its choice) at a height of 1-1.5 meters (its
choice). If any creature or obstacle arrests its jump, the jump ends
immediately. If a creature ended the jump, the
Rottweiler makes a secondary attack against it:
Secondary Attack: +5 vs Reflex
Hit: 1d6 + 2 damage.
Idea: Must make attack roll before leap to establish whether it jumps far
enough. Also gives a chance for critical failure & hurt an ally
instead.
Vicious
Rottweiler
Level 4 Brute
Medium natural animal
HP 64; bloodied 32
Initiative +6
AC 18; Fortitude 15, Reflex 16, Will 14
Move 8; Jump 6
Bite - Standard, at-will
The rottweiler may use this attack as part of a charge.
+8 vs AC; 2d4 + 6 damage
Leap - Standard, at-will
The rottweiler must be at least 3 squares away
from its target to use this attack. It can begin the leap even if it is
too far away to reach its target. This attack provokes attacks of
opportunity, but the rottweiler gains a +2 bonus to AC while leaping.
The Rottweiler leaps at its target, jumping a
distance of 4-6 squares (its choice) at a height of 1-1.5 meters (its
choice). If any creature or obstacle arrests its jump, the jump ends
immediately. If a creature ended the jump, the
Rottweiler makes a secondary attack against it:
Secondary Attack: +9 vs Reflex
Hit: 2d6 + 6 damage.
Recommended:
Hellhound
See DnD4 Monster Manual.
Grunt Minion
Level 1 Minion
Medium natural humanoid
HP 1; a missed attack never damages a
minion.
Initiative +2
AC 14; Fortitude 15, Reflex 12, Will 14
Move 6
Shotgun - Standard, at-will
Ranged
6(normal)/10(long);
+4 vs AC (normal
range), +3 vs AC (long
range); 1d3 + 1 damage at
normal range, 1d3
damage at long range
Point-Blank Buckshot
When attacking an adjacent target, the grunt may critical on a 19-20 and does
not incur opportunity attacks from the target.
Mindlessly Disloyal
When performing a Rage Check, grunts do not get a bonus for creatures of
the same type or origin
Soldier
Grunt
Level 2 Artillery
Medium natural humanoid
HP 20; bloodied 10
Initiative +2
AC 14; Fortitude 15, Reflex 12, Will 14
Move 6
Shotgun - Standard, at-will
Ranged
6(normal)/10(long);
+4 vs AC (normal
range), +3 vs AC (long range);
1d6 + 1 damage at
normal range or 1d4
damage at long range.
Point-Blank Buckshot
When attacking an adjacent target, the soldier may critical on a
19-20 and does not incur opportunity attacks from
the target.
Mindlessly Disloyal
When performing a Rage Check, grunts do not get a bonus for creatures of
the same race, type or origin.
Grunt Elite
Level 4 Artillery
Medium natural humanoid
HP 40; bloodied 20
Initiative +3
AC 16; Fortitude 16, Reflex 13, Will 15
Move 6
Shotgun - Standard, at-will
Ranged
6(normal)/10(long);
+6 vs AC (normal range), +5 vs AC (long range);
1d6 + 3 damage at
normal range or 1d4
+ 1 damage at long range.
Point-Blank
Buckshot
When attacking an adjacent target, the soldier may critical on a
19-20 and does not incur opportunity attacks from
the target.
Mindlessly Disloyal
When performing a Rage Check, grunts do not get a bonus for creatures of
the same race, type or origin.
Enforcer
Level 3 Artillery (Leader)
Medium natural humanoid
HP 36; bloodied 18
Initiative +4
AC 17; Fortitude 15, Reflex 13, Will 16
Move 5
Laser - Standard, at-will
Ranged 10; +6 vs Reflex; 1d6 + 1 damage
Dual Laser - Standard, at-will
The enforcer makes two consecutive laser attacks
against a single target.
Command Loyalty (minor; encounter)
Close burst 10; allies in the burst gain 5 temporary hit points and may shift 1
square.
Enforcer Sergeant
Level 6 Artillery (Leader)
Medium natural humanoid
HP 75; bloodied 37
Initiative +7
AC 21; Fortitude 18, Reflex 17, Will 20
Move 5
Laser - Standard, at-will
Ranged 10; +10 vs Reflex; 1d6 + 2 damage
Dual Laser - Standard, at-will
The enforcer makes two consecutive laser attacks
against a single target.
Command Loyalty (minor; encounter)
Close burst 10; allies in the burst gain 8 temporary hit points, stop
infighting, and may shift 1 square.
Enforcer Leader
Level 10 Artillery (Leader)
Medium natural humanoid
HP 105; bloodied 52
Initiative +8
AC 24; Fortitude 21, Reflex 20, Will 23
Move 5
Laser - Standard, at-will
Ranged 10; +15 vs Reflex; 1d6 + 3 damage
Dual Laser - Standard, at-will
The enforcer makes two consecutive laser attacks against a single target.
Multiblaster - Standard, Encounter;
Recharge 5, 6.
The enforcer makes 3 consecutive laser attacks
spread against one
or more targets.
Command Loyalty (minor; encounter)
Close burst 10; allies in the burst gain 10 temporary hit points, stop
infighting, and may shift 1 square.
Enforcer Commander
Level 15 Elite (Leader)
Medium natural humanoid
Aura of Command aura 10 - allies gain +8 to rage checks,
+2 to Will and Fortitude, +2 to damage rolls, and damage resistance 2.
HP 125; bloodied 72
Initiative +10
AC 28; Fortitude 27, Reflex 27, Will 29
Move 5
Laser - Standard, at-will
Ranged 10; +19 vs Reflex; 1d6 + 4 damage
Dual Laser - Standard, at-will
The enforcer makes two consecutive laser attacks against a single target.
Hyperblaster - Standard, Encounter;
Recharge 6.
The enforcer makes 5 consecutive laser attacks spread against one or more
targets.
Energy Shield - Immediate Interrupt, when hit by an attack;
Recharge 5, 6
The enforcer gains a +5 power bonus to all defenses until the end of its next
turn.
Command Loyalty (minor; encounter)
Close burst 10; allies in the burst gain 10 temporary hit points, stop
infighting, and may shift 1 square.
Rottfish
Level 3 Minion
Tiny natural animal
HP 1; a missed attack never damages a minion.
Initiative +5
AC 14; Fortitude 13, Reflex 13, Will 14
Move 2; Swim 6
Bite - Standard, at-will
+7 vs AC; 1d6 + 2 damage
Aquatic
A rottfish cannot survive outside of water for long. A rottfish on land is
always considered prone, and has damage vulnerability 2. After 5 rounds it
suffocates unless it reaches water deep enough to breath in.
Recommended: Illithid
See DnD4 Monster Manual "Mindflayer" entry
Idea: Statue Knights that are a few levels above the knight they are based on,
higher AC & HP but reduced movement and reflex. They will often blend
in with other statues until attacked, or triggered by player actions (turning
their back on them, entering an area, defiling an altar, etc).
Fodder Knight
Level 1 Minion
Medium natural humanoid
HP 1; a missed attack never damages a minion
Initiative +2
AC 15; Fortitude 14, Reflex 13, Will 12
Move 5
Short Sword - Standard, at-will
+4 vs AC; 1d6 damage and the target is marked
Equipment: Short Sword, Light Shield, Chainmail
Knight
Level 1 Soldier
Medium natural humanoid
HP 26
Initiative +2
AC 16; Fortitude 14, Reflex 14, Will 12
Move 5
Short Sword - Standard, at-will
+5 vs AC; 1d6 + 1 damage and the target is marked
Shield Push - Minor, at-will
Trigger: The knight hits a target with its Short Sword attack.
+7 vs Reflex; The target is pushed 1 square, and the knight may shift into the
square the target had occupied
Equipment: Short Sword, Light Shield, Chainmail
Heavy Knight
Level 2 Soldier
Medium natural humanoid
HP 36
Initiative +3
AC 18; Fortitude 14, Reflex 15, Will 12
Move 5
Longsword - Standard, at-will
+7 vs AC; 1d8 + 2 damage and the target is marked
Shield Push - Minor, at-will
Trigger: The knight hits a target with its Longsword attack.
+8 vs Reflex; The target is pushed 1 square, and the knight may shift into the
square the target had occupied
Equipment: Longsword, Heavy Shield, Scale Armor
Death Knight
Level 5 Soldier (leader)
Medium natural humanoid
Brutal Presence aura 10 - allies gain resist 5 against the Death
Knight's attacks when they are not included as an intended target, and gain a +1
bonus of fire damage to damage rolls and a +2 bonus to rage checks.
HP 52
Initiative +8
AC 21; Fortitude 17, Reflex 18, Will 15
Move 5
Greatsword - Standard, at-will
+10 vs AC; 1d10 + 5 damage and the target is marked
Fire Spray - Standard, Encounter; Recharge 5, 6
Ranged 8, 1, 2 or 3 targets within 5 squares of each other, 1 attack per target;
+8 vs Reflex; 1d6 + 3 fire damage
Equipment: Longsword, Heavy Shield, Plate Armor
Hell Knight
Level 10 Controller (leader)
Medium natural humanoid
Hellish Presence aura 5 - enemies who start their turn in the
aura take 1d6 fire damage and are marked until the beginning of the Hell
Knight's next turn.
HP 120
Initiative +12
AC 24; Fortitude 20, Reflex 22, Will 19
Move 5
Flaming Greatsword - Standard,
at-will
+15 vs AC; 1d10 damage plus 1d6 + 4 fire damage.
Burning Break - Standard, Encounter; Recharge 5, 6
+15 vs AC; 2d10 + 4 fire damage, and takes ongoing 5 fire damage and -2
AC (save ends both).
Fire Scatter - Standard, Encounter; Recharge 5, 6
Ranged 10, 1, 2 or 3 targets within 5 squares of each other, 1 attack per
target; +13 vs Reflex; 2d8 + 5 fire damage
Strike with Fear - Standard, Encounter; Fear
Close Burst 5; Allies in the burst whose levels are less than the Hell Knight's
immediately stop infighting and do not infight for the next 4 rounds. They
also gain a +2 bonus to attack rolls and damage rolls until end of turn, gain 5
temporary HP, and shift 2 squares. Make a secondary attack:
Secondary Attack: Close Burst 5, enemies only; +16 vs Will; the enemy is
immobilized until the end of the Hell Knight's next turn.
Equipment: Greatsword, Heavy Shield, Plate Armor
Snakeman
Scrag
Vomitus
Vomit - Standard, Encounter; Recharge 5, 6.
Close Burst 3; +25 vs Reflex; 3d8 + 8 poison damage, and ongoing 10 poison
damage (save ends).
Wraith
Wrath
Wrath Overlord
Guardians from Dissolution of Eternity
Zombie
Ogre
Multigren Ogre
Rocket Ogre
Fiend
Level 10 Skirmisher
Medium aberrant demon
HP 120; bloodied 60
Initiative +9
AC 20; Fortitude 23, Reflex 20, Will 21
Move 6; Jump 6; Climb 4
Claw - Standard, at-will
Melee; +15 vs AC; 1d6 + 3 damage;
Clawing Flurry - Standard, at-will
The fiend performs two consecutive claw attacks. If both attacks hit the
target, the fiend may follow up with a third claw attack.
Leap - Standard, at-will
The fiend must be at least 3 squares away from its target to use this
attack. It can begin the leap even if it is too far away to reach its
target. This attack provokes attacks of opportunity, but the fiend gains a
+2 bonus to AC while leaping.
The fiend leaps at its target, jumping a distance of 4-6 squares (its choice) at
a height of 1-1.5 meters (its choice). If any creature or obstacle arrests
its jump, the jump ends immediately. If a creature ended the jump, the
fiend makes a secondary attack against it:
Secondary Attack: +13 vs Reflex
Hit: 2d6 + 5 damage.
Blood Fiend
Tarbaby
Level 10 Skirmisher
Medium aberrant demon
HP 90; bloodied 45
Initiative +4
AC 20; Fortitude 15, Reflex 25, Will 14
Move: 1; Climb 1; Jump: 6
Random Mind
At the beginning of its turn, if the tarbaby used Leap during its last turn,
roll a 6 sided die. If it comes up as a 5 or 6, roll an 8 sided die and
use the table below to determine the tarbaby's facing direction for its leap
attack for this turn and it cannot choose a direction. Otherwise, the
tarbaby may choose a direction to face as normal.
1: Forward
2: Forward-Right
3: Right
4: Backwards-Right
5: Backwards
6: Backwards-Left
7: Left
8: Forward-Left
Blind Frenzy
Once a tarbaby begins leaping, it can no longer take any other action during its
turns unless it becomes stuck or trapped, or has not seen a living enemy for 4
turns, at which point it calms down and can use other actions.
Leap - standard and move (special); at-will
This power uses both the standard action and move action for the tarbaby.
The tarbaby jumps horizontally 4 to 6 squares (its choice), with a height of 1-2
meters (its choice). If Random Mind resulted in a rolled direction, it
must leap in the direction it is facing after the roll. Otherwise it may
choose a direction for this attack. If its jump impacts a creature, the
tarbaby's jump ends and it deals 2d8 +6 damage to the obstacle.
Maddeningly Evasive
If a tarbaby has used Leap since its last turn, it gains a +3 bonus to AC and
Reflex during other creatures' turns.
Explosive Death
When a tarbaby dies it explodes, dealing 3d8 + 4 force and poison damage to all
creatures in a close burst 1.
Spawn
Hell Spawn
Shalrath
Vore
Shambler
Chthon
Dragon
Shub-Niggurath
Copyright
I'm totally cool with you using this document for campaigns or even to fuel your
own ideas. Seriously, have fun with it! All I ask is that you:
-
give me credit if you use this as a basis for other work or grab major ideas
from it.
-
don't steal the idea from me and claim it as yours
-
don't sell the document or ideas without permission
© Dan Hale (aka Wazat) August 2008