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 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:

© Dan Hale (aka Wazat) August 2008