Difference between revisions of "The Man-Thing (4e Monster)"
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|name= Man-Thing | |name= Man-Thing | ||
|level= 10 | |level= 10 | ||
− | |role= Solo Controller | + | |role= Solo Controller (Lurker) |
|size= Medium | |size= Medium | ||
|origin= Aberration | |origin= Aberration | ||
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|bloodied= 205 | |bloodied= 205 | ||
|regeneration= 5 (if the Man-Thing takes radiant damage, its regeneration doesn’t function on its next turn) | |regeneration= 5 (if the Man-Thing takes radiant damage, its regeneration doesn’t function on its next turn) | ||
− | |ac= | + | |ac= 30 |
− | |fortitude= | + | |fortitude= 25 |
− | |reflex= | + | |reflex= 28 |
− | |will= | + | |will= 21 |
|immune/resist/vulnerable= '''Immune''' disease, necrotic, poison; '''Vulnerable''' 10 radiant | |immune/resist/vulnerable= '''Immune''' disease, necrotic, poison; '''Vulnerable''' 10 radiant | ||
− | |savingthrows= + | + | |savingthrows= +5 |
|speed= 8 (swamp walk), climb 8 | |speed= 8 (swamp walk), climb 8 | ||
− | |actionpoints= | + | |actionpoints= 2 |
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|recharge= | |recharge= | ||
|keywords= Necrotic | |keywords= Necrotic | ||
− | |effect= + | + | |effect= ''Attack:'' Melee 1 (one creature); +19 vs. AC |
+ | ''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). | ||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|recharge= | |recharge= | ||
|keywords= Necrotic, Poison | |keywords= Necrotic, Poison | ||
− | |effect= Reach 2; + | + | |effect= ''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). | ||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|recharge= {{6}}, recharges when first bloodied, or when it first bloodies an enemy, or when it first drops an enemy to 0 hit points or fewer | |recharge= {{6}}, recharges when first bloodied, or when it first bloodies an enemy, or when it first drops an enemy to 0 hit points or fewer | ||
|keywords= Necrotic, Poison | |keywords= Necrotic, Poison | ||
− | |effect= 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 | + | |effect= 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. |
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|recharge= {{4}} {{5}} {{6}} | |recharge= {{4}} {{5}} {{6}} | ||
|keywords= Fear, Illusion, Psychic | |keywords= Fear, Illusion, Psychic | ||
− | |effect= Ranged 10; + | + | |effect= ''Attack:'' Ranged 10; +17 vs. Will |
− | ''Miss:'' Half damage. Target is dazed until the end of the | + | ''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. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type= {{C}} | ||
+ | |name= Wave of Ruin | ||
+ | |action= standard; at-will | ||
+ | |recharge= | ||
+ | |keywords= Necrotic, Poison | ||
+ | |effect= ''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. | ||
+ | |||
+ | ''Miss:'' Half damage. | ||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|recharge= | |recharge= | ||
|keywords= Conjuration, Illusion | |keywords= Conjuration, Illusion | ||
− | |effect= 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, has hit points equal to half the | + | |effect= 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. |
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}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|recharge= {{6}} | |recharge= {{6}} | ||
|keywords= Illusion, Zone | |keywords= Illusion, Zone | ||
− | |effect= 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. This effect ends immediately when the man-thing's corrupting presence aura is deactivated, and this attack cannot be used while it is deactivated. | + | |effect= 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. |
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
|type= Personal | |type= Personal | ||
|name= Shadow Stride | |name= Shadow Stride | ||
− | |action= move; | + | |action= move; |
− | |recharge= | + | |recharge= {{4}}{{5}}{{6}} or when first bloodied |
|keywords= Illusion | |keywords= Illusion | ||
− | |effect= The man-thing | + | |effect= 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. |
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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''Second failed save:'' Ongoing 15 necrotic and poison damage, and the target is dazed (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 (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 (save ends). | + | ''Fourth failed save:'' Ongoing 25 necrotic and poison damage, and the target is dominated instead of stunned and slowed (save ends). |
− | 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 next turn. | + | ''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. | ||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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[[Category:User]] | [[Category:User]] | ||
[[Category:Creature]] | [[Category:Creature]] | ||
− | + | ||
[[Category:<!--Your creature's role-->]] | [[Category:<!--Your creature's role-->]] | ||
[[Category:<!--your creature's type-->]] | [[Category:<!--your creature's type-->]] | ||
[[Category:<!--your creature's subtype-->]] | [[Category:<!--your creature's subtype-->]] |
Latest revision as of 20:48, 3 July 2012
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[edit]
Tactics[edit]
Flayed One Level 10 Minion
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Medium natural humanoid (undead) XP 125
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Initiative +4 | Senses Perception +5; darkvision | |
HP 1; a missed attack never damages a minion.; Bloodied {{{bloodied}}} | ||
AC 19-27 (depends on armor, cloth to plate); Fortitude 27, Reflex 19, Will 19 | ||
Immune disease, necrotic, poison | ||
Speed 4 | ||
Basic Melee Attack Claw (standard; at-will) ♦ Necrotic, Poison | ||
+15 vs. AC; 10 damage. The flayed one can use zombie grab as a free action. | ||
Basic Melee Attack Bite (standard; at-will) ♦ Necrotic, Poison | ||
+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. | ||
Basic Melee Attack Zombie Grab (standard; at-will) | ||
+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. | ||
Alignment Unaligned | Languages - | |
Str 26 (+13) | Dex 8 (+4) | Wis 10 (+5) |
Con 26 (+13) | Int 1 (-1) | Cha 4 (+2) |
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Facts about "The Man-Thing (4e Monster)"
Author | Surrealistik + |
Identifier | 4e Monster + |
Rating | Undiscussed + |
Title | The Man-Thing + |