Difference between revisions of "The Man-Thing (4e Monster)"
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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= +5 | |savingthrows= +5 | ||
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|recharge= | |recharge= | ||
|keywords= Necrotic | |keywords= Necrotic | ||
− | |effect= ''Attack:'' Melee 1 (one creature); + | + | |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). | ''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). | ||
}} | }} | ||
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|recharge= | |recharge= | ||
|keywords= Necrotic, Poison | |keywords= Necrotic, Poison | ||
− | |effect= ''Attack:'' Reach 2 (one creature); + | + | |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). | ''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). | ||
}} | }} | ||
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|recharge= {{4}} {{5}} {{6}} | |recharge= {{4}} {{5}} {{6}} | ||
|keywords= Fear, Illusion, Psychic | |keywords= Fear, Illusion, Psychic | ||
− | |effect= ''Attack:'' Ranged 10; + | + | |effect= ''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). | ''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. | ''Miss:'' Half damage. Target is dazed until the end of the Man-Thing's next turn. | ||
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}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|recharge= | |recharge= | ||
|keywords= Necrotic, Poison | |keywords= Necrotic, Poison | ||
− | |effect= ''Attack:'' Close blast 3 (each creature in blast); + | + | |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. | ''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. | ''Miss:'' Half damage. | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |type= {{R}} | ||
+ | |name= Flesh Puppet | ||
+ | |action= standard; encounter | ||
+ | |recharge= | ||
+ | |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, 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. | ||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|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 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= 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. | ||
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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 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 next turn. | + | 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]] | ||
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[[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 + |