Difference between revisions of "Toy Swarms (4e Monster)"
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{{4e Creature Top | {{4e Creature Top | ||
|name=Evil Toy Soldier | |name=Evil Toy Soldier | ||
− | |level= | + | |level=7 |
− | |role=Soldier | + | |role=Minion (''Soldier'') |
|size=Small | |size=Small | ||
|origin=Natural | |origin=Natural | ||
|type=Animate | |type=Animate | ||
|keywords=Construct | |keywords=Construct | ||
− | |xp= | + | |xp=75 |
|initiative=+8 | |initiative=+8 | ||
|senses=Perception +5 | |senses=Perception +5 | ||
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|aurarange1=1 | |aurarange1=1 | ||
|auraeffect1=Any enemy that makes an opportunity attack against the Toy Soldier within its aura takes 1d8 damage | |auraeffect1=Any enemy that makes an opportunity attack against the Toy Soldier within its aura takes 1d8 damage | ||
− | |hp= | + | |hp=1 |
− | |bloodied= | + | |bloodied=Minion |
− | |ac= | + | |ac=23 |
|fortitude=17 | |fortitude=17 | ||
|reflex=18 | |reflex=18 | ||
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|recharge=at-will | |recharge=at-will | ||
|keywords=Weapon | |keywords=Weapon | ||
− | |effect=+ | + | |effect=+14 vs. AC; 6 damage |
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|name=Silver Curtain | |name=Silver Curtain | ||
|action=standard | |action=standard | ||
− | |recharge= | + | |recharge=encounter |
− | |effect=+ | + | |effect=+10 vs. Reflex; '''Close Burst''' 1; 3d6 +4 damage, and the target grants combat advantage until the end of the toy soldier's next turn. |
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
|name=Combat Advantage | |name=Combat Advantage | ||
− | |effect=The toy soldier deals an extra | + | |effect=The toy soldier deals an extra 3 damage to each target it has combat advantage against |
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
|name=Soldier's Footing | |name=Soldier's Footing | ||
|action=immediate reaction, ''when missed by a melee or ranged attack'' | |action=immediate reaction, ''when missed by a melee or ranged attack'' | ||
+ | |recharge=encounter | ||
|effect=The Toy Soldier can shift 2 squares and gain a +1 bonus to all defenses until the start of its next turn. | |effect=The Toy Soldier can shift 2 squares and gain a +1 bonus to all defenses until the start of its next turn. | ||
}} | }} | ||
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|name=Evil Toy Skykite | |name=Evil Toy Skykite | ||
|level=7 | |level=7 | ||
− | |role=Skirmisher | + | |role=Minion (''Skirmisher'') |
|size=Small | |size=Small | ||
|origin=Natural | |origin=Natural | ||
|type=Animate | |type=Animate | ||
|keywords=Construct | |keywords=Construct | ||
− | |xp= | + | |xp=75 |
|initiative=+8 | |initiative=+8 | ||
|senses=Perception +10 | |senses=Perception +10 | ||
− | |hp= | + | |hp=1 |
− | |bloodied= | + | |bloodied=Minion |
|ac=21 | |ac=21 | ||
|fortitude=17 | |fortitude=17 | ||
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|will=18 | |will=18 | ||
|savingthrows=+2 against dazed and slowed | |savingthrows=+2 against dazed and slowed | ||
− | |speed=4; ''' | + | |speed=4; '''Fly''' 6 (''clumsy'') |
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|action=standard | |action=standard | ||
|recharge=at-will | |recharge=at-will | ||
− | |effect=+12 vs. AC; | + | |effect=+12 vs. AC; 8 damage |
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|recharge=at-will | |recharge=at-will | ||
|keywords= | |keywords= | ||
− | |effect=+10 vs. Reflex; Ranged 10; | + | |effect=+10 vs. Reflex; Ranged 10; 6 damage |
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|action=standard | |action=standard | ||
|recharge=recharge when bloodied; encounter | |recharge=recharge when bloodied; encounter | ||
− | |effect=+10 vs. Reflex; '''Close Burst''' 1; | + | |effect=+10 vs. Reflex; '''Close Burst''' 1; 3d6 +5 damage, and the target is slowed and takes a -2 penalty to attacks against the skykite and its allies (''save ends both''). |
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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====Toy Stickmage Tactics==== | ====Toy Stickmage Tactics==== | ||
− | Functioning as a sort of wizard adversary, the stickmage will use its various spells to its advantage-- ultimately using ''Sleep'' against a clustered group. Sometimes it will use ''Ghost Sound'' to confuse its enemies that there is another | + | Functioning as a sort of wizard adversary, the stickmage will use its various spells to its advantage-- ultimately using ''Sleep'' against a clustered group. Sometimes it will use ''Ghost Sound'' to confuse its enemies that there is another ally around. |
---- | ---- | ||
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|name=Evil Toy Jaguar | |name=Evil Toy Jaguar | ||
|level=9 | |level=9 | ||
− | |role= | + | |role=Lurker |
|size=Medium | |size=Medium | ||
|origin=Natural | |origin=Natural | ||
|type=Animate | |type=Animate | ||
|keywords=Construct | |keywords=Construct | ||
− | |xp= | + | |xp=400 |
|initiative=+12 | |initiative=+12 | ||
|senses=Perception +11 | |senses=Perception +11 | ||
|aura1=Rending Claws | |aura1=Rending Claws | ||
|aurarange1=1 | |aurarange1=1 | ||
− | |auraeffect1=Any enemy that | + | |auraeffect1=Any enemy that makes an opportunity attack within the aura takes 1d8 damage |
− | |hp= | + | |hp=77 |
− | |bloodied= | + | |bloodied=38 |
− | |ac= | + | |ac=23 |
− | |fortitude= | + | |fortitude=19 |
− | |reflex= | + | |reflex=20 |
|will=18 | |will=18 | ||
− | |savingthrows=+2 | + | |savingthrows=+2 against dazed |
|speed=7 | |speed=7 | ||
− | |||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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|name=Combat Advantage | |name=Combat Advantage | ||
|effect=The jaguar deals an extra 1d8 damage to each creature it has combat advantage against | |effect=The jaguar deals an extra 1d8 damage to each creature it has combat advantage against | ||
+ | }} | ||
+ | {{4e Creature Power | ||
+ | |name=First Strike | ||
+ | |effect=The jaguar gains combat advantage against any creature that has not yet acted in the first round of combat. | ||
}} | }} | ||
{{4e Creature Power | {{4e Creature Power | ||
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:'''DC 15:''' Originally the toys from the local toymaker, they have been influenced by an outside source-- particularly a necromancer who had dabbled into demonic rights. With this knowledge, the necromancer was able to set aloof the power of the demons-- to create an army of interposing creations against the people. | :'''DC 15:''' Originally the toys from the local toymaker, they have been influenced by an outside source-- particularly a necromancer who had dabbled into demonic rights. With this knowledge, the necromancer was able to set aloof the power of the demons-- to create an army of interposing creations against the people. | ||
:'''DC 20:''' Some demons like to toil around people's minds, but sometimes they like to go after something much more simple-- a toy, for example. With a toy, they can influence others to become a thrall of the demon's words and can then spread this disease of corruption amongst others-- sometimes going so far as to pillage the corrupted with thoughts of murder and bloodshed. | :'''DC 20:''' Some demons like to toil around people's minds, but sometimes they like to go after something much more simple-- a toy, for example. With a toy, they can influence others to become a thrall of the demon's words and can then spread this disease of corruption amongst others-- sometimes going so far as to pillage the corrupted with thoughts of murder and bloodshed. | ||
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---- | ---- | ||
− | {{4e | + | {{4e Monsters Breadcrumb}} |
[[Category:4e]] | [[Category:4e]] | ||
[[Category:User]] | [[Category:User]] | ||
[[Category:Monster]] | [[Category:Monster]] |
Latest revision as of 07:27, 5 June 2011
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Contents
Evil (Demonic) Toy Swarms[edit]
In the quiet night or in the wee hours of the morning, an individual roams around the alleyways and comes near a building-- not just any building. The figure plants a peculiar jar-- etched with demonic runes and faces. The jar is uncapped and a foul red smog escapes into the building-- which is a toy shop. "Children love toys-- and so do demons."
The smog sinks into the lifeless forms of the toys and converts them into demonic, killer toys-- acting as they were created-- some animalistic, and some acting sentient and intelligent. Some even form into major swarms that act as one large sentient entity.
Evil Toy Swarms[edit]
Toy Swarm Tactics[edit]
The toy swarm begins its turn by attempting to occupy the spaces of its opponents-- making use of its Rugged Terrain ability and Gnawing Toys aura.
Evil Toy Swarm Abominations[edit]
Toy Swarm Abomination Tactics[edit]
The toy swarm abomination will allow other swarms to occupy its space-- utilizing its Swarm Empowerment ability. On some occasions, it will grab a pesky opponent with Grasping Toys. When reduced to low hit points, it will use Demonic Blast-- even to the point of self-destruction.
Additionally, some toys can be encountered on their own-- larger toys that can face off against other opponents.
Evil Toy Soldier[edit]
Toy Soldier Tactics[edit]
The toy soldier is a tough opponent-- especially when dealt with in large groups. The toy soldier's Silver Curtain attack paves the way for it to slip past the defenses of its opponents and for its allies. They also take the opportunity to smack their opponents in retaliation to their retaliation.
Evil Toy Hammerer[edit]
Toy Hammerer Tactics[edit]
When the toy hammerer starts off, it will use one of its encounter powers against tightly-packed groups, and the other when it is fairly wounded. When it enters the Hammering Frenzy state, it will attempt to attack as many targets as it can before it is destroyed or disenchanted.
Evil Toy Skykite[edit]
Toy Skykite Tactics[edit]
When dealing with ranged targets, it will use Skewering Bolt. In some instances, when it gets a group of enemies together, it will use Obscuring Wings to confuse its opponents.
Evil Toy Stickmage[edit]
Toy Stickmage Tactics[edit]
Functioning as a sort of wizard adversary, the stickmage will use its various spells to its advantage-- ultimately using Sleep against a clustered group. Sometimes it will use Ghost Sound to confuse its enemies that there is another ally around.
Evil Toy Rockhurler[edit]
Toy Rockhurler Tactics[edit]
The rockhurler will do anything within its own chagrin to inflict as much damage as possible-- especially with the use of its Malleable Rocks attack power. It will also use Sandcloud to blind its enemies-- further giving it means to gain distance from its foes and to continue its barrage of attacks upon the group.
Evil Toy Jaguar[edit]
Toy Jaguar Tactics[edit]
At each given opportunity, the Jaguar will start within difficult terrain or will find difficult terrain to spring surprise attacks from. When the moment is right, it will use Lurking Strike if a foe is close to it while it is hiding or within difficult terrain.
Evil Toy Swarm Lore[edit]
A character knows the following information with a successful Arcana or Nature check.
- DC 15: Originally the toys from the local toymaker, they have been influenced by an outside source-- particularly a necromancer who had dabbled into demonic rights. With this knowledge, the necromancer was able to set aloof the power of the demons-- to create an army of interposing creations against the people.
- DC 20: Some demons like to toil around people's minds, but sometimes they like to go after something much more simple-- a toy, for example. With a toy, they can influence others to become a thrall of the demon's words and can then spread this disease of corruption amongst others-- sometimes going so far as to pillage the corrupted with thoughts of murder and bloodshed.
Back to Main Page → 4e Homebrew → Monsters
Author | Xeadin + |
Identifier | 4e Monster + |
Rating | Undiscussed + |
Title | Toy Swarms + |