The Man-Thing (4e Monster)

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Man-Thing
Level 10 Solo Controller
Medium Aberration Humanoid (undead)
XP 2,500
Initiative +13 Senses Perception +11; darkvision
Corrupting Presence aura 2; enemies gain vulnerable 5 psychic and necrotic, and suffer a -2 penalty to saving throws, Fortitude and Will defenses. The man-thing can activate and deactivate this aura at-will as a free action. This aura deactivates and cannot be activated in areas of bright light. Whenever the man-thing takes radiant damage, this aura deactivates, and cannot be activated until the end of its next turn.
HP 410; Bloodied 205
Regeneration 5 (if the Man-Thing takes radiant damage, its regeneration doesn’t function on its next turn)
AC 27; Fortitude 24, Reflex 27, Will 20
Immune disease, necrotic, poison; Vulnerable 10 radiant
Saving Throws +3
Speed 8 climb 8
Action Points 1
Melee Basic Attack Bite (standard; at-will) ♦ Necrotic
+16 vs AC; 2d8+8 necrotic and poison damage. Target is afflicted with Soul Venom.
Melee Basic Attack Tail Lash (standard; at-will) ♦ Necrotic, Poison
Reach 2; +16 vs Reflex; 2d4+8 damage. Target is afflicted with Soul Venom. Target is immobilized and grants combat advantage (save ends both).
Melee Flesh Frenzy (standard; 4+, recharges when first bloodied) ♦ Necrotic, Poison
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.
Close Wave of Ruin (standard; at-will) ♦ Necrotic, Poison
Close blast 3; +13 vs. Fortitude; 2d6+8 necrotic and poison damage. Push the target 4 squares, and the target falls prone at the end of this forced movement. Must use a water filled square within ten squares 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.
Ranged Grip of Terror (standard; 4+) ♦ Illusion, Psychic
Ranged 10; +13 vs. Will; 2d10+8 psychic damage. Target is stunned until the end of the man-thing's next turn. Target suffers 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.
Ranged Flesh Puppet (standard; encounter) ♦ Conjuration, Illusion
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 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. A DC 25 Perception or Insight check reveals the puppet's true nature.
Personal Shadow Stride (move; at-will) ♦ Illusion
The man-thing turns 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, the man-thing appears to remain in place rather than disappear if he moves at least 1 square away from his original position. If the player recognizes the puppet's true nature on this turn, he realizes that the man-thing has moved.
Close Nightshroud (minor; sustain minor; 6+) ♦ Illusion, Zone
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 Soul Venom ♦ Necrotic, Poison
Ongoing 5 necrotic and poison damage (save ends). First failed save: Ongoing 10 necrotic and poison damage, and the target is slowed (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). Fourth failed save: Ongoing 25 necrotic and poison damage, and the target is dominated (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.
Effect Mask of Flesh ♦ Illusion
The Man-Thing gains a +10 power bonus to all Bluff checks.
Alignment Chaotic evil Languages Abyssal, Common
Skills Acrobatics +18, Endurance +15, Bluff +19, Stealth +18,
Str 16 (+8) Dex 26 (+13) Wis 12 (+6)
Con 20 (+10) Int 16 (+8) Cha 8 (+4)

Tactics

Flayed One
Level 10 Minion
Medium natural humanoid (undead)
XP 125
Immune
'
Alignment Languages
Str 24 (+ 12) Dex 8 (+4) Wis 10 (+5)
Con 24 (+ 12) Int 8 (+4) Cha 8 (+4)

Tactics

Lore

A character knows the following information with a successful check.

DC 15:
DC 20:
DC 25:

Encounter Groups

Level Encounter (XP )



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Identifier4e Monster +
RatingUndiscussed +
TitleThe Man-Thing +