Archive for March, 2010

Fenlurk Choker (Grindylow)

Posted in Monsters with tags , on March 21, 2010 by apocryphalmusings

Level 6 Lurker
Medium natural humanoid; XP 250

Initiative +7; Senses Perception +4, darkvision
HP 54, bloodied 27
AC 20, Fortitude 21, Reflex 22, Will 21
Speed 6, swim 12, climb 8 (spider climb)

Basic Melee/ Tentacle Claw (standard; at will)
Reach 3; +11 vs. AC; 1d10+4 damage and the target is grabbed.

Melee/ Choke (standard; at will)
Grabbed target only, +9 vs. Fortitude; 1d10+4 damage.

Body Shield (immediate interrupt, when targeted by a melee or ranged attack vs. Reflex or AC; recharge with a successful tentacle claw attack or choke)
The grindylow makes its grabbed victim the target instead. The grindylow cannot use this power to redirect attacks made by a creature it is currently grabbing.

Chameleon Hide (minor; at will)
The grindylow gains concealment until the start of its next turn. It can’t use this power while grabbing a creature or while grabbed.

Drown (standard; at will)
Grabbed target only; the grindylow may pull the target creature into the water in which it lairs, causing it to drown.

Alignment evil; Languages primordial
Str 19 (+7) – Dex 18 (+7) – Wis 13 (+4)
Con 12 (+4) – Int 10 (+3) – Cha 6 (+1)
Skills Stealth +12

Grindylow are repulsively eel-like creatures with a perpetually damp, black skin. Their long arms sport equally long fingers, which have a fearful strength. They are a scourge and the subject of many a warning by cautious mothers.

Aughisky

Posted in Monsters with tags , on March 21, 2010 by apocryphalmusings

Level 10 Elite Skirmisher
Large fey magical beast (aquatic), XP 1,000

Initiative +8; Senses Perception +11, darkvision
HP 244; bloodied 122
AC 26; Fortitude 36, Reflex 30, Will 29
Speed 10, swim 10

Basic Melee/ Kick (standard; at will)
+15 vs. AC; 2d6+5 damage.

Melee/ Double Attack (standard; at will)
The aughisky may make two kick attacks.

Feast of the Rent Flesh (immediate reaction, when an enemy is killed)
The aughisky may feast upon the body of a fallen enemy, gaining a measure of its strength; the aughisky gains a number of temporary hit points equal to the level of the foe.

Combat Advantage
If an aughisky has combat advantage against the target, the target is also knocked prone on a hit.

Alignment chaotic evil; Languages Common, Elven
Skills Athletics +17, Bluff +12, Diplomacy +12, Insight +11, Stealth +11
Str 24 (+12) – Dex 13 (+6) – Wis 13 (+6)
Con 17 (+8) – Int 10 (+5) – Cha 14 (+7)
Action Point 1

An aughisky, or water horse, is a fey creature resembling a massively-built black stallion. Being a supernatural creature by its very nature, there are countless minor variations on its appearance; some have a mane tinged green with algal growths, resembling nothing so much as a mat of mere-weed, some are truly demonic in appearance and can be mistaken for evil extraplanar beings.

The Wild Hunt [Skill Challenge]

Posted in Skill Challenges with tags , on March 21, 2010 by apocryphalmusings

With an ear-splitting sound, a hunter’s horn blares out: the ghostly figure of a man leading a pack of hounds materialize from the sky and begin galloping towards you. You turn and start to run – the Wild Hunt is loose tonight!

Setup: To escape Gwynn o’ the Horn and his hounds of the Wild Hunt, a frenzied flight through the forest becomes necessary.

Level: Equal to the level of the party

Complexity: 4 (requires 10 successes before 5 failures)

Primary Skills: Acrobatics, Arcana, Athletics, Stealth

Acrobatics (moderate DCs): You ably dodge out of the way of an arrow shot from Gwynn’s bow. Failing a check means that you have been hit, and the magic of the arrow gives you a -2 to the next Acrobatics or Athletics check.

Athletics (moderate DCs): With a burst of effort, you manage to outrun the Hunt… for now.

Stealth (hard DCs): Using stealth and guile, you hide behind a tree, in the brush or in a small bowl, managing to avoid the Hunt.

Success: You manage to discover a hamadryad, a type of fey which is adept at hiding from the Wild Hunt. The hamadryad leads you to safety and the Hunt moves on.

Failure: You’re caught! Gwynn releases some of his hounds and a combat encounter is provoked at the PCs’ level + 2.

Hippopotamus

Posted in Monsters with tags , on March 21, 2010 by apocryphalmusings

Level 9 Brute
Huge natural beast (aquatic), XP 400

Initiative +4; Senses Perception +9, low-light vision
HP 122; bloodied 61
AC 21; Fortitude 23, Reflex 20, Will 19
Speed 3, swim 4

Basic Melee/ Bite (standard; at will)
+12 vs. AC; 2d8+5 damage.

Melee/ Stomp (standard; at will)
+12 vs. AC; 2d6+5 damage.

Trample (standard; recharge 3, 4, 5, 6)
When charging, a hippopotamus may move through a Medium or smaller creature’s space and make a stomp attack against that creature. The hippopotamus must end its movement on a vacant space.

Alignment Unaligned
Skills Athletics +16, Stealth +9
Str 25 (+11) – Dex 11 (+4) – Wis 10 (+0)
Con 22 (+10) – Int 1 (-1) – Cha 6 (+2)

A hippopotamus (plural hippopotami), or “river-horse”, is a massive porcine animal which inhabits rivers and lakes throughout the Katayingan subcontinent. They are highly dangerous and excessively stupid, and are untrainable.

Aurochs

Posted in Monsters with tags , , on March 21, 2010 by apocryphalmusings

Level 6 Brute
Large natural beast, XP 250

Initiative +3; Senses Perception +8
HP 86; bloodied 43
AC 19; Fortitude 20, Reflex 18, Will 15
Speed 8

Basic Melee/ Horn Gore (standard; at will)
+9 vs. AC; 2d8+4 damage.

Goring Charge (while mounted by a friendly rider of 6th level or higher; recharge 4, 5, 6) • Mount
When charging, an aurochs may move through a Medium or smaller creature’s space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The aurochs must end its movement on a vacant space.

Alignment Unaligned
Skills Athletics +7
Str 18 (+7) – Dex 10 (+3) – Wis 11 (+3)
Con 16 (+6) – Int 2 (-1) – Cha 4 (+0)

Aurochs (or urus, as they are known in Goblin) are huge, savage bulls inhabiting lightly forested terrain nearly worldwide, save for the depths of Katayinga. They are oftentimes trained as mounts by goblinoids.

Rhinoceros Beetle

Posted in Monsters with tags , , on March 21, 2010 by apocryphalmusings

Level 12 Brute
Large natural beast, XP 700

Initiative +6; Senses Perception +11
HP 197; bloodied 98
AC 27; Fortitude 25, Reflex 23, Will 21
Speed 4

Basic Melee/ Horn Gore (standard; at will)
+17 vs. AC; 3d6+5 damage.

Trampling Charge (standard; recharge 5, 6)
When charging, a rhinoceros beetle may move through a Medium or smaller creature’s space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The rhinoceros beetle must end its movement on a vacant space.

Alignment Unaligned
Skills Athletics +7
Str 25 (+13) – Dex 10 (+6) – Wis 10 (+6)
Con 17 (+9) – Int 1 (+1) – Cha 9 (+5)

Rhinoceros beetles are massive members of the beetle family, related to the common grave scarab, that inhabit warm jungles. They are most often found in Katayinga and the forests of the Isles of the Wako.

Brown Mold

Posted in Hazards with tags , on March 21, 2010 by apocryphalmusings

Level 2 Obstacle
Hazard
XP 125

Hazard: Brown mold fills one square (the square is difficult terrain). The temperature is noticeably colder within 6 squares.
Perception: No check necessary.
Additional Skill: Dungeoneering (DC 20 identifies it as brown mold).
Trigger: A warm-blooded creature passing within one square of the mold triggers it.

Attack
Standard action; close burst 1
Attack: +5 vs. Fortitude
Damage: 3d6 cold damage, and 3 ongoing cold damage (only halted by leaving the adjacent square).

Countermeasures
A character may move into a patch of brown mold without triggering warmth drain only by application of oil of life masking, an amulet of Carnax or use of any other masking power. Simple illusions that merely give the appearance of undead do not apply.

Upgrade to Elite (XP 250)
• Increase the Dungeoneering DCs by 2.
• Increase the damage to 2d10 cold damage, and 5 ongoing cold damage.