Archive for Shadowfell

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.

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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.