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scc 3rd Edition Builds: Nazis - Major Maxim!

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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Dec 03, 2010 5:01 pm

I like a lot of the monsters from D&D Open Graves. Plus Demonicon has fun monsters too. Steal away. :wink:
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby prodigyduck » Sun Dec 05, 2010 12:11 am

This is a great thread. I love these conversions. Very well done, scc.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Sun Dec 05, 2010 7:11 pm

Wow praise from the most prolific D&D converter out there that is high praise. I don't know what to say. Glad you like them. I got a lot of ideas from you as far as converting D&D builds, so thanks for that.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Wed Dec 08, 2010 5:58 pm

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Behir Stormsteed
PL 12


Abilities
Strength 6, Stamina 6, Agility 6, Dexterity 5, Fighting 10, Intellect -2, Awareness 5, Presence 2

Powers
Ride the Lightning:
Bite: Strike 4 [Strength-based, Lightning; Area Burst(On 4 ranks); Diminished Range(15 ft), Reach 1]
Alt: Mounted Bite: Strike 4 [Strength-based, Lightning; Action(Move), Area Burst(On 4 ranks); Limited(Must be mounted by experienced friendly rider); Diminished Range(15 ft), Reach 1]
Fly: Flight 1 [4 MPH]
Lightning Resistance: Impervious Toughness 15 [Limited(Only against Lightning)]
Lightning Breath: Blast 10 [15 foot burst; Area(Burst), Linked(Affliction) ; Limited(Needs time to recharge), Reduced Range(Close); Diminished Range, Quirk(Affects only 2 targets in burst)]
Alt: Mounted Lightning Breath: Blast 10 [15 foot burst; Action(Move), Area(Burst), Linked(Affliction); Limited(Needs time to recharge), Limited(Must be mounted by experienced friendly rider), Reduced Range(Close); Diminished Range, Quirk(Affects only 2 targets in burst)]
Lightning Breath: Affliction 12 [15 foot burst, Hindered; Area(Burst), Linked(Blast); Instant Recovery, Limited(Needs time to recharge), Limited Degrees; Diminished Range, Quirk(Affects only 2 targets in burst)]
Alt: Mounted Lightning Breath: Affliction 12 [15 foot burst, Hindered; Action(Move), Area(Burst), Linked(Blast); Instant Recovery, Limited(Needs time to recharge), Limited Degrees, Limited(Must be mounted by experienced friendly rider); Diminished Range, Quirk(Affects only 2 targets in burst)]
Stormmount: Feature 1 [Riders get a +2 attack bonus with lightning powers]

Serpentine Horror:
Huge Magical Beast: Growth 8 [Permanent; Innate]
Multilegged: Extra Limbs 2 [Innate]
Tremorsense: Senses 4 [Accurate(Tactile), Extended, Ranged]

Advantages
Languages 1 [Base: Draconic, Common]
Improved Initiative 1
Tough 3 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 3 (+9), Athletics 4 (+10), Close Combat: Bite 2 (+12), Deception (+2), Insight 4 (+9), Intimidation 3 (+9), Perception 4 (+9), Stealth 9 (+7)

Offense
Initiative +10
Bite +12, Damage 10, Area Burst(15 ft on 4 ranks)
Lightning Breath Blast Damage 8, Area Burst(15 ft)
Lightning Blast Affliction Rank 12, Area Burst(15 ft), Resisted by Fortitude, Hindered

Defense
Dodge 10, Parry 8
Toughness 9, Fortitude 12, Will 11

Power Points
Abilities 44 + Powers 51 + Advantages 5 + Skills 15 + Defenses 22 = Total 137

Complications
Power Loss: Tremorsense does not work beyond 50 feet.
Relationships: Allies and mounts of Storm Giants.

Design Notes
Comments: This is a D&D Fourth Edition Behir Stormsteed. It is used as a mount by Storm Giants. While mounted by an experienced rider they can use bite or lightning breath as a move action plus the rider gets +2 to their attack using lightning abilities. These creatures actually ride the lightning to fly. Offensively it is PL12 due to an area affliction that only hinders opponents which is linked to it's lightning breath. Defensively it is PL 11.5 due to it's will and fortitude. They work best when mounted by an experienced rider and actually can be negotiated with since it is intelligent and speaks common. Though things can end badly if it's terms are not met.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Wed Dec 15, 2010 5:56 pm

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Skeletal Tomb Guardian
PL 7.5


Abilities
Strength 4, Stamina 3, Agility 3, Dexterity 4, Fighting 6, Intellect -4, Awareness 2, Presence -4

Powers
Four Scimitars:
Cascade of Steel: Strike 3 [Strength-based; Multiattack; Feature: Can only be done by characters with additional limbs]
Alt: Scimitar Strike: Strike 3 [Strength-based]
Sudden Strike: Strike 3 [Strength-based; Reaction(When a character first moves within striking distance); Feature: This ability can only be done by the Skeletal Tomb Guardian]
Easily Removable (-5 points)

Skeleton:
Animate Undead: Immunity 6 [Disease, Poison, Sleep, Starvation, and Suffocation effects]
Darkvision: Senses 2
Necrotic Protection: Protection 1 [Limited(Necrotic only)]
Necrotic Resistance: Impervious Toughness 13 [Limited(Necrotic only)]
Skeletal Limbs: Extra Limbs 2 [Two extra arms; Innate]
Speed 1 [4 MPH]

Advantages
Improved Initiative 1
Tough 3 [+1 bonus to Toughness per rank]

Skills
Acrobatics 4 (+7), Athletics 2 (+6), Close Combat: Scimitars 2 (+8), Insight 3 (+5), Intimidation 5 (+1), Perception 5 (+7), Stealth 4 (+7)

Offense
Initiative +7
Cascade of Steel +8, Damage 7, Multiattack
Sudden Strike +8, Damage 7, Reaction

Defense
Dodge 8, Parry 7
Toughness 6, Fortitude 7, Will 7

Power Points
Abilities 28 + Powers 37 + Advantages 4 + Skills 13 + Defenses 15 = Total 97

Complications
Oblivious: Skeletons can be easily fooled and lured into traps.
Weakness: Takes extra damage from radiant attacks.

Design Notes
This is a D&D Fourth Edition Skeletal Tomb Guardian. Offensively it is PL 7.5 thanks to it's Four Scimitars. Defensively it is PL 7.5 thanks to it's Necrotic Resistance. Guardians like to hack an enemy to pieces using it's Four Scimitars.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Mon Jan 10, 2011 10:59 am

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Light of Amoth
PL 15


Abilities
Strength 6, Stamina 7, Agility 6, Dexterity 5, Fighting 10, Intellect -1, Awareness 6, Presence 5

Powers
Wrath of Amoth:
Legacy of Kalandurren: Damage 15 [Cold Descriptor; Area(Close Burst), Action(Move), Linked(Affliction), Selective(Enemies in Burst); Limited(Once per encounter and needs a long time to recharge); Diminished Range(15 ft)]
Legacy of Kalandurren: Affliction 13 [Cold Descriptor, Resisted by Fortitude(Immobile) ; Area(Close Burst), Action(Move), Linked(Damage), Selective(Enemies in Burst); Limited(Once per encounter and needs a long time to recharge), Limited Degree, Limited(Immobile only); Diminished Range(15 ft)]

Fury of Rimmon:
Fury of the Dead: Strike 9 [Strengthed-based; Multiattack; Limited(Needs to recharge after use); Reach 1, Split]
Alt: Fists of Wrath: Strike 9 [Strengthed-based; Reach 1]

Chill Radiance Abilities:
Animate: Immunity 4 [Suffocation, Starvation, Sleep]
Immortal: Immunity 1 [Aging]
Large : Growth 4 [Permanent; Innate]
Unfettered Apocalypse: Duplication 15 [Heroic, Reaction(When hit by a critical hit or when really injured); Limited(Once per encounter and needs a long time to recharge), Limited(Has same damage conditions and has expended same powers as Amoth), Limited(Disappears after following round it was summoned); Feature(Amoth and Duplicate act on the same initiative)]
Supernal: Comprehend 4
Wave of Retribution: Damage 4 [Area(Close Burst), Reaction(When Light of Amoth takes damage), Selective(Enemies in Burst); Diminished Range(15 ft)]

Advantages
Close Attack 1
Improved Initiative 1
Tough 3 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+10), Athletics 5 (+11), Close Combat: Fists of Wrath 3 (+14), Deception (+5), Insight 4 (+10), Intimidation 4 (+11), Perception 4 (+10), Persuasion (+5), Stealth 7 (+9)

Offense
Initiative +10
Fists of Wrath +14, Damage +15
Fury of the Dead +14, Damage +15, Multiattack, Split
Legacy of Kalandurren Damage, Damage 15, Close Area Burst(15 ft)
Legacy of Kalandurren Affliction, Damage 13, Close Area Burst(15 ft)
Wave of Retribution, Damage 4, Close Area Burst(15 ft)

Defense
Dodge 12, Parry 10
Toughness 10, Fortitude 14, Will 13

Power Points
Abilities 72 + Powers 108 + Advantages 5 + Skills 16 + Defenses 24 = Total 225

Complications
Hatred: To destroy Immortals and Elementals.
Vindictive: Will attack those that harm it the most.

Design Notes
This is a D&D Fourth Edition Light of Amoth. Offensively it is PL 15 thanks to it's Legacy of Kalandurren attack. Defensively they are PL 13.5 thanks to it's Will and Fortitude. They were created by the death of a god(Amoth) and a demon lord(Rimmon). They have an extreme hatred for immortals and elementals, and angels and demons use them to battle each other.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Wed Jan 12, 2011 4:15 pm

I will be posting and updating some monsters since I just got the Monster Vault.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Wed Jan 12, 2011 4:38 pm

Image


Dracolich Doomlord
PL 16


Abilities
Strength 7, Stamina 6, Agility 5, Dexterity 5, Fighting 9, Intellect 4, Awareness 4, Presence 3

Powers
Dracolich Traits:
Claws: Strike 5 [Strength-based; Multiattack; Reach 1, Split]
Darkvision: Senses 2
Fly: Flight 1 [Limited(Wings)]
Huge Magical Beast: Growth 8 [Permanent; Innate]
Mesmerizing Glance: Affliction 11 [Charm, Resisted by Will; Action(Move), Increased Range; Limited Degree, Limited(Compelled only), Limited(Moving the character); Diminished Range -3]
Alt: Instinctive Domination: Affliction 11 [Charm, Resisted by Will; Action(Free), Increased Range; Limited Degree, Limited(Compelled only), Limited(Moving the character), Limited(Only if the Dracolich rolls 10 plus it's initiative); Diminished Range -3]
Tail and Wings: Extra Limbs 3 [Innate]
Undead: Immunity 5 [Disease, Poison, Suffocation Effects, Sleep]

Fueled by Necrotic Energy:
Aura of Doom: Nullify 11 [Healing Effects, Resisted by Fortitude; Alt Resistance(Fort), Area(Burst), Effortless, Reaction(When an enemy enters area), Selective; Diminished Range(15 ft)]
Bite: Strike 1 [Strength-based, Necrotic; Secondary Effect(On 7 Ranks); Reach 1]
Breath Weapon: Damage 16 [Necrotic; Area(Cone), Linked(Nullify, Weaken), Selective; Limited(Needs time to recharge or recharges when really injured); Diminished Range(30 ft)]
Alt: Bloodied Breath: Damage 16 [Necrotic; Action(free), Area(Cone), Linked(Nullify, Weaken), Selective; Limited(When the Dracolich is really injured), Limited(Once per encounter); Diminished Range(30 ft) ]
Breath Weapon: Weaken 11 [Weaken Damage, Resisted by Fortitude; Area(Cone),Broad, Linked(Damage, Nullify), Progressive, Selective, Simultaneous; Limited(Needs time to recharge or recharges when really injured); Diminished Range(30 ft), Incurable, Quirk(Once an enemy makes a resistance check they immediately recover all stats), Quirk(Enemies who make a dodge check get back any weakened stats the following turn), Quirk(Stats can only be lowered to half of their effectiveness max)]
Alt: Bloodied Breath: Weaken 11 [Weaken Damage, Resisted by Fortitude; Action(Free), Area(Cone),Broad, Linked(Damage, Nullify), Progressive, Selective, Simultaneous; Limited(When the Dracolich is really injured), Limited(Once per encounter); Diminished Range(30 ft), Incurable, Quirk(Once an enemy makes a resistance check they immediately recover all stats), Quirk(Enemies who make a dodge check get back any weakened stats the following turn), Quirk(Stats can only be lowered to half of their effectiveness max)]
Breath Weapon: Nullify 11 [Nullify Necrotic, Resisted by Fortitude; Alt Resistance(Fort), Area(Cone), Concentration, Effortless, Linked(Damage, Weaken), Selective, Sustained; Limited(Needs time to recharge or recharges when really injured), Limited(Necrotic Protection and Impervious only); Diminished Range(30 ft), ]
Alt: Bloodied breath: Nullify 11 [Nullify Necrotic, Resisted by Fortitude; Action(Free), Alt Resistance(Fort), Area(Cone), Concentration, Effortless, Linked(Damage, Weaken), Selective, Sustained; Limited(When the Dracolich is really injured), Limited(Once per encounter), Limited(Necrotic Protection and Impervious only); Diminished Range(30 ft), ]
Necrotic Resistance: Impervious Toughness 15 [Limited(Necrotic only)]

Advantages
Extraordinary Effort
Improved Initiative 1
Languages 1 [Common (Base: Draconic)]
Tough 11 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+9), Athletics 2 (+9), Close Combat: Bite 3 (+12), Close Combat: Claws 3 (+12), Deception 5 (+8), Expertise: Arcana 4 (+8), Expertise: Dungeoneering 4 (+8), Expertise: History of the Realms 4 (+8), Expertise: Survival 4 (+8), Insight 6 (+10), Intimidation 2 (+9), Perception 6 (+10), Persuasion 5 (+8), Stealth 10 (+7)

Offense
Initiative +9
Bite +12, Damage 8, Secondary Effect(7 Ranks)
Claws +12, Damage 12, Multiattack, Split
Breath Weapon Damage, Damage 16, Area Cone(30 ft)
Breath Weapon Weaken, Rank 11, Area Cone(30 ft), Weaken Damage, Resisted by Fortitude
Breath Weapon Nullify, Rank 11, Area Cone(30 ft), Nullify Necrotic
Aura of Doom, Rank 11, Area Burst(15 ft), Nullify Healing Effects

Defense
Dodge 10, Parry 8
Toughness 17, Fortitude 11, Will 10

Power Points
Abilities 54 + Powers 260 + Advantages 14 + Skills 31 + Defenses 23 = Total 382

Complications
Disability: A Dracolich is clumsy while flying and is -2 to attack rolls and -1 to Dodge and Parry
Power Loss: Breath Weapon and Bloodied Breath Weaken do not affect attacks that do not use an attack roll.
Power Loss: Instinctive Domination and Mesmerizing Gaze do not work beyond 25 ft.
Reputation: Evil!
Weakness: Takes 1.5X damage from Radiant attacks.

Design Notes
This is a D&D Fourth Edition Dracolich Doomlord. Offensively it is PL 16 thanks to it's Breath Weapon. Defensively it is PL 13.5 thanks to Dodge and Toughness. Some Dragons choose to be Dracoliches while others are changed to a Dracolich by followers of Tiamat and Vecna. It works behind the scenes and employs minions motivated by power. It's most powerful ability is it's Breath Weapon which causes a lot of damage plus has a weaken and nullify effect. It can use it's Mesmerizing Gaze or Instinctve Domination to bring an opponent closer. Characters within it's Aura of Doom cannot heal or regenerate. It is a diabolically intelligent and incredibly powerful opponent.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Sun Jan 23, 2011 8:54 am

Image


Carrion Crawler
PL7.5


Abilities
Strength 5, Stamina 3, Agility 2, Dexterity 3, Fighting 6, Intellect -4, Awareness 2, Presence 3

Powers
Carrion Crawler Traits:
Bite: Strike 3 [Strength-based]
Darkvision: Senses 2
Extra Limbs 4 [Tentacles; Innate]
Large Aberrant Beast: Growth 4 [Permanent; Innate]
Spider Climb: Movement 2 [Wall-Crawling]
Tentacles: Damage 6 [Poison; Alt Res(Fort), Linked(Affliction), Secondary Effect(On 4 Ranks); Reach 1] Tentacles: Affliction 7 [Poison, Resisted by Fortitude(Hindered, Immobile, Stunned) ; Linked(Damage); Reach 1]

Advantages
Improved Initiative 1
Tough 2 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 3 (+5), Athletics 1 (+6), Close Combat: Bite 1 (+7), Close Combat: Tentacles 1 (+7), Deception (+3), Insight 2 (+4), Intimidation 1 (+6), Perception 2 (+4), Persuasion (+3), Stealth 4 (+2)

Offense
Initiative +6
Bite +7, Damage 8
Tentacles Damage +7, Damage 6, Resisted by Fortitude, Secondary Effect(On 4 Ranks)
Tentacles Affliction +7, Rank 7, Resisted by Fortitude(Hindered, Immobile, Stunned)

Defense
Dodge 5, Parry 4
Toughness 5, Fortitude 6, Will 5

Power Points
Abilities 24 + Powers 48 + Advantages 3 + Skills 8 + Defenses 11 = Total 94

Complications
Reputation: Feeding on rotting flesh.

Design Notes
This is a D&D Fourth Edition Carrion Crawler. Offensively it is PL 7.5 thanks to it's bite. Defensively it is PL 5.5 thanks to Will and Fortitude. They let their tentacles do the work and wait till a enemy is stunned before using it's bite. They drag paralyzed foes away to a safe eating area.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Sun Jan 23, 2011 9:03 am

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Vrock
PL 10


Abilities
Strength 5, Stamina 4, Agility 3, Dexterity 4, Fighting 7, Intellect 1, Awareness 2, Presence 4

Powers
Vrock Traits:
Darkvision: Senses 2
Demon: Immunity 1 [Sleep]
Fly: Flight 1 [Wings]
Flyby Attack: Strike 5 [Strength-based; Move-By action, Quirk(Only can be used while flying), Reach 1]
Alt: Claw: Strike 5 [Strength-based; Reach 1]
Large Elemental: Growth 4 [Permanent; Innate]
Spores of Madness: Damage 10 [Poison; Area(Burst), Action(Free), Alt Res(Will), Linked(Affliction), Selective(Enemies in Burst); Limited(Only when Vrock is really hurt), Limited(Once per encounter); Diminished Range(15 ft)]
Spores of Madness: Affliction 8 [Resisted by Will(Dazed); Area(Burst), Linked(Damage), Selective(Enemies in Burst); Limited Degrees, Limited(Only when Vrock is really hurt), Limited(Once per encounter); Diminished Range(15 ft)]
Variable Resistance: Variable 1 [Various impervious protection after being exposed to an attack. Equal to toughness rank.; Action(Free); Limited(Impervious protection only), Limited(Acid, Cold, Fire, Lightning and Thunder only), Limited(Only twice per encounter); Quirk(Cannot switch to previous protection after swithching to new one)]
Wings: Extra Limbs 2 [Wings; Innate]

Advantages
Improved Initiative 1
Languages 0 [Abyssal]
Tough 3 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+7), Athletics 2 (+7), Close Combat: Claw 2 (+9), Deception 4 (+8), Expertise: Arcana 4 (+5), Expertise: Dungeoneering 4 (+6), Expertise: History of the Realms 4 (+5), Expertise: Survival 4 (+6), Insight 6 (+8), Intimidation 1 (+7), Perception 6 (+8), Persuasion 3 (+7), Stealth 6 (+5)

Offense
Initiative +7
Claw +9, Damage 10
Flyby Attack +9, Damage 10
Spores of Madness Damage, Damage 10, Area Burst(15 ft), Resisted by Will
Spores of madness Affliction, Rank 8, Area Burst(15 ft), Resisted by Will(Dazed)

Defense
Dodge 7, Parry 6
Toughness 7, Fortitude 8, Will 8

Power Points
Abilities 44 + Powers 57 + Advantages 4 + Skills 25 + Defenses 17 = Total 147

Complications
Reputation: Live only to destroy.
Reputation: Disloyalty to their Masters.

Design Notes
This is a D&D Fourth Edition Vrock. Offensively it is PL 10 thanks to it's Spores of Madness. Defensively it is PL 8 thanks to it's Will and Fortitude. It will mainly use it's flyby attack to disable foes before engaging an opponent on the ground. It uses it's Spores of Madness when really injured and surrounded by foes. They enjoy hearing their victims scream.
Last edited by scc on Sat Jan 29, 2011 9:11 pm, edited 1 time in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby Thorpacolypse » Sun Jan 23, 2011 7:34 pm

OMG, that Vrock is sooooooo swiped... 8)

I got a commitment from my FTF group to play at least 2 MnM sessions this year, and since they being (somewhat forceably) converted from D&D, I plan to use some of your and Prodigy Duck's build as gateway challenges to help bridge the gap. I figure I can say Felix Faust summoned them or something and then go into the rest from there.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Sun Jan 23, 2011 8:54 pm

Cool! Magical villians and D&D monsters go hand in hand. Once I start doing comic book builds you will definitely see me on J-Mart.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby death tribble » Mon Jan 24, 2011 6:27 am

That Carrion Crawler is really frightening. They are iconic to the game and have been since their first appearance but that picture is enough to warrant a rapid exit at top speed.
Dangerous when cute
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Sat Jan 29, 2011 1:05 pm

Image


Hezrou
PL 14.5


Abilities
Strength 6, Stamina 5, Agility 5, Dexterity 5, Fighting 10, Intellect -1, Awareness 5, Presence 3

Powers
Hezrou Traits:
Bite: Strike 11 [Strength-based; Limited(Needs time to recharge); Reach 1]
Darkvision: Senses 2
Demon: Immunity 1 [Sleep]
Large Elemental: Growth 4 [Permanent; Innate]
Noxious Stench: Damage 10 [Poison; Alt Res(Fort), Area(Burst), Reaction(When an attack is made while in the aura); Limited(Aura is reduced by 3 Ranks if Hezrou is not severely injured); Diminished Range(15 ft)]
Slam: Damage 6 [Strength-based; Reach 1]
Variable Protection: Protection 2 [Limited(To what Variable Resistance is protecting against)]
Variable Resistance: Variable 1 [Various impervious protection after being exposed to an attack. Equal to toughness rank.; Action(Free); Limited(Impervious protection only), Limited(Acid, Cold, Fire, Lightning and Thunder only), Limited(Only twice per encounter); Quirk(Cannot switch to previous protection after switching to new one)]

Advantages
Improved Initiative 1
Languages 0 [Abyssal]
Tough 3 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+9), Athletics 4 (+10), Close Combat: Bite 2 (+12), Close Combat: Slam 2 (+12), Deception 5 (+8), Expertise: Arcana 8 (+7), Expertise: Dungeoneering 4 (+9), Expertise: History of the Realms 8 (+7), Expertise: Survival 4 (+9), Insight 4 (+9), Intimidation 3 (+8), Perception 4 (+9), Persuasion 5 (+8), Stealth 7 (+8)

Offense
Initiative +9
Bite +12, Damage 17
Slam +12, Damage 12
Noxious Stench, Damage 10, Area Burst(15 ft), Resisted by Fortitude

Defense
Dodge 10, Parry 8
Toughness 8, Fortitude 11, Will 10

Power Points
Abilities 60 + Powers 87 + Advantages 4 + Skills 32 + Defenses 18 = Total 201

Complications
Enemy: Devils and the forces of good.
Obedient: Loyal to those who reward their destructive behavior.
Reputation: Demons live only to destroy.

Design Notes
This is a D&D Fourth Edition Hezrou. Offensively it is PL 14.5 thanks to it's Bite. Defensively it is PL 10.5 thanks to it's Will and Fortitude. Hezrou are numerous and very powerful. Their bite is devastating but needs time to recharge. It's Noxious Stench gets more potent the more it's hurt. It is happy as long as there is a lot of food to kill.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Sun Jan 30, 2011 8:17 am

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Marilith
PL 12


Abilities
Strength 5, Stamina 4, Agility 6, Dexterity 6, Fighting 9, Intellect 2, Awareness 4, Presence 5

Powers
6 Scimitars:
Easily Removable (-24 points)
Hacking Blades: Strike 7 [Strength-based; Action(Free); Limited(When an adjacent enemy misses Marilith with a melee attack); Feature(Ability can only be used by Marilith)Quirk(Attack must be used on enemy that missed Marilith), Reach 1]
Scimitar: Strike 7 [Strength-based; Reach 1]
Shroud of Steel: Strike 7 [Strength-based; Multiattack; Reach 1, Split]
Shroud of Steel: Enhanced Parry 2 [Limited(Only after using Shroud of Steel Strike and only lasts one turn after using it)]
Weapon Dance: Strike 7 [Strength-based; Multiattack; Limited(Recharges after some rest or when Marilith is really injured); Feature(Can only be performed by those with extra limbs and move-by action), Move-by, Reach 1, Split 5, Quirk(Move 5 ft with each hit in move-by action for a total of 30 ft if every attack hits)]

Marilith Traits:
Darkvision: Senses 2
Demon: Immunity 1 [Sleep]
Extra Limbs 4 [Arms; Innate]
Large Elemental: Growth 4 [Permanent; Innate]
Speed 1

Advantages
Extraordinary Effort
Improved Initiative 1
Languages 0 [Abyssal]
Tough 7 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 4 (+10), Athletics 4 (+9), Close Combat: Scimitars 3 (+12), Deception 6 (+11), Expertise: Arcana 6 (+8), Expertise: Dungeoneering 4 (+8), Expertise: History of the Realms 4 (+6), Expertise: Survival 4 (+8), Insight 6 (+10), Intimidation 4 (+11), Perception 6 (+10), Persuasion 4 (+9), Stealth 8 (+10)

Offense
Initiative +10
Scimitar +12, Damage 12
Shroud of Steel +12, Damage 12, Multiattack, Split
Weapon Dance +12, Damage 12, Multiattack, Split 5
Hacking Blades +12, Damage 12

Defense
Dodge 11, Parry 9
Toughness 11, Fortitude 11, Will 11

Power Points
Abilities 66 + Powers 54 + Advantages 9 + Skills 32 + Defenses 23 = Total 184

Complications
Enemy: Devils and the forces of good.
Obsession: With martial skill and take trophy weapons from tough opponents.
Reputation: Demons live only to destroy.

Design Notes
This is a D&D Fourth Edition Marilith. Offensively it is PL 12 thanks to it's Scimitars. Defensively it is PL 11 thanks to it's Dodge and Toughness. A Marilith enjoys hacking a foe to pieces with it's scimitars. It will use Shroud of Steel constantly to keep an edge over an opponent and use Weapon Dance to get to a injured foe. It's skill with the scimitars allows it to use Hacking Blades when an opponent misses.
Last edited by scc on Mon Feb 07, 2011 12:46 pm, edited 1 time in total.
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