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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 » Tue Nov 02, 2010 4:31 pm

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Grick
PL 7.5


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

Powers
Grick Traits:
Climb: Movement 2
Darkvision: Senses 2
Expert Flanker: Enhanced Fighting 1 [Limited(Only if flanking an enemy)]
Tentacle Rake: Strike 3 [Strength-based; Secondary Effect(On 4 Ranks)]
Unnaturally Tough: Impervious Toughness 7

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

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

Offense
Initiative +5
Tentacle Rake +7(+8 to hit if flanking), Damage 7, Secondary Effect(4 Ranks)

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

Power Points
Abilities 18 + Powers 21 + Advantages 6 + Skills 11 + Defenses 8 = Total 64

Complications
Aggressive: Will always attack if nest is threatened or hungry, and it's always hungry!
Disability: No hands or arms.
Weakness: Bright light of day can burn it's tiny eyes.

Design Notes
This is a Fourth Edition Grick. Offensively it is PL 7.5 if it can flank an opponent and use it's tentacle rake. Defensively it is only PL 5 but it does have some impervious protection. Gricks like to attack in packs and hunt underground or at night.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Sun Nov 07, 2010 4:32 pm

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Haraevor
PL 13


Abilities
Strength 6, Stamina 6, Agility 2, Dexterity 5, Fighting 10, Intellect -4, Awareness 2, Presence 4

Powers
Fearsome Heads:
Four Heads: Extra Limbs 3 [Innate ], Enhanced Advantages 1 [Seize Initiative]

Haraover Traits:
Bite Flurry: Strike 2 [Strength-based; Area(Burst); Diminished Range(6 ft)]
Alt: Bite: Strike 2 [Strength-based]
Combat Advantage Flurry: Strike 5 [Area(Burst); Limited(Only against those it has combat advantage against); Diminished Range(6 ft)]
Alt: Combat Advantage Bite: Strike 5 [Limited(Only against those it has combat advantage against)]
Burrow 6 [4 MPH]
Large Natural Beast: Growth 4 [Permanent; Innate]
Speed 1 [4 MPH]
Tremorsense: Senses 4 [Accurate(Tactile), Extended, Ranged]

Advantages
Extraordinary Effort 1
Improved Initiative 2
Tough 5 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 8 (+10), Athletics 4 (+10), Close Combat: Bite 3 (+13), Insight 6 (+8), Intimidation 4 (+10), Perception 6 (+8), Stealth 10 (+8)

Offense
Initiative +10
Bite +13, Damage 8(13 with Combat Advantage)
Bite Flurry 8(13 with Combat Advantage), Area Burst(6 ft)

Defense
Dodge 12, Parry 9
Toughness 11, Fortitude 13, Will 12

Power Points
Abilities 46 + Powers 38 + Advantages 8 + Skills 21 + Defenses 30 = Total 143

Complications
Power Loss: Tremorsense does not work beyond 100 feet.
Weakness: Loses a head on a critical hit. If reduced to no heads it instantly dies.

Design Notes
This is a D&D Fourth Edition Haraevor. Offensively it is PL 13 if it gains combat advantage over an enemy with it's bite. Defensively it is PL 12.5 due to it's Fortitude and Will. The Haraevor is an unholy combination of a dragon and Earth Titan. In the book Primordials and their Servitors it is called the "sudden, crushing death from earth." It likes to burrow in and out of the earth to gain combat advantage. It's biggest weakness is if hit by a critical hit that does damage it loses one of it's heads and will die if it loses all of them.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Sun Nov 07, 2010 5:26 pm

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Skulk Zombie
PL 7


Abilities
Strength 3, Stamina 1, Agility 1, Dexterity 3, Fighting 3, Intellect -3, Awareness 1, Presence -4

Powers
Skulk Zombie Traits:
Animate Undead: Immunity 6 [Disease, Poison, Sleep, Starvation and Thirst, Suffocation Effects ]
Combat Advantage: Damage 2 [Strength-based; Limited(Only against those it has a combat advantage against)]
Darkvision: Senses 2
Necrotic Protection: Protection 4 [Limited(Necrotic only)]
Necrotic Resistance: Impervious Toughness 13 [Limited(Necrotic only)]
Slam: Damage 3 [Strength-based]
Spider Climb: Movement 2 [Wall-Crawling]

Advantages
Improved Initiative 1
Move-by Action
Tough 2 [+1 bonus to Toughness per rank.]

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

Offense
Initiative +5
Slam +6, Damage 6 (8 damage with Combat Advantage)

Defense
Dodge 5, Parry 4
Toughness 3, Fortitude 4, Will 4

Power Points
Abilities 10 + Powers 21 + Advantages 4 + Skills 9 + Defenses 11 = Total 55

Complications
Weakness: Takes extra damage from radiant attacks.

Design Notes
This is a D&D Fourth Edition Skulk Zombie. Offensively it is PL 7 if it gains combat advantage using it's slam attack. Defensively it is PL 6 thanks to it's Necrotic Resistance. They are hard to escape from due to it's speed, move by attack and wall crawling abilities. They like to hide and pounce on their enemies from above.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby Thorpacolypse » Sun Nov 07, 2010 6:12 pm

Great stuff scc. I was looking through your conversion notes and I didn't see how you were working Combat Advantage in MnM? Are you using flanking and such as well?
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Sun Nov 07, 2010 6:23 pm

That is true forgot to put it in my notes. Combat advantage would be if the character was prone, dazed, surprised etc. Not sure about flanking. Need to add that to my conversion notes. Thanks.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Mon Nov 08, 2010 12:55 pm

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Umber Ravager
PL 7


Abilities
Strength 4, Stamina 2, Agility 0, Dexterity 1, Fighting 4, Intellect -3, Awareness 2, Presence 0

Powers
Umber Ravager Traits:
Claw Flurry: Strike 3 [Strength-based; Multiattack; Reach 1]
Darkvision: Senses 2
Tremorsense: Senses 4 [Accurate(Tactile), Extended, Ranged]
Tunneling: Burrow 4 [1 MPH]

Psychic Powers:
Crushing Gaze: Damage 7 [Psychic, Resisted by Will; Alt Resistance(Will), Area(Burst), Linked(Crushing Gaze Affliction), Selective(Enemies in Blast); Diminished Range(15 ft)]
Crushing Gaze: Affliction 7 [Psychic, Resisted by Will(Prone); Area(Burst), Cumulative, Linked(Crushing Gaze Damage), Selective(Enemies in Blast); Limited Degree, Limited(Prone Only); Diminished Range(15 ft)]
Disarming Gaze: Affliction 7 [Psychic, Targets Will, Resisted by Will(Stunned); Action(Move), Increased Range(Ranged); Limited Degree, Limited(Stunned only), Limited(Needs time to recharge); Diminished Range(Short Range 14 ft)]

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

Skills
Acrobatics 4 (+4), Athletics 1 (+5), Close Combat: Claws 2 (+7), Insight 2 (+4), Intimidation 3 (+3), Perception 2 (+4), Ranged Combat: Disarming Gaze 3 (+7), Stealth 4 (+4)

Offense
Initiative +4
Claw Flurry +7, Damage 7, Multiattack
Crushing Gaze Damage 7, Area Burst(15 ft)
Crushing Gaze Affliction 7, Area Burst(15 ft), Resisted by Will(Prone)
Disarming Gaze +7, Rank 7, Targets Will, Resisted by Will(Stunned)

Defense
Dodge 6, Parry 4
Toughness 5, Fortitude 7, Will 6

Power Points
Abilities 20 + Powers 62 + Advantages 8 + Skills 11 + Defenses 15 = Total 116

Complications
Disability: Cannot speak but understands Deep Speech.
Enemy: Many creatures in the Underdark try to capture or kill Umber Ravagers.
Power Loss: Disarming Gaze does not work beyond 15 feet.
Power Loss: Tremorsense does not work beyond 25 feet.

Design Notes
This is a D&D Fourth Edition Umber Ravager. It is PL 7 offensively thanks to it's claws and psychic abilities. Defensively it is PL 6.5 thanks to it's Fortitude and Will. Though it's mental powers are called gaze they are a psychic ability that gets in your mind. It does not have the gaze descriptor. It focuses on one enemy and will use Crushing Gaze if surrounded. It uses Disarming Gaze so it can feed on it's prey at it's convenience.
Last edited by scc on Wed Nov 10, 2010 1:54 pm, edited 1 time in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Mon Nov 08, 2010 1:09 pm

Updated conversion notes for powers that can only be used if the monster has combat advantage. List all the conditions that would grant combat advantage.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Tue Nov 09, 2010 5:19 pm

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Scarecrow Guardian
PL 9


Abilities
Strength 4, Stamina 2, Agility 3, Dexterity 2, Fighting 6, Intellect 0, Awareness 3, Presence 0

Powers
Scarecrow Guardian Traits:
Animate Construct: Immunity 6 [Disease, Poison, Sleep, Starvation, Suffocation Effects]
Claws: Strike 4 [Strength-based]
Horrid Gaze: Affliction 9 [Fear, Resisted by Will, Hindered, Immobile; Area(Burst); Instant Recovery, Limited Degree, Limited(Once per encounter), Limited(Immobile only); Diminished Range(15 ft)]
Luring Gaze: Mental Blast 6 [Psychic; Linked(Luring Gaze Affliction)]
Luring Gaze: Affliction 8 [Psychic, Resisted by Will, Compelled; Increased Range(Perception), Linked(Luring Gaze Mental Blast); Limited Degree, Limited(To coming closer to the Scarecrow Guardian), Limited(Compelled)]
Low-Light Vision: Senses 1
Malleable Straw: Immunity 80 [Toughness Effects; Limited to Half Effect]
Mental Link: Feature 1 [Mental Link with Creator]

Advantages
Close Attack 1
Languages 0 [Common]
Tough 5 [+1 bonus to Toughness per rank.]
Improved Initiative 1

Skills
Acrobatics 5 (+8), Athletics 3 (+7), Close Combat: Claws 2 (+9), Insight 3 (+6), Intimidation 5 (+5), Perception 5 (+8), Stealth 3 (+6)

Offense
Initiative +7
Claws +9, Damage 8
Luring Gaze 6, Mental Blast
Luring Gaze 8, Affliction, Resisted by Will, Compelled
Horrid Gaze 9, Affliction, Resisted by Will, Immobile, Area Burst(15 ft)

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

Power Points
Abilities 40 + Powers 81 + Advantages 7 + Skills 13 + Defenses 16 = Total 157

Complications
Obsession: Following Master's commands
Responsibility: Protect Masters' lairs.
Weakness: Takes 1.5X damage from fire.

Design Notes
This is a D&D Fourth Edition Scarecrow Guardian. Offensively it is PL 9 thanks to it's Horrid Gaze. Defensively it is PL 8 thanks to it's Fortitude and Will. It is hard to hurt thanks to it's malleable straw. They are hung up and watch from their perch. Guardians will rip itself from its' perch when they see an enemy and each will try to occupy an opponent. They will continue to follow their master's commands even after the master dies.
Last edited by scc on Thu Dec 02, 2010 5:43 pm, edited 2 times in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby Thorpacolypse » Tue Nov 09, 2010 8:52 pm

I am SO swiping that Scarecrow Guardian! That is wicked. I love it. That's a PL8 party pants wetter for sure! :shock:

I like that Skulk Zombie, too.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Mon Nov 22, 2010 11:30 am

Thanks Thorp. I know it is late but a lot of these monsters would be good for a Halloween theme.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Mon Nov 22, 2010 11:40 am

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Jarrlak
PL 12


Abilities
Strength 5, Stamina 5, Agility -1, Dexterity 0, Fighting 7, Intellect 5, Awareness 7, Presence 3

Powers
Manifestation of Killing Cold:
Cold Resistance: Impervious Toughness 15 [Limited(Cold Only)]
Demon: Immunity 1 [Sleep]
Frost Tusks: Strike 7 [Strength-based, Cold; Linked(Frost Tusks Affliction)]
Frost Tusks: Affliction 11 [Resisted by Fortitude, Hindered; Linked(Frost Tusk Strike); Limited Degrees] Frigid Tomb: Damage 12 [Cold; Area(Burst), Linked(Frigid Tomb Affliction); Limited(Needs time to recharge); Quirk(Limited to one character in blast)]
Frigid Tomb: Affliction 11 [Resisted by Fortitude, Hindered, Immobile, Paralyzed; Area(Burst), Cumulative, Linked(Frigid Tomb Damage), Linked(Entombed); Limited(Needs time to recharge); Quirk(Limited to one character in blast)]
Entombed: Weaken 11 [Cold, Weaken Toughness, Resisted by Fortitude; Area(Burst), Progressive, Linked(Frigid Tomb Affliction); Limited(Needs time to recharge), Limited(Only if character is paralyzed); Quirk(Limited to one character in blast)]
Large Magical Beast: Growth 4 [Permanent; Innate]
Low-Light Vision: Senses 1
Glacier Wall: Create 8 [Limited(Once per encounter)Linked(Glacier Wall Blast), Permanent; Diminished Range(80 ft)]
Glacier Wall: Blast 8 [Cold; Area(Burst), Linked(Glacier Wall Create), Reaction(When a character is adjacent to glacier wall); Limited(Once per encounter); Diminished Range(Area 6 ft), Diminished Range(80 ft), Indirect 1(Near Glacier Wall)]
Numbing Frost: Affliction 12 [Resisted by Fortitude, Transformed to someone vulnerable to cold; Action(Free), Area(Burst), Progressive, Selective; Limited Degree(Transform only), Limited(Only when really hurt), Limited(Once per encounter)]

Advantages
Close Attack 2
Improved Initiative 2
Tough 3 [+1 bonus to Toughness per rank.]
Languages 1 [Base: Abyssal, Common]

Skills
Acrobatics 8 (+7), Athletics 4 (+9), Close Combat: Frost Tusks 2 (+11), Deception 5 (+8), Expertise: Arcana 5 (+10), Expertise: Dungeoneering 2 (+9), Expertise: History of the Realms 3 (+8), Expertise: Survival 2 (+9), Insight 2 (+9), Intimidation 3 (+8), Perception 3 (+10), Persuasion 5 (+8), Stealth 11 (+6)

Offense
Initiative +7
Frost Tusks Strike +11, Damage 12
Frost Tusk Affliction +11, Damage 11, Resisted by Fortitude, Hindered
Frigid Tomb Damage 12, Area Burst(30 ft)
Frigid Tomb Affliction Rank 11, Area Burst(30 ft), Resisted by Fortitude, Hindered, Immobile, Paralyzed
Entombed Rank 11, Area Burst(30 ft), Resisted by Fortitude, Weaken Toughness
Numbing Frost Rank 12, Area Burst(30 ft), Resisted by Fortitude, Transformed

Defense
Dodge 10, Parry 6
Toughness 8, Fortitude 11, Will 11

Power Points
Abilities 46 + Powers 144 + Advantages 8 + Skills 28 + Defenses 24 = Total 248

Complications
Enemy: Devils.
Obsession: Thirst for power, and will ally itself with others to accomplish this.
Reputation: Known to take survivors from the battlefield to it's ice caves to torture them.

Design Notes
This is a D&D Fourth Edition Jarrlak. Offensively it is PL 12 thanks to Frigid Tomb Damage and Numbing Frost. Defensively it is PL 11 thanks to Fortitude and Will. It has a variety of powers to choose from, made all the more dangerous if a character is transformed by Numbing Frost which makes them vulnerable to cold. It is a smart combatant which uses it's Glacier Wall which has a damaging aura to prevent an enemie's escape. They want to establish dominion in cold climates.
Last edited by scc on Tue Nov 30, 2010 4:55 pm, edited 1 time in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Mon Nov 29, 2010 3:02 pm

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Razortalon
PL 9.5


Abilities
Strength 5, Stamina 5, Agility 5, Dexterity 6, Fighting 7, Intellect -4, Awareness 2, Presence -2

Powers
Razortalon Traits:
Claw: Strike 5 [Strength-based; Reach 1]
Climb: Movement 1 [Wall-Crawling]
Darkvision: Senses 2
Large Natural Animate: Growth 4 [Permanent; Innate]
Necrotic Toughness: Protection 2 [Necrotic; Limited(Necrotic only)]
Necrotic Resistance: Impervious Toughness 15 [Necrotic; Limited(Necrotic only)]
Talon Rip: Strike 3 [Strength-based; Linked(Talon Rip Affliction), Multiattack, Secondary Effect(Rank 4); Quirk(Multiattack can only be used on one target), Reach 1]
Talon Rip: Affliction 9 [Resisted by Toughness, Hindered, Immobile; Cumulative, Linked(Talon Rip Strike); Limited Degree; Reach 1]
Speed 1 [4 MPH]
Undead: Immunity 6 [Disease, Poison, Sleep, Starvation and Thirst, Suffocation Effects]

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

Skills
Acrobatics 3 (+8), Athletics 2 (+7), Close Combat: Claws 2 (+9), Deception (+-2), Insight 4 (+6), Intimidation 4 (+4), Perception 4 (+6), Stealth 6 (+7)

Offense
Initiative +9
Claws +9, Damage 10
Talon Rip Strike +9, Damage 8, Multiattack, Secondary Effect(4 ranks)
Talon Rip Affliction +9, Rank 9, Resisted by Toughness, Hindered, Immobile

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

Power Points
Abilities 32 + Powers 56 + Advantages 2 + Skills 13 + Defenses 17 = Total 120

Complications
Disability: Cannot speak.
Weakness: Takes 1.5X damage from Radiant attacks.

Design Notes
This is a D&D Fourth Edition Razortalon. Offensively it is PL 9.5 thanks to it's claws. Defensively it is PL 8 due to it's necrotic resistance and Will and Fortitude. A Razortalon rushes into battle attacking with it's claws. Most Dragons find them disturbing unless they are truly evil. Dracoliches and vampiric Dragons are known to use them however.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Wed Dec 01, 2010 3:50 pm

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Fear Moth
PL 10


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

Powers
Thousands of Living and Dead Moths:
Blindsight: Senses 4 [Mental, Accurate, Counters Concealment(Visual)]
Darkvision: Senses 2
Fly: Flight [4 MPH]
Large Shadow Beast: Growth 4 [Permanent; Innate]
Swarm Attack: Damage 2 [Area(Burst), Reaction(Anyone that starts in the area burst range); Diminished Range(6 feet)]
Swarm: Environment 1 [Impede Movement; Continuous, Reaction(When someone is within your area); Diminished Range(3 feet)], Insubstantial 1 [Permanent; Innate], Immunity 10 [All effects that can move a character], Immunity 80 [All effects resisted by toughness; Limited to Half Effect]
Undead: Immunity 5 [Disease, Poison, Sleep, and Suffocation effects]
Wave of Fear: Damage 10 [Psychic Area Blast 15 feet; Alt Resistance(will), Area(Burst), Linked(Wave of Fear Affliction), Selective(Targets enemies); Limited(Needs time to recharge); Diminished Range]
Wave of Fear: Affliction 9 [Psychic Area Blast 15 feet, Resisted by Will, Stunned; Area(Burst), Linked(Wave of Fear Damage), Selective(Targets enemies); Instant Recovery, Limited(Needs time to recharge), Limited Degrees, Limited(Stunned Only), Limited(No effect if target succeeds on Dodge resistance check against area effect); Diminished Range]
Winged Assault: Damage 6 [Strength-based; Linked(Wing Assault Affliction)]
Winged Assault: Affliction 10 [Resisted by Athletics or Acrobatics, Prone; Linked(Winged Assault Damage); Limited Degrees, Limited(Prone Only)]

Advantages
Improved Initiative 1
Tough 5 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 3 (+8), Athletics 3 (+5), Close Combat: Winged Assault 5 (+10), Insight 4 (+6), Intimidation 2 (+8), Perception 6 (+8), Persuasion (+4), Stealth 7 (+8)

Offense
Initiative +9
Winged Assault +10, Damage 8
Winged Assault Affliction +10, Rank 10, Resisted by Athletics or Acrobatics, Prone
Wave of Fear Damage 10, Area Burst(15 ft), Targets Will
Wave of Fear Affliction Rank 9, Area Burst(15 ft), Targets Will, Stunned

Defense
Dodge 9, Parry 8
Toughness 7, Fortitude 8, Will 8

Power Points
Abilities 28 + Powers 127 + Advantages 6 + Skills 15 + Defenses 23 = Total 199

Complications
Power Loss: Blindsight is useless beyond 50 feet.
Power Loss: No immunity from area attack damage
Weakness: Fear Moths take 1.5X damage from area attacks

Design Notes
This is a Fourth Edition Fear Moth. Offensively it is PL 10 thanks to it's Winged Assault and Wave of Fear attacks. Defensively it is PL 8 thanks to it's Will and Fortitude and Dodge and Toughness. It's immunities also make it tough defensively. A Fear Moth is made up of thousands of living and dead moths. They fly directly into enemies and use Winged Assault to prevent enemies from escaping and Wave of Fear to sow confusion.
Last edited by scc on Thu Dec 02, 2010 5:40 pm, edited 1 time in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Wed Dec 01, 2010 6:32 pm

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Rot Harbinger
PL 11


Abilities
Strength 5, Stamina 5, Agility 5, Dexterity 5, Fighting 8, Intellect 3, Awareness 4, Presence 3

Powers
Angel of Decay:
Fly: Flight 1 [Wings]
Necrotic Resistance: Impervious Toughness 13 [Limited(Necrotic Only)]
Rotting Claw: Damage 11 [Necrotic Descriptor; Secondary Effect(On 7 ranks)]
Undead: Immunity 5 [Disease, Poison, Sleep, and Suffocation effects]

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

Skills
Acrobatics 3 (+8), Athletics 3 (+8), Close Combat: Rotting Claw 3 (+11), Deception 5 (+8), Expertise: Arcana 5 (+8), Expertise: Dungeoneering 4 (+8), Expertise: History of the Realms 5 (+8), Expertise: Survival 4 (+8), Insight 4 (+8), Intimidation 5 (+8), Perception 4 (+8), Persuasion 5 (+8), Sleight of Hand 3 (+8), Stealth 3 (+8)

Offense
Initiative +9
Rotting Claw +11, Damage 11, Secondary Effect(7 ranks)

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

Power Points
Abilities 76 + Powers 28 + Advantages 4 + Skills 28 + Defenses 16 = Total 152

Complications
Disability: The Rot Harbinger is clumsy while flying and is -1 to Attack Rolls, Dodge, and Parry.
Obsession: Lust for agony and death.

Design Notes
This is a Fourth Edition Rot Harbringer. Offensively it is PL 11 thanks to it's Rotting Claw. Defensively it is PL 10 thanks to it's Will and Fortitude. A Rot Harbringer only flies to escape, otherwise it uses it's Rotting Claw to inflict a curse on a opponent. It will seek revenge on those who bested it.
Last edited by scc on Thu Dec 02, 2010 5:41 pm, edited 1 time in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby Thorpacolypse » Wed Dec 01, 2010 8:53 pm

Those are some nasty characters, scc. Gonna have to steal that Fear Moth for sure!
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