LEGEND's 13 Halloween Builds: 13. TOOTH FAIRY

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legend
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GHAST (PL 5)

Post by legend » Sun May 06, 2012 11:49 am

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STR 3, STA -, AGL 3, DEX 2, FGT 2, INT 2, AWE 2, PRE 3
Powers:
Bite/Claws: Strength-based Damage 3 Linked to Affliction 4 (Resisted by Fortitude; Hindered, Immobile, Paralyzed), Cumulative Linked to Weaken Stamina & Agility 4 (Resisted by Fortitude), Broad, Simultaneous • 32 points
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 4 • 4 points
Undead: Immunity 32 (Critical Hits, Fortitude Effects, Mental Effects) • 42 points
Stench: Perception Area (Smell) Affliction 4 (Resisted by Fortitude; Impaired), Reaction to approaching within 10 feet, Limited Degree 2 • 16 points
Advantages: Second Chance (Turn Undead)
Skills: Acrobatics 1 (+4), Athletics 2 (+5), Close Combat: Unarmed 2 (+4), Perception 3 (+5), Stealth 2 (+5)
Offenses:
Initiative +3
Bite/Claws +4, Close, Damage 6 Linked to Affliction 4 Linked to Weaken 4
Defenses: Dodge 3, Parry 4, Will 4, Fortitude Immune, Toughness 4
Power Points: Abilities 24 + Powers 96 + Advantages 1 + Skills 5 + Defenses 4 = 130
Descriptors: Disease (Weaken component of Bite/Claws power), Paralysis (Affliction component of Bite/Claws power), Undead

Although these creatures look just like their lesser kin (Ghouls), they are far more deadly and cunning.

legend
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STONE GIANT (PL 9)

Post by legend » Sun May 06, 2012 1:52 pm

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STR 5, STA 3, AGL 2, DEX 0, FGT 6, INT 0, AWE 2, PRE 1
Powers:
Camouflage: Visual Concealment 4, Blending, Limited to stone & rock • 2 points
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 6 • 6 points
Size: Growth 3, Permanent, Innate • 7 points
Unarmed Strike: Strength-based Damage 1 • 1 point
Equipment:
Greatclub: Strength-based Bludgeoning Damage 3 • 3 points
Hide Armor: Protection 2 • 2 points
Advantages: Equipment 1, Power Attack, Precise Attack (Ranged Cover)
Skills: Athletics 6 (+11), Close Combat: Club 3 (+9), Intimidation 0 (+2), Perception 5 (+7), Ranged Combat: Throwing 6 (+6), Stealth 0 (-1)
Offenses:
Initiative +0
Greatclub +9, Close, Damage 8
Throwing +6, Ranged, Damage 5
Unarmed Strike +6, Close, Damage 6
Defenses: Dodge 4, Parry 8, Will 4, Fortitude 7, Toughness 11
Power Points: Abilities 26 + Powers 18 + Advantages 3 + Skills 10 + Defenses 14 = 71
Descriptors: Earth, Giant

Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds. Stone giants can live to be 800 years old.

Stone giants fight from a distance whenever possible, but if they can’t avoid melee, they use gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.

legend
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TREANT (PL 9)

Post by legend » Sun May 06, 2012 6:03 pm

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STR 8, STA 8, AGL -1, DEX -1, FGT 4, INT 2, AWE 3, PRE 2
Powers:
Animate Trees: Ranged Summon 9 (Treant without Animate Trees power), Controlled, Multiple Minions (2), Limited by availability of trees within range, Diminished Ranged 2 • 43 points
Damage Reduction: Immunity 40 (Bludgeoning, Piercing), Half Effect • 20 points
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Natural Armor: Impervious Protection 4 • 4 points
Plant Immunities: Immunity 30 (Critical Hits, Mental Effects, Paralysis, Poison, Polymorph, Sleep Effects, Stunning) • 30 points
Size: Growth 8, Permanent, Innate • 9 points
Trample: Burst Area Strength-based Damage 1, Limited to creatures at least 1 size rank smaller • 1 point
Unarmed Strike: Strength-based Damage 2 Linked to Weaken Toughness 10, Affects Objects Only • 12 points
Advantages: Improved Smash, Languages 2 (Sylvan, Treant), Power Attack
Skills: Athletics 4 (+12), Close Combat: Unarmed 3 (+7), Expertise: Nature 2 (+4), Insight 2 (+5), Intimidation 0 (+6), Perception 2 (+5), Persuasion 1 (+3)
Offenses:
Initiative +0
Trample -, Burst Area, Damage 9 (creatures at least 1 size rank smaller)
Unarmed Strike +7, Close, Damage 10
Defenses: Dodge 1, Parry 6, Will 4, Fortitude 8, Toughness 12
Power Points: Abilities 18 + Powers 120 + Advantages 4 + Skills 7 + Defenses 13 = 162
Descriptors: Plant

A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.

Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.

legend
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OTYUGH (PL 5)

Post by legend » Mon May 07, 2012 5:01 am

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STR 2, STA 2, AGL 0, DEX 0, FGT 3, INT -2, AWE 2, PRE -2
Powers:
Camouflage: Visual Concealment 2, Passive, Limited to when underground • 1 point
Filth Fever Bite: Weaken Stamina and Agility 4, Broad, Simultaneous • 12 points
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Impervious Protection 4 • 4 points
Size: Growth 2, Permanent, Innate • 5 points
Tentacles: Strength-based Damage 2 • 2 points
Advantages: Chokehold, Fast Grab, Second Chance (Surprise)
Skills: Athletics 4 (+5), Intimidation 0 (-1), Perception 2 (+4), Stealth 0 (-2)
Offenses:
Initiative +0
Filth Fever Bite +3, Close, Weaken 4
Tentacles +3, Close, Damage 4
Defenses: Dodge 2, Parry 4, Will 4, Fortitude 3, Toughness 6
Power Points: Abilities 2 + Powers 26 + Advantages 3 + Skills 3 + Defenses 6 = 40
Descriptors: Aberration, Disease (Filth Fever Bite)

Otyughs are strange-looking creatures, with round bodies that stand on three elephantine legs. They have a pair of tentacles that end in rows of sharp spikes. A third tentacle sprouts from the top of the otyugh’s body. This tentacle ends in a number of peering eyes. The body of the creature contains a massive fang-filled mouth. Due to the nature of the Otyugh’s appetite, their mouths are filthy and often carry diseases with its bite.

Otyughs live in caves, crypts and sewers. They delight in the eating of filth and offal. Because of this, many civilized beings attempt to capture and contain otyughs within their city sewers to use as a means of garbage disposal. Despite its appearance and habits, an otyugh is surprisingly intelligent and capable of speech.

legend
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MOHRG (PL 6)

Post by legend » Mon May 07, 2012 8:40 am

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STR 4, STA -, AGL 4, DEX 3, FGT 4, INT 1, AWE 0, PRE 0
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 5 • 5 points
Paralyzing Tongue Lash: Affliction 4 (Resisted by Fortitude; Hindered, Immobile, Paralyzed), Progressive • 12 points
Unarmed Strike: Strength-based Damage 1 • 1 point
Undead: Immunity 32 (Critical Hits, Fortitude Effects, Mental Effects) • 42 points
Advantages: Close Attack 3, Fast Grab, Improved Initiative
Skills: Athletics 4 (+8), Perception 8 (+8), Stealth 6 (+10),
Offenses:
Initiative +8
Paralyzing Tongue Lash +7, Close, Affliction 4
Unarmed Strike +7, Close, Damage 5
Defenses: Dodge 6, Parry 7, Will 5, Fortitude Immune, Toughness 5
Power Points: Abilities 22 + Powers 62 + Advantages 5 + Skills 9 + Defenses 10 = 108
Descriptors: Undead

Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.

legend
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HOUND ARCHON (PL 6)

Post by legend » Mon May 07, 2012 10:48 am

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Lantern Archon (left), Hound Archon (middle), and Trumpet Archon (right)

STR 2, STA 2, AGL 4, DEX 0, FGT 5, INT 0, AWE 2, PRE 1
Powers:
Aura of Menace: Burst Area Affliction 6 (Resisted by Will; Impaired & Vulnerable), Extra Condition, Limited Degree 2, Reaction to hostile creatures entering burst area • 24 points
Bite: Strength-based Damage 1 • 1 point
Change Shape: Enhanced Skills 6 (Perception 3, Stealth 3), Increased Action; Morph 2 (Canine), Increased Action; Speed 1; Variable 2, Move Action • 27 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Evil descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 38 (Electricity Effects, Magic Effects, Petrification, Need for Sleep, Poison, Starvation & Thirst), Half Effect (Magic Effects) • 28 points
Magic Circle Against Evil: Burst Area Affliction 6 (Resisted by Will; Hindered, Stunned), Reaction to creatures with Evil descriptor entering burst area, Limited degree, • 24 points
Natural Armor: Protection 5 • 5 points
Scent: Senses 2 (Acute Smell, Tracking) • 2 points
Spell-Like Abilities: Array (22 points) • 26 points
• Teleport: Teleport 21, Change Direction, Increased Action (Standard) • 22 points
• Aid: Enhanced Advantages 3 (Close Attack 1, Fearless, Ranged Attack 1), Affects Others Only; Healing 8, Limited to others, Temporary • 1 point
• Continual Flame: Environment 1 (Light 1), Affects Others Only, Continuous, Limited to objects • 1 point
• Detect Evil: Senses 6 (Detect Evil, Accurate, Acute, Analytical, Ranged) • 1 point
• Message: Auditory Communication 1, Subtle 2 • 1 point
Tongues: Comprehend 2 (Speak & Understand Languages) • 4 points
Equipment:
Greatsword: Strength-based Slashing Damage 4, Improved Critical • 5 points
Advantages: Equipment 1, Improved Initiative, Power Attack
Skills: Athletics 6 (+8), Insight 4 (+6), Perception 5 (+7), Persuasion 2 (+3), Stealth 1 (+5)
Offenses:
Initiative +6
Bite +5, Close, Damage 3
Greatsword +5, Close, Damage 6 (Crit 19-20)
Unarmed +5, Close, Damage 2
Defenses: Dodge 4, Parry 5, Will 4, Fortitude 4, Toughness 7
Power Points: Abilities 32 + Powers 163 + Advantages 4 + Skills 9 + Defenses 4 = 212
Descriptors: Archon, Extraplanar, Good (including natural & wielded weapons), Lawful (including natural & wielded weapons), Outsider

Hound archons look like well-muscled humans with canine heads. A hound archon can assume any natural canine form.
Last edited by legend on Mon May 14, 2012 1:15 pm, edited 2 times in total.

legend
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LANTERN ARCHON (PL 3)

Post by legend » Mon May 07, 2012 10:49 am

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Lantern Archon (left), Hound Archon (middle), and Trumpet Archon (right)

STR -, STA 0, AGL 0, DEX 0, FGT 1, INT -2, AWE 0, PRE 0
Powers:
Aura of Menace: Burst Area Affliction 3 (Resisted by Will; Impaired & Vulnerable), Extra Condition, Limited Degree 2, Reaction to hostile creatures entering burst area • 12 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Evil or Magic descriptors) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Floating Ball of Light: Environment 1 (Light 1), Permanent, Innate; Flight 1, Permanent, Innate; Insubstantial 3, Permanent, Innate, Protection 3 • 24 points
Immunities: Immunity 18 (Electricity Effects, Petrification, Need for Sleep, Poison, Starvation & Thirst) • 18 points
Light Ray: Ranged Damage 2, Penetrating 2, Accurate • 7 points
Magic Circle Against Evil: Burst Area Affliction 3 (Resisted by Will; Hindered, Stunned), Reaction to creatures with Evil descriptor entering burst area, Limited degree • 12 points
Size: Shrinking 4, Permanent, Innate • 9 points
Spell-Like Abilities: Array (22 points) • 25 points
• Teleport: Teleport 21, Change Direction, Increased Action (Standard) • 22 points
• Aid: Enhanced Advantages 3 (Close Attack 1, Fearless, Ranged Attack 1), Affects Others Only; Healing 6, Limited to others, Temporary • 1 point
• Continual Flame: Environment 1 (Light 1), Affects Others Only, Continuous, Limited to objects • 1 point
• Detect Evil: Senses 6 (Detect Evil, Accurate, Acute, Analytical, Ranged) • 1 point
Tongues: Comprehend 2 (Speak & Understand Languages) • 4 points
Advantages: Improved Initiative
Skills: Expertise: The Planes 3 (+3), Insight 3 (+3), Intimidation 0 (-2), Persuasion 3 (+3), Perception 3 (+3), Stealth 0 (+4)
Offenses:
Initiative +4
Light Ray +2, Ranged, Penetrating Damage 2
Defenses: Dodge 2, Parry 2, Will 2, Fortitude 2, Toughness 3
Power Points: Abilities -12 + Powers 133 + Advantages 1 + Skills 6 + Defenses 4 = 132
Descriptors: Archon, Extraplanar, Good, Lawful, Outsider

Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow. A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.
Last edited by legend on Mon May 14, 2012 1:16 pm, edited 1 time in total.

legend
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TRUMPET ARCHON (PL 10)

Post by legend » Mon May 07, 2012 10:51 am

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Lantern Archon (left), Hound Archon (middle), and Trumpet Archon (right)

STR 3, STA 4, AGL 3, DEX 2, FGT 7, INT 3, AWE 3, PRE 3
Powers:
Aura of Menace: Burst Area Affliction 10 (Resisted by Will; Impaired & Vulnerable), Extra Condition, Limited Degree 2, Reaction to hostile creatures entering burst area • 40 points
Cleric Spells: Variable 18 (95 points) for array, Slow • 108 points
• Mass Cure: Ranged Burst Area Healing 12, Selective, Stabilize • 61 points
• Aid: Enhanced Advantages 3 (Close Attack 1, Fearless, Ranged Attack 1), Affects Others Only; Healing 9, Limited to others, Temporary • 1 point
• Banishment: Perception Ranged Burst Area Movement Attack 3 (Resisted by Will; Dimension Travel), Increased DC 7, Selective, Limited to extraplanar creatures • 1 point
• Blade Barrier: Ranged Line Area 2 Damage 10, Sustained • 1 point
• Bless: Burst Area 2 Enhanced Advantages 3 (Close Attack 1, Ranged Attack 1, Second Chance (Fear)), Affects Others, Selective • 1 point
• Consecrate: Perception Ranged Burst Area Affliction 10 (Resisted by Will or Toughness; Impaired), Limited Degree 2, Limited to Undead • 1 point
• Daylight: Environment 2 (Light 2), Affects Others Only, Continuous, Limited to objects • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Dictum: Perception Ranged Affliction 10 (Resisted by Will), Variable Conditions (Hearing Impaired or Hindered; Hearing Disabled or Immobile; Hearing Unaware, Incapacitated, or Paralyzed), Limited to creatures without Lawful descriptor • 1 point
• Dismissal: Perception Ranged Movement Attack 3 (Resisted by Will; Dimension Travel), Increased DC 7, Limited to extraplanar creatures • 1 point
• Dispel Evil: Perception Ranged Nullify Evil Effects 10, Simultaneous, Precise • 1 point
• Divine Favor: Enhanced Strength 3, Limited to damage, Limited to while using a weapon; Enhanced Advantages 6 (Close Attack 3, Ranged Attack 3), Limited to while using a weapon • 1 point
• Divine Power: Enhanced Strength 2, Impervious Toughness 11 • 1 point
• Bull's Strength: Enhanced Strength 2, Affects Others • 1 point
• Heal: Healing 12, Persistent, Restorative, Stabilize • 1 point
• Holy Smite: Perception Ranged Burst Area Damage 10, Limited to creatures with Evil descriptor, Resistible (Will Half) Linked to Perception Ranged Burst Area Affliction 10 (Resisted by Will, Impaired, Disabled, Unaware), Instant Recovery, Limited to creatures with Evil descriptor, Limited to vision • 1 point
• Holy Word: Perception Ranged Affliction 6 (Resisted by Will), Variable Conditions (Hearing Impaired or Hindered; Hearing Disabled or Immobile; Hearing Unaware, Incapacitated, or Paralyzed), Limited to creatures without Good descriptor • 1 point
• Invisibility Purge: Burst Area Nullify Invisibility 10, Simultaneous, Close • 1 point
• Magic Circle Against Chaos: Burst Area Affliction 10 (Resisted by Will; Hindered, Stunned), Affects Others, Reaction to creatures with Chaos descriptor entering burst area, Limited degree • 1 point
• Magic Vestment: Enhanced Defenses 6 (Dodge 3, Parry 3) Linked to Impervious Protection 3, Affects Objects Only, Limited to clothing, armor, or shield • 1 point
• Plane Shift: Movement 3 (Dimension Travel), Affects Others, Increased Mass 5 • 1 point
• Protection from Chaos: Enhanced Defenses 8 (Dodge 2, Parry 2, Will 2, Fortitude 2), Affects Others, Limited to attacks or effects with the Chaos descriptor Linked to Immunity 10 (Control Effects), Affects Others, Sustained • 1 point
• Protection from Energy: Immunity 20 (Energy), Affects Others, Half Effect, Limited to one type • 1 point
• Purify Food and Drink: Feature 2 (makes food & water suitable for eating and drinking) • 1 point
• Raise Dead: Healing 20, Resurrection, Limited to others, Limited to Resurrection • 1 point
• Resistance: Enhanced Defenses 3 (Dodge 1, Will 1, Fortitude 1), Affects Others Only • 1 point
• Sanctuary: Affliction 10 (Resisted by Will; Dazed, Stunned), Affects Others, Reaction to creature attacking subject, Limited degree • 1 point
• Shield of Faith: Enhanced Defenses 4 (Dodge 2, Parry 2), Affects Others • 1 point
• Spell Immunity: Immunity 20 (Magic), Limited to 3 specific spells • 1 point
• Undeath to Death: Perception Ranged Burst Area Damage 10, Limited to undead, Resistible by Will • 1 point
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Evil descriptor) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 38 (Electricity Effects, Magic Effects, Petrification, Need for Sleep, Poison, Starvation & Thirst), Half Effect (Magic Effects) • 28 points
Fly: Flight 2, Subtle • 5 points
Magic Circle Against Evil: Burst Area Affliction 10 (Resisted by Will; Hindered, Stunned), Reaction to creatures with Evil descriptor entering burst area, Limited degree • 40 points
Natural Armor: Protection 7 • 7 points
Spell-Like Abilities: Array (22 points) • 25 points
• Teleport: Teleport 21, Change Direction, Increased Action (Standard) • 22 points
• Continual Flame: Environment 1 (Light 1), Affects Others Only, Continuous, Limited to objects • 1 point
• Detect Evil: Senses 3 (Detect Evil, Accurate, Acute, Analytical, Ranged) • 1 point
• Message: Auditory Communication 1, Subtle 2 • 1 point
Trumpet: Array (18 points), Easily Removable (-8 points), Feature (becomes a chunk of useless metal if stolen) • 12 points
• Music of Paralyzing Awe: Perception Area Affliction 6 (Resisted by Fortitude; Dazed, Immobile, Paralyzed), Selective (non-Archons) • 18 points
• Magic Greatsword: Strength-based Slashing Damage 7, Improved Critical • 1 point
Tongues: Comprehend 2 (Speak & Understand Languages) • 4 points
Advantages: Animal Empathy, Improved Initiative, Power Attack, Precise Attack (Close Concealment), Takedown
Skills: Athletics 7 (+10), Close Combat: Sword 3 (+10), Expertise: Perform (wind instruments) 6 (+9), Insight 6 (+9), Perception 6 (+9), Persuasion 7 (+10), Sleight of Hand 7 (+9), Stealth 6 (+9)
Offenses:
Initiative +7
Cleric Spells, Varies, Varies
Trumpet (Music of Paralyzing Awe) -, Perception Area, Affliction 6
Trumpet (Magic Greatsword) +10, Close, Damage 10 (Crit 19-20)
Unarmed +7, Close, Damage 3
Defenses: Dodge 6, Parry 9, Will 6, Fortitude 7, Toughness 11
Power Points: Abilities 56 + Powers 291 + Advantages 5 + Skills 24 + Defenses 11 = 387
Descriptors: Archon, Extraplanar, Good (including natural & wielded weapons), Lawful (including natural & wielded weapons), Outsider

A trumpet archon usually disdains physical combat, preferring to obliterate foes with spells quickly and return to its duties. If forced into an extended battle, it sounds its trumpet and attacks with a vengeance.
Last edited by legend on Mon May 14, 2012 1:16 pm, edited 1 time in total.

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ARROWHAWK (Juvenile) (PL 6)

Post by legend » Mon May 07, 2012 4:57 pm

Image
STR 1, STA 2, AGL 4, DEX 0, FGT 3, INT 0, AWE 2, PRE 2
Powers:
Bite: Strength-based Damage 2 • 2 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 23 (Acid Damage, Cold Damage, Electricity Damage, Fire Damage, Need for Sleep, Poison, Starvation & Thirst), Half Effect on Cold and Fire • 18 points
Electricity Ray: Ranged Damage 4 • 8 points
Fly: Flight 1, Wings • 1 point
Natural Armor: Protection 3 • 3 points
Advantages: Languages 1 (Auran)
Skills: Athletics 1 (+2), Close Combat: Unarmed 2 (+5), Expertise: The Planes 4 (+4), Insight 2 (+4), Investigation 4 (+4), Perception 3 (+5), Persuasion 1 (+3), Ranged Combat: Electricity Ray 5 (+5), Sleight of Hand 6 (+6), Stealth 2 (+6)
Offenses:
Initiative +4
Bite +5, Close, Damage 3
Electricity Ray +5, Ranged, Damage 4
Defenses: Dodge 5, Parry 6, Will 3, Fortitude 3, Toughness 5
Power Points: Abilities 14 + Powers 34 + Advantages 1 + Skills 15 + Defenses 6 = 70
Descriptors: Air, Extraplanar, Outsider

An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction.

Arrowhawks are extremely territorial and always hungry. They attack almost any other creature they meet, seeking a meal or trying to drive away a rival. The primary mode of attack is an electricity ray, fired from the tail. The creature also bites, but it prefers to stay out of reach.
Last edited by legend on Mon May 14, 2012 1:17 pm, edited 1 time in total.

legend
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ARROWHAWK (Adult) (PL 7)

Post by legend » Mon May 07, 2012 4:57 pm

Image
STR 2, STA 3, AGL 4, DEX 0, FGT 4, INT 0, AWE 2, PRE 2
Powers:
Bite: Strength-based Damage 3 • 3 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 23 (Acid Damage, Cold Damage, Electricity Damage, Fire Damage, Need for Sleep, Poison, Starvation & Thirst), Half Effect on Cold and Fire • 18 points
Electricity Ray: Ranged Damage 6 • 12 points
Fly: Flight 1, Wings • 1 point
Natural Armor: Protection 4 • 4 points
Size: Growth 2, Permanent, Innate • 5 points
Advantages: Languages 1 (Auran), Move-By Action
Skills: Athletics 4 (+6), Close Combat: Unarmed 3 (+7), Expertise: The Planes 6 (+6), Intimidation 0 (+3), Insight 4 (+6), Investigation 6 (+6), Perception 5 (+7), Persuasion 1 (+3), Ranged Combat: Electricity Ray 7 (+7), Sleight of Hand 8 (+8), Stealth 6 (+8)
Offenses:
Initiative +4
Bite +7, Close, Damage 5
Electricity Ray +7, Ranged, Damage 6
Defenses: Dodge 6, Parry 6, Will 4, Fortitude 4, Toughness 7
Power Points: Abilities 26 + Powers 45 + Advantages 2 + Skills 25 + Defenses 9 = 107
Descriptors: Air, Extraplanar, Outsider

An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction.

Arrowhawks are extremely territorial and always hungry. They attack almost any other creature they meet, seeking a meal or trying to drive away a rival. The primary mode of attack is an electricity ray, fired from the tail. The creature also bites, but it prefers to stay out of reach.
Last edited by legend on Mon May 14, 2012 1:17 pm, edited 1 time in total.

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ARROWHAWK (Elder) (PL 8)

Post by legend » Mon May 07, 2012 4:58 pm

Image
STR 4, STA 4, AGL 4, DEX 0, FGT 8, INT 0, AWE 2, PRE 2
Powers:
Bite: Strength-based Damage 4 • 4 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 23 (Acid Damage, Cold Damage, Electricity Damage, Fire Damage, Need for Sleep, Poison, Starvation & Thirst), Half Effect on Cold and Fire • 18 points
Electricity Ray: Ranged Damage 8 • 16 points
Fly: Flight 1, Wings • 1 point
Natural Armor: Protection 5 • 5 points
Size: Growth 4, Permanent, Innate • 9 points
Advantages: Languages 1 (Auran), Move-By Action, Precise Attack (Close Concealment), Second Chance (Surprise)
Skills: Skills: Athletics 8 (+12), Close Combat: Unarmed 3 (+7), Expertise: The Planes 9 (+9), Intimidation 0 (+4), Insight 7 (+9), Investigation 9 (+9), Perception 8 (+10), Persuasion 1 (+3), Ranged Combat: Electricity Ray 7 (+7), Sleight of Hand 11 (+11), Stealth 11 (+11)
Offenses:
Initiative +4
Bite +7, Close, Damage 8
Electricity Ray +7, Ranged, Damage 8
Defenses: Dodge 7, Parry 7, Will 6, Fortitude 7, Toughness 9
Power Points: Abilities 32 + Powers 55 + Advantages 4 + Skills 37 + Defenses 13 = 141
Descriptors: Air, Extraplanar, Outsider

An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction.

Arrowhawks are extremely territorial and always hungry. They attack almost any other creature they meet, seeking a meal or trying to drive away a rival. The primary mode of attack is an electricity ray, fired from the tail. The creature also bites, but it prefers to stay out of reach.
Last edited by legend on Mon May 14, 2012 1:17 pm, edited 1 time in total.

legend
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FIRE GIANT (PL 10)

Post by legend » Tue May 08, 2012 4:24 am

Image
STR 6, STA 4, AGL 0, DEX 0, FGT 6, INT 0, AWE 2, PRE 1
Powers:
Immunity to Fire: Immunity 10 (Fire Effects) • 10 points
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Natural Armor: Protection 5 • 5 points
Size: Growth 3, Feature 4 (Increased Mass 4), Permanent, Innate •11 points
Unarmed Strike: Strength-based Damage 1 • 1 point
Equipment:
Greatsword: Strength-based Slashing Damage 4, Improved Critical • 5 points
Half-Plate Armor: Protection 5 • 5 points
Advantages: Equipment 2, Improved Smash, Power Attack, Takedown 2
Skills: Athletic 5 (+11), Close Combat: Sword 4 (+10), Intimidation 2 (+4), Perception 5 (+7), Ranged Combat: Throwing 6 (+6), Stealth 0 (-3), Technology 4 (+4)
Offenses:
Initiative +0
Greatsword +10, Close, Damage 10 (Crit 19-20)
Unarmed Strike +6, Close, Damage 7
Throwing +6, Ranged, Damage 6
Defenses: Dodge 3, Parry 7, Will 5, Fortitude 7, Toughness 12
Power Points: Abilities 26 + Powers 28 + Advantages 6 + Skills 11 + Defenses 14 = 85
Descriptors: Fire, Giant

Some fire giants have bright orange hair.. An adult male is 12 feet tall, has a chest that measures 9 feet around, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old. Fire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel.
Last edited by legend on Mon May 14, 2012 1:19 pm, edited 1 time in total.

legend
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TOJANIDA (Juvenile) (PL 8)

Post by legend » Tue May 08, 2012 12:47 pm

Image
STR 2, STA 2, AGL 2, DEX 0, FGT 3, INT 0, AWE 2, PRE 0
Powers:
All-Around Vision: Senses 1 (Radius Vision) • 1 point
Aquatic: Immunity 2 (Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic), Swimming 4 • 8 points
Bite: Strength-based Damage 4, Alternate Effect (Claws: Strength-based Damage 1, Improved Critical) • 5 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 22 (Acid Damage, Cold Damage, Electricity Damage, Fire Damage, Need for Sleep, Starvation & Thirst), Half Effect on Electricity and Fire • 1 points
Ink: Array (4 points) • 5 points
• Cloud: Burst Area Concealment Attack 4, Limited to while in water, Unreliable (5 Uses) • 4 points
• Stream: Ranged Affliction 3 (Resisted by Fortitude; Impaired, Disabled, Unaware), Instant Recovery, Limited to vision, Quirk (cannot use in water)) • 1 point
Natural Armor: Protection 6 • 6 points
Size: Shrinking 4, Permanent, Innate • 9 points
Advantages: Fast Grab, Languages (Aquan), Precise Attack (Close Concealment)
Skills: Close Combat: Unarmed 1 (+4), Expertise: The Planes 4 (+4), Insight 2 (+4), Intimidation 0 (-2), Investigation 4 (+4), Perception 3 (+5), Persuasion 1 (+1), Ranged Combat: Ink 3 (+3), Sleight of Hand 4 (+4), Stealth 0 (+6)
Offenses:
Initiative +2
Bite +4, Close, Damage 6
Claws +4, Close, Damage 3 (Crit 19-20)
Ink Cloud -, Burst Area, Concealment Attack 4 (water only)
Ink Stream +3, Ranged, Visual Affliction 3 (cannot use in water)
Defenses: Dodge 4, Parry 7, Will 3, Fortitude 3, Toughness 8
Power Points: Abilities 24 + Powers 43 + Advantages 3 + Skills 11 + Defenses 4 = 85
Descriptors: Extraplanar, Outsider, Water

A tojanida’s shell is blue-green in color. Inside the shell is a fleshy body from which extend seven stalks. Four of these stalks have paddles for locomotion, two are tipped with claws, and one bears the creature’s head. Eight vents in the shell, four at each end, allow the tojanida to thrust its stalks out in whatever configuration it finds convenient.

A juvenile tojanida is up to 25 years old. It has a shell about 3 feet long, and it weighs about 60 pounds. Tojanidas speak Aquan and can be loquacious, but usually only on the subject of food.
Last edited by legend on Mon May 14, 2012 1:25 pm, edited 2 times in total.

legend
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TOJANIDA (Adult) (PL 9)

Post by legend » Tue May 08, 2012 12:47 pm

Image
STR 3, STA 3, AGL 2, DEX 0, FGT 4, INT 0, AWE 2, PRE 0
Powers:
All-Around Vision: Senses 1 (Radius Vision) • 1 point
Aquatic: Immunity 2 (Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic), Swimming 4 • 8 points
Bite: Strength-based Damage 5, Alternate Effect (Claws: Strength-based Damage 2, Improved Critical) • 6 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 22 (Acid Damage, Cold Damage, Electricity Damage, Fire Damage, Need for Sleep, Starvation & Thirst), Half Effect on Electricity and Fire • 17 points
Ink: Array (4 points) • 5 points
• Cloud: Burst Area Concealment Attack 4, Limited to while in water, Unreliable (5 Uses) • 4 points
• Stream: Ranged Affliction 4 (Resisted by Fortitude; Impaired, Disabled, Unaware), Instant Recovery, Limited to vision, Quirk (cannot use in water)) • 1 point
Natural Armor: Protection 7 • 7 points
Advantages: Fast Grab, Languages (Aquan), Power Attack, Precise Attack (Close Concealment)
Skills: Athletics 4 (+7), Close Combat: Unarmed 2 (+6), Expertise: The Planes 4 (+4), Insight 4 (+6), Investigation 7 (+7), Perception 6 (+8), Persuasion 1 (+1), Ranged Combat: Ink 4 (+4), Sleight of Hand 6 (+6), Stealth 4 (+6)
Offenses:
Initiative +2
Bite +6, Close, Damage 8
Claws +6, Close, Damage 5 (Crit 19-20)
Ink Cloud -, Burst Area, Concealment Attack 4 (water only)
Ink Stream +4, Ranged, Visual Affliction 4 (cannot use in water)
Defenses: Dodge 4, Parry 7, Will 4, Fortitude 4, Toughness 10
Power Points: Abilities 28 + Powers 44 + Advantages 4 + Skills 21 + Defenses 8 = 105
Descriptors: Extraplanar, Outsider, Water

A tojanida’s shell is blue-green in color. Inside the shell is a fleshy body from which extend seven stalks. Four of these stalks have paddles for locomotion, two are tipped with claws, and one bears the creature’s head. Eight vents in the shell, four at each end, allow the tojanida to thrust its stalks out in whatever configuration it finds convenient.

An adult tojanida is aged 26 to 80. Its shell is about 6 feet long, and it weighs about 220 pounds. Tojanidas speak Aquan and can be loquacious, but usually only on the subject of food.
Last edited by legend on Mon May 14, 2012 1:25 pm, edited 1 time in total.

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TOJANIDA (Elder) (PL 10)

Post by legend » Tue May 08, 2012 12:49 pm

Image
STR 4, STA 4, AGL 2, DEX 0, FGT 8, INT 0, AWE 2, PRE 0
Powers:
All-Around Vision: Senses 1 (Radius Vision) • 1 point
Aquatic: Immunity 2 (Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic), Swimming 4 • 8 points
Bite: Strength-based Damage 6, Alternate Effect (Claws: Strength-based Damage 3, Improved Critical) • 7 points
Darkvision: Senses 2 (Darkvision) • 2 points
Immunities: Immunity 22 (Acid Damage, Cold Damage, Electricity Damage, Fire Damage, Need for Sleep, Starvation & Thirst), Half Effect on Electricity and Fire • 17 points
Ink: Array (4 points) • 5 points
• Cloud: Burst Area Concealment Attack 4, Limited to while in water, Unreliable (5 Uses) • 4 points
• Stream: Ranged Affliction 6 (Resisted by Fortitude; Impaired, Disabled, Unaware), Instant Recovery, Limited to vision, Quirk (cannot use in water)) • 1 point
Natural Armor: Protection 8 • 8 points
Size: Growth 2, Permanent, Innate • 5 points
Advantages: Fast Grab, Languages (Aquan), Improved Smash, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise), Takedown
Skills: Athletics 8 (+12), Close Combat: Unarmed 2 (+10), Expertise: The Planes 9 (+9), Insight 7 (+9), Intimidation 8 (+9), Investigation 11 (+11), Perception 10 (+12), Ranged Combat: Ink 8 (+8), Sleight of Hand 9 (+9), Stealth 8 (+8)
Offenses:
Initiative +2
Bite +10, Close, Damage 10
Claws +10, Close, Damage 7 (Crit 19-20)
Ink Cloud -, Burst Area, Concealment Attack 4 (water only)
Ink Stream +8, Ranged, Visual Affliction 6 (cannot use in water)
Defenses: Dodge 6, Parry 7, Will 6, Fortitude 7, Toughness 12
Power Points: Abilities 28 + Powers 53 + Advantages 7 + Skills 40 + Defenses 12 = 140
Descriptors: Extraplanar, Outsider, Water

A tojanida’s shell is blue-green in color. Inside the shell is a fleshy body from which extend seven stalks. Four of these stalks have paddles for locomotion, two are tipped with claws, and one bears the creature’s head. Eight vents in the shell, four at each end, allow the tojanida to thrust its stalks out in whatever configuration it finds convenient.

An elder tojanida can reach 150 years of age. It has a shell about 9 feet long, and it weighs about 500 pounds. Tojanidas speak Aquan and can be loquacious, but usually only on the subject of food.
Last edited by legend on Mon May 14, 2012 1:26 pm, edited 1 time in total.

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