Showing posts with label 4th Edition DnD Monster. Show all posts
Showing posts with label 4th Edition DnD Monster. Show all posts

Wednesday, December 16, 2009

VG Meet Dnd: Larva Crab Worms from Borderlands



[Below you'll find a 4th Edition rendition of the Larva Crab Worm enemies from the hit role-playing shooter game Borderlands]

Larva Crab Worms
Heavily armored subterranean threat who place their habitats near areas soaked with magic.













Larva Crab Worm Tactics
With their hardy scales and territorial nature Larva Crab Worms have a tendency to rush into battle, and use their Scuttling Charge ability to push opponents into advantageous positions. Against ranged foes or opponents they can't quite reach yet the Larva Crab Worms unleash their powerful Corrosive Spittle attacks. Regardless of their tactics, Larva Crab Worms make the most of their burrow speed, utilizing it to both ambush opponents and escape from hairy situations.

Larva Crab Worm Lore
Nature DC 14: The lair of larva crab worms are often placed near deposits of crystals, most notably the magical shock crystal which they cultivate and harvest in a symbiotic relationship. Because of their strange relationship with shock crystals, larva crab worms have built up a resistance to electricity.
Nature DC 17: Despite their thick protective scales larva crab worms are extremely sensitive to pain, and any grievous injuries quickly kill the beast.

Arcana DC 17: The shock crystals that larva crab worms are renowned for farming can be used to decrease the cost of items with the lightning keyword. Each fully-formed crystal (DM's discretion) can be used to lower the cost of an item with the lightning keyword by 10%.

Encounter Groups
Although protective of their shock crystal deposits, larva crab worms are occasionally pressed into the service of young Behir Bolter Whelps.

Level 10 Encounter (2,450 XP)
  • 1 behir bolter whlep (level 8 solo soldier)
  • 2 larva crab worms (level 8 skirmisher)

Sunday, September 6, 2009

VG Meet Dnd: The Tank from Left 4 Dead


[Below you will find a new 4th Edition Monster converted from the popular game Left 4 Dead]

The Tank

Sometimes a zombie hulk goes down, gets back up but does not fall again. Some parties were lucky to drop him the first time, others are caught by surprise when the shambling giant rises a second time. In either case the zombie hulk has taken the first step to becoming the Tank.

When a zombie hulk rises a second time it is due to a large influx of necrotic energy from the Shadowfell. Normally the hulk is destroyed and this link is severed, but in some cases the zombie survives and continues to advance, using the Shadowfell as a battery for its consumption. These zombies grow in size and power, the result is the tank.

Tank Tactics
The prefers to start off the battle with it's basic melee the Hammer Fist, and once the opponent is prone use Ground Pound to ensure it stays down forever. If an opponent attempts to leave the Tank will grab the nearest large object, such as a cart and hurl it at them attempting to drop them right then and there.

Tank Lore
A character knows the following with a successful Religion check.

DC15: The tank is a powerful zombie whose punches can knock a grown man off his feet.
DC20: The tank is an evolved version of the zombie hulk, and due to the dual nature of its death is in an interesting state of decay. It's dry flesh is very susceptible to fire attacks.

Saturday, August 22, 2009

VG Meet DnD: Sorceress Sisters Twinrova from The Legend of Zelda: Ocarina of Time


The "Sorceress Sisters Twinrova" or just Twinrova, refers to the iconic boss battle including the evil witches Koume and Kotake and their fused form Twinrova from the Spirit Temple in Ocarina of Time. Considered one of the best by fans of the series, Koume and Kotake use their opposing Fire and Ice abilities which must be reflected back unto them. What makes the battle so memorable, however, are the little nuances in the witches personalities which come alive while fighting them. From their opening cryptic words, Twinrova's embarassing wink, to their petty bickering at their defeat, these characters make great villains and an epic solo battle. The stats below (using Koume and Kotake followed by Twinrova) make up a solo level 15 encounter.


Koume
"With my flame, I will burn him to the bone!"

Koume is an ancient evil witch with powerful fire magic. Along with her twin sister, Kotake, they are collectively known as Twinrova.

Koume Tactics

Koume will want to remain in the air on her broomstick, as she is old and slow on the ground. In addition this will keep her out of harm's way from powerful melee fighters and allow her to manuever around freely to use her Flaming Pool power. She will want to use her Brainwash power on a weak willed but physically strong character. When Koume and Kotake are utilizing their Sister Soul hit point pool, both witches will physically flinch when one is attacked, as it is damaging both. Koume may also use her high Bluff skill to try and trick the party and feign surrender, using her high Stealth to launch a surprise attack.



Kotake

"With my frost, I will freeze him to his soul!"

Kotake is a decrepit evil sorceress with potent cold magic. Along with her twin sister, Koume, they are collectively known as Twinrova.

Kotake Tactics

Kotake prefers to take to the air for better maneuverability and to stay out of reach of melee combatants. She will use her Ice Sheet power whenever possible to keep her enemies still and make better targets for Koume's Flaming Pool. Kotake will use her Brainwash power on a weak willed foe soon after Koume as she will become jealous of her sister's slave and will want to make one of her own. Kotake may also use her acute Insight to play on her enemies' fears followed by Intimidate or Diplomacy to get her way.


Koume and Kotake Lore

A Character knows the following with a successful history or religion check

DC20 Koume and Kotake are ancient witches known for trying to resurrect evil deities to do their bidding. It is said that the two could raise massive armies of brainwashed men and women.

DC25 The two witches were often referred to collectively as Twinrova in historical/religious texts

A Character knows the following with a successful arcana check

DC20 Koume and Kotake are powerful sorceresses commanding the powers of fire and ice, respectively. It was thought that the two could merge into a more powerful ultimate being using their dark magic.

DC25 The amalgamate form of Koume and Kotake was called Twinrova


Twinrova

Twinrova is the result of Koume and Kotake's Double Dynamite Attack. She appears as a large, much younger woman, wielding a rod in each hand: one of flames and one of frost.

Twinrova Tactics

Twinrova may begin the battle using any of her abilities, depending on the formation of her enemies. If they are scattered around in all directions she will use either her Chain of Flames or Winter's Succession powers. If they are surrounding her closely she will drop to the ground to use her Flame Dancer power. Finally, if they are all in front, grouped closely together, she would use her Rain of Hail. Once her Flame Dancer and Rain of Hail powers are expended she will attempt to recharge them using Chain of Flames and Winter's Succession. Keep in mind her Fire Against Ice which will switch her resistances and vulnerabilities based on which type of attack she last used. The party may figure this ability out after a few trial and error rounds and use it to their advantage--if she is hit by the type she is resisting she will brush the attack off quickly but if she is hit by her weakness, she will cry out sharply.

Twinrova Lore

A Character knows the following with a successful history check

DC25 Twinrova is the fused entity of Koume and Kotake. The two witches are said to don this form only when they have no other choice. According to legend, Twinrova is impossible to defeat because of her shifting weaknesses and strengths.

A Character knows the following with a successful arcana check

DC25 Twinrova is the fused entity of Koume and Kotake. She uses both fire and ice magic and is said to be more powerful than the two witches are separately.


Using Twinrova in your 4th Edition DnD Campaign

Koume and Kotake, with their oddball personalities and penchant for brainwashing innocent bystanders, make a great recurring villain for a heroic-paragon campaign. The characters may first encounter the witches at a lower level where they fight one or both of them for a while before the witches flee into a portal, cackling with glee. The witches' ultimate goal may be to resurrect an evil deity or aspect of a deity, such as Orcus or Nerull. A close friend of the party may become brainwashed by the duo or could have been brainwashed from the start. Finally, at 15th level the party will be able to take care of them, feeling a great sense of accomplishment from defeating an ancient evil.




**The Legend of Zelda is property of Nintendo


Sunday, August 16, 2009

VG Meet DnD: The Rope from The Legend of Zelda



The snake-like Rope first appeared in the original The Legend of Zelda for NES, and has been used in all the top view 2D Zelda games. The Rope is a great minion for DMs who use a grid battle map in their games. Its linear attack pattern lends itself to a variety of unique encounters and situations either by themselves, or in a group with other monsters.

Rope

The rope looks like a normal snake but is the size of an average humanoid. When they sense an enemy they swiftly charge their aerodynamic forms in a straight line at the creature. They are generally weak, but their tendency to be found in dungeons in large groups makes them dangerous to the inexperienced adventurer.


Rope Tactics

The rope is able to attack a nearby enemy as soon as it moves into range with its unswerving charge power. However, a group of ropes attempting to ambush a party may delay their attacks until they can surround the group. As per usual, a rope may only charge enemies that are at least 2 squares away, and may only charge enemies in a straight square line (*see diagram below). When it is next to enemies it must rely solely on its bite power.




Rope Lore

A character knows the following with a successful Dungeoneering check

DC15: Ropes are snake-like creatures usually found in groups in large open rooms, waiting for an enemy to cross their line of sight so they can quickly charge their prey.


*In order to best explain the limitations of the unswerving charge power I have provided a sample battle situation


Here an adventuring party enters an open room and we will assume do not spot the enemies. Let the R counters be the ropes. Now, all ropes that are able to use their unswerving charge power will do so, interrupting the characters' movement. The charge being made by the ropes is represented by the black arrows. The ropes that do not qualify to use the move will not act until their initiative.

Now we have the setup after the ropes' immediate interrupts have gone off.

As you can see you could combine ropes with different shaped rooms to achieve certain goals, such as trapping the players in a narrow hallway, or pushing towards a more dangerous foe. You could always take a tip from Zelda and simply fill a room to the brim with them for a higher level encounter. The possibilities are endless so enjoy!





**The Legend of Zelda is property of Nintendo










Tuesday, August 11, 2009

VG Meet DnD: The Peahat from The Legend of Zelda: Ocarina of Time




The Peahat is one of the most unique and widely used enemies in the Zelda series, appearing in at least eight different games. My favorite incarnation is the large, larva spewing Peahat from Ocarina of Time, which you will find below converted to a 4th Edition DnD monster.



Peahat

The Peahat is a common sight in large flat expanses of land, giving them plenty of room to fly around and patrol their territory for invaders. At night they root deep into the ground but will still attack if provoked.

Peahat Tactics
Once it senses that outsiders are near, the peahat will spiral out of the ground using its generate larva power to damage the foes and summon its minions. It has little regard for the welfare of the larva and will use its destroy larva power whenever possible. When an opponent scores a critical hit on the peahat it has effectively attacked its unprotected roots, which are usually well protected by its rapidly spinning, propeller like blades.

The peahat larva will try to surround a foe to increase their chances to hit using their circling strike power. The peahat will use destroy larva on the one not flanking an opponent.


Peahat Lore
A character knows the following with a successful Nature check.

DC15: Peahats are common in flat fields and
are very territorial. Once disturbed they will germinate larva to help defeat the intruder.

DC20: Peahats can spawn an endless supply of larva and will not cease until they are destroyed or the outsiders have left the area.


*The Legend of Zelda is property of Nintendo

Saturday, August 8, 2009

VG Meet DnD: The Boomer from Left 4 Dead


[Below you will find a new 4th Edition Monster converted from the popular game Left 4 Dead]

The Boomer

As the shadar-kai who live there know, the Shadowfell is a realm filled with a spiritual malaise that poisons the soul. On some occasions, this disease of the soul reaches through portals to the material plane and infects those who come into contact with it. Those who are greatly affected rise again when they die as undead, with the worst symbol of this taint rising as the vile corruption corpse (see the Monster Manual for further details).

Or so it was thought. Recently a new type of undead has risen up, bloated on the corrupt energies of the shadow fell these odious undead are known as "boomers". Manifesting the affliction of the Shadowfell as putrescent green bile, they soak their enemies in gruesome layers of vomit.

Boomers appear as obese humans in an advanced state of decay, the lower portion of their mouth and parts of their unclean forms bursting from the pressure of the corruption within. Fingernails on both hands have become elongated and their large bellies ripple like disturbed water as they hobble about on
stout legs.


Boomers and Atmosphere

In the game Left 4 Dead you almost always know (and therefore dread) when a boomer is on its way. You can also evoke this sense of apprehension by catering to their sense as a boomer approaches. For instance "As you round the corner an acrid stench of decay assaults your nose and you can hear a faint sloshing sound followed by a strangled gurgling sound. ".








Boomer Tactics
Boomers like to work in concert with a large amount of undead allies in particular they prefer to surround themselves with throngs of zombie rotters (Monster Manual) and their lesser cousins the putrescent zombies (Open Grave).

When they assault a group the boomer opens up with boomer bile and then moves into and along with any undead allies concentrates its attacks on the weakest member who succumbed to the blinding bile. If it recharges boomer bile it will try to target anyone who has either saved from or was not affected by the blinding condition.

Finally, the boomer will gladly throw itself into a prime position for its posmortem explosion if it is running low on hit points.

Boomer Lore
A character knows the following with a successful Religion check.

DC15: Boomers are undead created when mortals die near areas tainted by the presence of the Shadowfell. They channel that corruption into a blinding bile that they spew at their opponents.

DC20: Upon the death of a smoker they explode damaging and blinding those around them.


Thursday, August 6, 2009

VG Meet DnD: The Smoker from Left 4 Dead

[Below you will find a new 4th Edition Monster converted from the popular game Left 4 Dead]

Chances are if you have an Xbox 360 you've heard the buzz around Valve's latest game Left 4 Dead. In the game you take on the role of 1 of 4 survivors who have to work together to overcome the dangers of an environment wrought with hordes of zombies.

The real charm of this game however comes from the multiplayer game type "Versus" where two teams take turns alternating between survivors and a group of special infected.

These special infected are zombies with unique abilities that allow them to better acquire their lunch, namely a survivor sandwich. Today I'm taking a look at converting one of these menacing foes to the new 4th Edition D&D stats.

I'd like to introduce the smoker. In Left 4 Dead this deadly critter has a lengthy tongue that it uses to ensnare prey and constrict it while its buddies beat on the hapless survivor. It gets its name from the cloud of viscous smoke that seeps from its body, a cloud that remains even after the smoker's death.

The Smoker
Life outside of the bright safety afforded by the towns and cities can be a dangerous affair. Farmers and others who live on their own can expect the occasional attack by roving monsters and bandits.

Some particularly cruel bandits have a habit of locking their victims inside their homes while they take everything of value. Before they ride off they light the houses aflame. The victims of these raids often die due to the roaring flames or the choking smoke.

The former often become Blazing Skeletons (see the Monster Manual) while the latter occasionally rise to become the dreaded Smoker. Smokers exist to share their pain and misery by choking the life from living beings.

A smoker resembles in many ways the humanoid it used to be albeit with scorched clothes and flesh. The most obvious feature of the smoker is a seeping green gas that emanates from within its rotting corpse. Although their faces are often hidden by the smoke, those who view past the concealment can see eyes ablaze with malevolence.



Smoker Tactics
Smokers prefer to hide in the shadows or behind cover until a time to strike presents itself. Although largely unintelligent they are possessed of a feral cunning that allows them to ambush unsuspecting prey.

A smoker usually waits for the majority of a group to engage enemies and then tries to maneuver into range for a tongue snare on a target not engaged in melee. They then follow up with a constrict attack. At the start of their next turn they like to use smokescreen followed by two more constrict attacks.

Smoker Lore
A character knows the following with a successful Religion check.

DC15: Smokers, undead created from the victim of asphyxiation from smoke, are powerful zombies with the ability to ensnare and choke enemies with their powerful tongue.

DC20: Upon the death of a smoker they explode leaving a viscous gas that obscures vision.

Saturday, July 18, 2009

Oro Invictus in the Monster Manual



*Condemned 2 (and therefore the picture of the Dark Watcher[ seen above] and Magic Man [below]) belong to Monolith Productions and Sega.

[Below you'll find the final of four posts about a 4th edition D&D player race inspired by the game Condemned 2 Bloodshot, but you don't need to have ever played the Condemned games to use them. Although, if you enjoy video games, I implore you to try Condemned. Today's material presents the oro with a new paragon path, new feats, and some words on the oro and classes, all with a theme of the arcane power source.]


Oro Invictus

The oro are a race derived from humans who used wild magical energies to evolve into a new and hardier form. Using their newfound powers a group arose within the oro, forming the shadowy organization known as the Oro Invictus. The Oro Invictus sought (and still seeks) to control the human populace, and guide them towards dominance over all other races...except of course the oro themselves.

Powerful and secretive, the oro hide out amongst humans in sleeper cells, awaiting their chance to asert their control over the masses.

Oro Invictus Lor
e
A character knows the following information with a successful History check.

DC20: The Oro Invictus are a secret organization that rose out of the ashes of the Nerath Kingdom. They seek to reassert human dominance over the land, and will use all manner of methods to reach their goal.
DC25: The members of the Oro Invictus are actually members of a race that revealed itself shortly before N
erath fell, these humanoids are hardier and more charismatic than humans, and are known for using these traits to gain authority from those around them.

Encounter Grou
ps
While the oro usually only
work with their own kind, those within the Oro Invictus often use humans and beasts as tools of war.

Level 8 Encoun
ter (XP 1,775)
  • 1 Destrachan (level 9 artillery)
  • 5 Human Lackeys (level 7 minion)
  • 1 Oro Psychopath (level 10 elite controller)
Level 10 Encounter (XP 2,350)
  • 2 Oro Chanters (level 9 artillery)
  • 3 Oro Dark Watchers (level 8 skirmishers)
  • 1 Oro Magic Man (level 10 controller)
Oro Chanter
























Oro Dark Watcher

*One of the readers let me know that the Oro Dark Watcher didn't have his Will defense properly displayed on the stats, so I have fixed the error and updated the power card. Thank you to the anonymous reader, I am in your debt.

















Oro Magic Man

























Oro Psychopath

Tuesday, June 30, 2009

Ice Terror Broodling

*Art by Kristian Juul Rasmussen (AKA skrir on Deviant Art)

[Below you'll find the last of five new monsters (the first being the Storm Broodling) for both 3rd and 4th edition Dungeons and Dragons. While the description works for both, you'll find the 3rd edition stats on the left and the 4th edition stats on the right.]

Today's entry covers the ice terror broodling. The ice terror broodlings serve as Queen Anzu's elite archers, each one given an unnatural need to spill the blood of their foes.


Ice Terror Broodling

Before you, atop six legs, stands a monstrous beast with scales of winter white, tinged blue. The curving horns above its head are stained crimson from the blood of victims long dead, and saliva drips from its mouth in anticipation of the meal it will make of you.

Ice Terror Broodling CR 2
LE Medium magical beast
Init +3 Senses darkvision 60ft, low-light vision, Listen +1, Spot +1
Languages understands Common; cannot speak

AC 15, touch 13, flat-footed 12
( +3 Dex, +2 natural)
hp 11 (2 HD)
Resist cold 5
Fort +3, Ref +6, Will +4

Speed 30ft
Melee gore +3 melee (1d6+2)
Ranged Horn Harpoon +5 (1d6+1 and 1 Constitution drain)
Space 5ft.; Reach 5ft.
Base Atk +1; Grp +3
Atk Options horn harpoon, blood shard fusillade

Abilities Str 15, Dex 16, Con 10, Int 7, Wis 12, Cha 4
Feats Point Blank Shot
Skills Move Silently +6, Hide +6

Horn Harpoon (Ex) An ice terror broodling can fire its harpoonlike horn up to 25ft (no range increment). A successful hit deals 1d6 +1 damage and 1 point of Constitution drain as the broodling drains the blood of its victim. This allows it to use blood shard fusillade (see below).

Blood Shard Fusillade (Su) As a standard action an ice terror broodling can use the elemental cold that is their birthright to freeze the blood it has collected using its horn harpoon into many tiny darts. It then launches these darts from its mouth at the foe. This is an attack against a single enemy within 50ft that deals 2d6 cold damage (Reflex DC 13 half).

The Ice Terror broodlings are Queen Anzu's elite archers, powerful minions who are the scourge of their artic homes. Using a strange filament they can propel their out a great distance and then draw them back in again. But not before they have stored the blood they need for their peculiar diet.

Strategies and Tactics
The ice terror broodling is all about ranged combat. While he has means to defend himself in melee, he is vulnerable there, and his greatest attacks are wasted. So the ice terror broodling fights from afar, starting out the battle with blood shard fussillade, and then using horn harpoon on his next turn to recharge it.

Environment
Ice terror broodlings live in lands frozen over by winter's snows, or in places where the sun's light is weak. These places include caves deep beneath the surface of the earth, and lands that see have no spring.

Typical Physical Characteristics
With scales of white, tinged in blue and legs of icy azure the Ice Terror broodling stands at an intimidating 4 1/2 feet tall, and is 3 feet long. While it has the customary mandible that all broodlings share, it is the creature's horns, crusted with frozen blood that catches the eyes of most.

Alignment
Although not every Child of Anzu shares their loyalty and devotion broodlings are lawful evil. They care little for other creatures except for how they work into Lady Anzu's grand plot, but among their own kind they are fiercely protective.

Sunday, June 28, 2009

Sonic Broodling

*Art by by Kristian Juul Rasmussen (AKA skrir on Deviant Art)

[Below you'll find the fourth of five new monsters (the first being the Sto
rm Broodling) for both 3rd and 4th edition Dungeons and Dragons. While the description works for both, you'll find the 3rd edition stats on the left and the 4th edition stats on the right.]

Today's entry covers the sonic broodling. The sonic broodlings serve as both assassins and envoys for Queen Anzu.

Sonic Broodling
The creature you see before you has mottled scales of purple and green. It has four legs and although it has a viscious looking set of teeth, it is the strange pale green gas it exhudes from its mouth that alarms you most.

Sonic Broodling CR 2
LE Small magical beast
Init +0 Senses darkvision 60ft, low-light vision, Listen +9, Spot +9
Languages Common

AC 15, touch 12, flat-footed 14
( +1 size, +1 Dex, +3 natural)
hp 13 (2 HD)
Resist sonic 5
Fort +4, Ref +4, Will -1

Speed 30ft, burrow 20ft
Melee bite +2 melee (1d6)
Space 5ft.; Reach 5ft.
Base Atk +2; Grp +2
Atk Options sound barrage, vibrohorn

Abilities Str 10, Dex 12, Con 12, Int 10, Wis 9, Cha 16
Feats Ability Focus (sound barrage)
Skills Bluff +7, Diplomacy +7, Hide +5, Move Silently +5

Sound Barrage (Ex) As a standard action, the sonic broodling can create lethal sonics by vibrating its horns. All creatures adjacent to a sonic broodling when it performs this attack must succeed at a Fortitude save (DC 13) or take 1d10 sonic damage.

Vibrohorn (Ex) As a full round action a sonic broodling can transfer its sonic attack directly from its horn to its enemy. This is a melee touch attack that deals 2d6 sonic damage on a hit (no save).

When Queen Anzu makes an alliance with anyone, she sends a sonic broodling to eke out the details. When she invariably plans to betray her "ally" she also sends a sonic broodling, although this time it is sent to eliminate the allied party.

Strategies and Tactics
A sonic broodling starts out most fights from a position of ambush, usually burrowed beneath the feet of its opponents. When the toxic broodling does come out it does so amidst as many opponents as possible, engaging them with its sound barrage. Following this attack it will usually dig back underground as soon as possible and come up again from a different location.

If a particular opponent is causing the broodling trouble, or if it has been sent to assassinate a particular target the sonic broodling will use its powerful Vibrohorn technique to eliminate the enemy.

Environment
A sonic broodling may be found anywhere its Queen has sent it. They have no true home, nor any inclination towards a particular type of terrain or climate.

Typical Physical Characteristics
Standing just over 3 feet tall and 2 foot long a sonic broodling uses its powerful legs to burrow through solid ground at an alarming pace. Its strange horns, which have multiple outcroppings can resonate with deadly frequencies, and of course like all broodlings it has a powerful set of mandibles which it uses to defend itself.

Alignment
Although not every Child of Anzu shares their loyalty and devotion broodlings are lawful evil. They care little for other creatures except for how they work into Lady Anzu's grand plot, but among their own kind they are fiercely protective.

Saturday, June 27, 2009

Toxic Broodling



*Art by
by Kristian Juul Rasmussen (AKA skrir on Deviant Art)

[Below you'll find the third of five new monsters (the first being the Sto
rm Broodling) for both 3rd and 4th edition Dungeons and Dragons. While the description works for both, you'll find the 3rd edition stats on the left and the 4th edition stats on the right.]

Unlink the other broodlings we've already covered, the toxic broodling is a crafty and intelligent foe. Although sages say it must serve Queen Anzu, no one knows in what function.

Toxic Broodling
The creature you see before you has mottled scales of purple and green. It has four legs and although it has a viscious looking set of teeth, it is the strange pale green gas it exhudes from its mouth that alarms you most.

Toxic Broodling CR 3
LE Medium magical beast
Init +0 Senses darkvision 60ft, low-light vision, Listen +9, Spot +9
Languages Common

AC 15, touch 10, flat-footed 15
( +5 natural)
hp 21 (2 HD)
Resist acid 5; immune poison
Fort +8, Ref +3, Will +4

Speed 30ft
Melee bite +4 melee (1d6 +1)
Space 5ft.; Reach 5ft.
Base Atk +2; Grp +3
Atk Options choking gas, acidic exhale

Abilities Str 12, Dex 11, Con 20, Int 14, Wis 16, Cha 6
Feats Improve Natural Armor
Skills Bluff +4, Diplomacy +4, Listen +9, Spot +9

Choking Gas (Ex): The broodling releases a poisonous gas which weakens it's enemies. This attack is a 15ft cone, those affected must make a Fortitude save (DC 15) or take 1d2 points of Stregth and 1d2 points of Constitution damage. Once an opponent has been affected by a specific toxic broodlings choking gas, it is immune for 1 day.

Acidic Exhale (Ex): The toxic broodling releases a mist comprised of corrosive gas (acid). Opponents within 10ft of the toxic broodling must make a Reflex save (DC 15 half) or take 1d10 acid damage.

The toxic broodling is a mystery. Some sages believe the toxic broodling is the basis for all other broodling varieties, the missing link between what was and what is. The lack of an elemental nature supports this theory, as does Queen Anzu's general lack of purpose for the toxic broodling. Nevertheless their high intellect makes them invaluable tools for the Insect Queen.

Strategies and Tactics
A toxic broodling starts off battle by weakening its enemies with choking gas, and then positions itself within 10ft of as many enemies as possible to line up an acidic exhale. After it softens enemies up using these abilities it moves into melee combat against weaker opponents, attempting to do as much damage as possible.

Unlike most broodlings, if the battle turns against a toxic broodling the creature will quickly flee, possibly even plead with its enemies for a second chance.

Environment
A toxic broodling prefers swamps or caves with natural gas deposits. It finds areas with clean air stifling and uncomfortable.

Typical Physical Characteristics
The toxic broodling, like the other varieties stands on six legs. It has sturdy scales, that start off a pale green and become purple as the scale grows away from the skin. While it has wicked looking claws the toxic broodling doesn't utilize them in combat, it uses them as often as its vestigial horns.

Alignment
Although not every Child of Anzu shares their loyalty and devotion broodlings are lawful evil. They care little for other creatures except for how they work into Lady Anzu's grand plot, but among their own kind they are fiercely protective.

Thursday, June 25, 2009

Flare Broodling

*Art by Kristian Juul Rasmussen (AKA skrir on Deviant Art)

[Below you'll find the second of five new monsters (the first being the Storm Broodling) for both 3rd and 4th edition Dungeons and Dragons. While the description works for both, you'll find the 3rd edition stats on the left and the 4th edition stats on the right.]


The flare broodling, beloved tool of Queen Anzu serves the dual functions of shock trooper, and kamikaze warrior.

Flare Broodling

Ahead of you is a six-legged creature with wicked claws. Its body is covered by sturdy red scales and the creature's mouth is ringed with vicious looking teeth, but perhaps its most deadly feature is a mane of flame flaring back from its head.

Flare Broodling CR 2
LE Medium magical beast (fire)
Init +1 Senses darkvision 60ft, low-light vision, Listen +0, Spot +0
Aura searing heat
Languages understands Common; cannot speak

AC 14 (10 with Reckless Offense), touch 11, flat-footed 13
( +1 Dex, +3 natural)
hp 28 (3 HD)
Resist fire 5
Fort +6, Ref +4, Will -2

Speed 30ft
Melee bite +4 (+6 with Reckless Offense) melee (1d6 +1)
Space 5ft.; Reach 5ft.
Base Atk +2; Grp +3

Abilities Str 13, Dex 12, Con 16, Int 3, Wis 5, Cha 4
SQ Immolate
Feats Reckless Offense*, Toughness
Skills Climb +3, Listen +0, Spot +0
*While this feat originally appeared in the Expanded Psionics Handbook, it was published under the OGL.

Searing Heat (Su) The body of a flare broodling gives off tremendous heat. Creatures starting their turn adjacent to the flare broodling take 1d2 damage at the beginning of their turn.
Immolate (Ex) When killed, a flare broodling's body becomes a raging inferno burning those adjacent near it. Dealing 2d8 damage to anything within 5 feet (Reflex DC 13 half).

The flare broodling is the front line bruiser of the children of Anzu. Although they are sometimes loaned out to allies (usually salamanders and other fire based creatures) of Queen Anzu, they always remain loyal to her wishes.

Strategies and Tactics
The flare broodling is a tactless creature, tossing itself into harms way without concern for survival, delighting in the fact that its death may be the extra push needed to bring down its foes. Flare broodlings thrive in melee by utilizing their searing heat aura. Aware of the mayhem they can cause with this ability they thrust itself into the largest group of opponents at the start of the fight, heedless of any damage they may incur in the process.

Against heavily armored foes the flare broodling uses its reckless offense feat to gain the bonuses needed to strike its enemies and trusts in its above average hit points to see it through the fight.

Environment
While most flare broodlings live in active volcanoes, they are equally at home in arid deserts and underground caverns that abut lava tubes.

Typical Physical Characteristics
Flare broodlings stand 4 feet talk and are 5 feet long. Their legs are ochre and the scales that cover their main body are a deep red-orange. Their wicked mandibles and vestigial horns (both ash grey) are nowhere near as impressive as the mane of fire created by a natural chemical produced by glands in the flare broodling's upper torso.

Alignment
Although not every Child of Anzu shares their loyalty and devotion broodlings are lawful evil. They care little for other creatures except for how they work into Lady Anzu's grand plot, but among their own kind they are fiercely protective.

Tuesday, June 23, 2009

The Storm Broodling

*Art By Kristian Juul Rasmussen (AKA skrir on deviant art)

[Below you'll find the first of five new monsters for both 3rd and 4th edition Dungeons and Dragons. While the description works for both, you'll find the 3rd edition stats on the left and the 4th edition stats on the right.]


When the world started to take form and humanoids were taking their first tentative steps towards civilization, magic roamed the realms. Magic filled the land and sank deep beneath the crust of the surface.

There she waited, one of the first creations of the world. Deep in the dark she soaked up this energy, taking stock of the realms around her for the first time. Enthralled by her power she named herself Queen Anzu, and using her new gifts she begot children. Unable to truly create progeny Queen Anzu took other creatures that fit her image, and subverted them, magically twisting them into the servants she would need.

The Children of Anzu are insectoid creatures of magical origin, they vary greatly in size, shape, color, and abilities. The thing they share, however, is a dark need to fulfill their Queen's wishes. Queen Anzu has a great plan for the world, and although many sages have tried to grasp a clue as to what it is, this goal is too alien for mortal minds to comprehend. From the lowliest broodling to the highest Spawnmother the Children of Anzu are a threat that has great plans for the world at large.

Today's specimen is the Broodling, the most widely known of the Children of Anzu. They serve as cannon fodder and expendable labor for their species and are empowered with elemental energy to survive the harshest of terrains.


Storm Broodling
The insect-like creature you see before you is the size of a dog and protected by a thick layer of scales. Flaps open on its side and the hair on your arm tingles as electricity begins to jump between the two viscous looking horns atop its head.

STORM BROODLING CR ½
LE Small magical beast
Init +1 Senses Listen +3, Spot +3
Languages understands Common; cannot speak

AC 14, touch 13, flat-footed 13
(size +1, +1 Dex, +1 natural)
hp 4 (½ HD)
Resist electricity 5
Fort +4, Ref +3, Will +1

Speed 30 ft.
Melee gore +2 (1d4)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp -3
Atk Options electroblast

Abilities Str 10, Dex 13, Con 15, Int 4, Wis 12, Cha 3
Feats Ability Focus [electroblast]
Skills Listen +3, Spot +3

Electroblast (Su) The Storm Broodling draws electricity into it's horns and expels it in a 5 ft line. Creatures hit must make a DC 14 Reflex save or take 1d8 points of damage.

The storm broodling serves as simple cannon fodder and expendable labor for the Children. The inscrutable goals of their Queen however means that they may be found serving any number of “masters” all the while carrying out the silent orders of their mistress.

Strategies and Tactics
Aware that their primary purpose during combat is to decrease the resources of their opponents storm broodlngs frequently move around the battlefield setting up next to new opponents so they may spread the pain with their electroblast attack. They are unafraid and fight until death unless they receive orders from either a higher ranking Child of Anzu or their current master.
If a storm broodling finds out that its attacks have little or no affect on their enemy they will change tactics. By moving into flanking and concentrating on a single opponent storm broodlings hope to capitalize on their greater numbers.

Environment
Although they prefer the charged air outside during a tempest, storm broodlings usually spend their time either with their masters or wandering the area around and inside their current lair.

Typical Physical Characteristics
Storm broodlings are usually 2 feet tall and 2 and a half feet long. Their skin is usually ocean blue, while their legs are seafoam green. Their most prominent features are their hollow horns and the scales on their sides (both bleach white) which open up and draw in the latent electricity in the area to power their elecroblast.

Alignment
Although not every Child of Anzu shares their loyalty and devotion broodlings are lawful evil. They care little for other creatures except for how they work into Lady Anzu's grand plot, but among their own kind they are fiercely protective.