Tuesday, January 18, 2011

We All Have Done Things That We're Not Proud Of...Type IV Monsters

I'm just popping into home before dashing to the library (Thomas Ligotti, M John Harrison and a Physics Textbook!), and I figured this to be an opportunity to expose my shameful descent into Type IV Dungeons & Dragons (...the bright side is that our gaming group pretty much hit rock bottom, got ourselves clean, and started playing healthy, old-tyme D&D).

So here's some rat-bastard-DM Sword & Sorcery monsters I made for my deceased-and-never-returning 4th edition campaign; once I'm done running about and taking care or chores I'll catch up with your emails and comments.

BOG ALLOSAUR

This bipedal horse-sized dinosaur looks like a hybrid between an allosaur and an alligator. It has muscular forearms that end in fierce webbed talons and a thick, long armor-plated tail.

Bog allosaurs are smallish carnosaurs found in tropical swamplands. They are vicious and intelligent for dinosaurs, and play cat-and-mouse games with their prey.

6th Level Elite Skirmisher
Large natural beast; XP 500
Initiative
+9 Senses Perception +8
HP
145; Bloodied 70
AC
22; Fortitude 22, Reflex 21, Will 16
Saving Throws
+2
Speed
8 (swamp walk), swim 6, see also hop
Action
Points 1
[melee basic] Bite (standard; at-will)
Reach 2, +11 vs. AC; 2d6+4 damage.
[melee basic] Tail Lash (move; at will)
Reach
2; +9 vs AC; 1d6+4 damage and the bog allosaur makes a secondary attack against the target; +9 vs fortitude; the allosaur can push the target 1 square and the target is prone.
[melee] Talons (move; at-will)
+11 vs AC; 1d8+4 damage.
Hop
(move; the bog Allosaur cannot be
swimming; recharge 5-6)
The allosaur shifts up to 8 squares. As a standard action this can be used as a Charge action.
Spring Upon Fallen
(move; an enemy must be
prone and within 3 squares of the bog allosaur; recharge 6)
The allosaur shifts up to 3 squares so that it is adjacent to or in a prone enemy’s square, then makes 2 talon attacks against it.
Predatory Lunge
(immediate interrupt; when a prone
enemy within 2 squares of the bog Allosaur stands ups; recharge 6)
The allosaur makes a bite attack against the enemy within 2 squares that is standing up.
Threatening Reach
The allosaur can make opportunity attacks against all enemies within its reach (2 squares).
Alignment
Unaligned Languages -
Skills
Stealth +12
Str
21(+8) Dex 18 (+7) Wis10 (+3)
Con
16 (+6) Int 3 (-1) Cha 12 (+4)

Tactics
Bog allosaurs attempt to stalk their prey from the water. When they attack they will move or hop with range to use tail lash, using an action point to spring upon fallen is an enemy is knocked prone. Once in melee they will use bite and tail lash attacks in order to knock foes prone and use spring upon fallen and predatory lunge.

Lore
A character knows the following information with a successful nature check:
DC 15:
Bog allosaurs are fierce, cunning predators of the tropical swamps. They are known to cruelly toy with their prey.

Encounter Groups
Bog allosaurs usually hunt in pairs. Sometimes lizardfolk tribes domesticate bog allosaurs and black dragons have been known to keep them as guard beasts.


 

CARNIVOROUS FLYING MONKEY SWARM

Tiny monkeys, with fluffy gold and white fur, are thickly clustered on the tree branches. There must be hundreds of them!

Fierce predators that haunt tropical forests, their appearance is deceptive as their jaws contain dozens of serrated blade-like teeth that shred the flesh of their prey.

5th Level Elite Skirmisher
Large natural beast (swarm); XP 400
Initiative
+7 Senses Perception +7; low-light vision
Swarm Attack
aura 1; the monkey
swarm makes a Swarm of Teeth as a free action against each enemy that begins its turn in or enters the aura.
HP
120; Bloodied 60
AC
21; Fortitude 16, Reflex 20, Will 15
Saving Throws
+2
Resist
Half damage from melee and ranged attacks
Speed
6 (forest walk), climb 6, see also gliding flaps
Action
Points 1
[
basic melee] Swarm of Teeth (standard; at-will)
Reach 2, +10 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends).
Gliding Flaps
(move; recharge 4- 6)
The monkey swarm has a fly speed of 6 until the end of its turn and may immediately fly 6 squares as part of this action.
Swarm up the Haft
(immediate reaction, when attacked
by a melee attack; at will)
The monkey swarm makes a Swarm of Teeth attack against its attacker.
Alignment
Unaligned Languages -
Skills
Acrobatics +16
Str
10 (+2) Dex 18 (+6) Wis10 (+2)
Con
12 (+3) Int 2 (-2) Cha 15 (+4)

Tactics
Carnivorous Flying Monkey Swarms try to overtake their prey, attempting to devour them alive. They will continue to attack unconscious enemies. A bloodied swarm will flee.

Lore
A character knows the following information with a successful Nature check:
DC 15
: Carnivorous flying monkeys, despite their name, do not actually fly but instead glide on flaps of skin between their 'arms' and 'legs,' much like the flying squirrel.
DC 20
: Stories tell of foul jungle cults that would train carnivorous flying monkeys to serve as guardians.

Encounter Groups
In the wild multiple swarms will occasionally hunt together. Sometimes a swarm will form a symbiotic relationship with another predator. They have been used as living traps in the menageries of decadent overlords.
 



GLOW MUTANT

Emanating a sickly green glow is a manlike figure with rotting flesh, in some places the yellowing bones are revealed. There is an unpleasant metallic taste in your mouth and a ringing in your ears.

In some places, powerful radiations warp creatures that dwell therein. Glow Mutants are the end result of generations of humanoids dwelling in such lands. They are usually starving, as their glow and slow shamble inhibits their ability to hunt, as well as the lack of forage in the wastelands they inhabit. However, their metabolism allows them to survive for decades on minimal amounts of food and water.

5th Level Elite Brute
Medium aberrant humanoid; XP 400
Initiative +2
; Senses Perception +2; tremorsense 10
Sickly Glow
aura 5; provides dim light in the area
of the aura; enemies that begin their turn or enter the aura takes 5 acid, necrotic and poison damage. Aberrant creatures are immune to this effect.
Sensory Interference
aura 20; enemies within the aura
have a -5 penalty to all perception checks, as well as passive perception. Aberrant creatures are immune to this effect.
HP
155; Bloodied 75
AC
17; Fortitude 22; Reflex 18; Will 19
Saving Throws
+2
Immune
Disease; Resist acid 10, cold 5, poison 10, lightning
5, fire 5, necrotic 10
Speed
4; unable to run or charge
Action Points
1
[melee basic] Slam (standard; at will)
+8 vs. AC; 1d8+4 damage and the Glow Mutant makes a secondary attack against its target; +6 vs.. fortitude; target falls prone.
[melee] Groping Flailing Limb (standard, at-will)
+6 Vs. reflex; 1d4+4 damage and the target is grabbed until escape. The target is subject to a -5 penalty on efforts to escape the grab.
[melee] Gnaw on Victim (standard, can be used on
targets that are immobilized, stunned or unconscious, at will) * Acid, Healing, Necrotic, Poison
+8 Vs. AC; 2d6+4 damage plus ongoing 5 acid, necrotic and poison damage (save ends) and the Glow Mutant regains 10 hit points.
[ranged] Throw Rubble (standard; recharge 6)
Ranged 10; +6 Vs. Reflex; 1d8+4 damage and the Glow Mutant makes a secondary attack against the target; +6 vs.. fortitude; target falls prone.
[close] Radioactive Vomit (minor; recharges when
bloodied) * Acid, Necrotic, Poison
Close blast 2; +6 vs. reflex; the target takes ongoing 10 acid, necrotic and poison damage and is dazed (save ends both).
Alignment
Evil; Languages Telepathy 5
Skills
Endurance +16
Str
18 (+6) Dex 10 (+2) Wis10 (+2)
Con
18 (+6) Int 6 (0) Cha 3 (-2)

Tactics
A Glow Mutant will Throw Rubble at enemies as they close. Once engaged it will use Radioactive Vomit before attempting to grab an enemy with Groping Flailing Limb and then using Gnaw on Victim to finish off its prey.

Lore
A character will know the following information with a successful Arcana check:
DC 15:
Glow Mutants are degenerate, pitiful inhabitants of regions poisoned by strange energies.
DC 20:
Many times the blasted wastes that Glow Mutants haunt are the product of powerful weapons used by lost ancient races.

Encounter Groups
Foulspawn tribes will often allow Glow Mutants to join their ranks. As well, powerful aberrant creatures are sometimes worshipped and served by Glow Mutants.

 


MAN-EATING APE

These brutal beasts are thought to be carnivorous relations of Gigantopithecus. As their name implies, Man-Eating Apes stalk and devour humans and humanoids. They lurk where settled lands abut fierce wilderness, foraying into civilized regions to hunt.

Man-Eating Hill Ape

This man-sized ape matted orange-brown fur hanging from its back and its unusually long arms, but otherwise has sparse hair, which exposes its heavy wrinkled grayish hide. Boar-like tusks protrude from its drooling jaws.

Man-Eating Hill Apes are found in rocky and hilly regions that border civilization.

4th Level Brute
Large natural beast; XP 175
Initiative
+4; Senses Perception +2; low-light vision
HP
70; Bloodied 35
AC
18; Fortitude 18; Reflex 15; Will 13
Speed
6; Climb 3
[melee basic] Talons (standard; at-will)
Reach 2: +7 vs. AC; 1d8+4 damage.
[melee basic] Tusked Jaws (standard; at will)
+7 vs. AC; 1d12+4 damage. See also
[melee] Limb From Limb (standard; at-will)
The hill ape makes 2 talon attacks. If both talons strike the hill ape will pull a medium size or smaller target 1 square, unless the target is already adjacent. If the target is now or already was adjacent to the hill ape, it makes a tusked jaws attack against the target as a free action.
[ranged] Hurl Rock Fragment (standard; recharge 6)
Range 8/16; +7 vs. AC; 1d6+4 damage.
Threatening Reach
The hill ape can make opportunity attacks against all enemies within its reach (2 squares).
Alignmen
t Unaligned; Languages -
Skills
Athletics +11, Stealth +9
Str
19 (+6) Dex 15 (+4) Wis 11 (+2)
Con
18 (+6) Int 4 ( +0) Cha 10 (+2)

Tactics
Man-Eating Hill Apes will hurl rock fragment, move within range of their talons and make limb from limb attacks, attempting to drag their prey towards them and use free tusked jaws attacks. They are fierce hunters and will fight to the death.

Lore
With a successful Nature check a character will know the following information
DC 15:
Man-Eating Hill Apes are smaller than other Man-Eating Ape species, and it is theorized that may be the result of such apes breeding with apemen or orcs.

Encounter Groups
As well as their own small family groups, hill apes are kept as guard beasts by apemen, cavemen, hobgoblins and oni.




Degenerate Man-Eating Ape

This massive white ape is covered with long silky white fur except for its leathery gray chest and head. It milky white eyes appear to be sightless.

In ages past man-eating apes were trapped in subterranean regions, their inbred blind descendants adapted to their sightless environment. Degenerate Man-Eating Apes are found in deep caverns and underground ruins.

6th Level Brute
Large natural beast (blind); XP 250
Initiative
+6; Senses Perception +3; tremorsense 5;
blindsense 20; see also Echolocation.
HP
90; Bloodied 45
AC
18; Fortitude 21; Reflex 18; Will 15
Speed
6; Climb 3
[melee basic] Talons (standard; at-will)
Reach 2: +9 vs. AC; 2d8+4 damage and the target is subject to a secondary attack; +7 vs. Reflex; target is grabbed until it escapes.
[ranged] Hurl Rock Fragment (standard; recharge 6)
Range 8/16; +7 vs AC; 1d6+4 damage.
[melee] Fling (standard; can only be used on
medium or smaller targets that the Degenerate Man Eating Ape has grabbed; recharge 5-6)
+7 vs. Fortitude; target takes 3d8+4 damage, is pushed 3 squares and is prone.
Echolocation
If the Degenerate Man-Eating Ape is deafened it loses its blindsense ability.
Alignmen
t Unaligned; Languages -
Skills
Athletics +14, Stealth +11
Str
22 (+9) Dex 16 (+6) Wis 10 (+3)
Con
19 (+7) Int 3 (-1) Cha 8 (+2)

Tactics
Degenerate Man-Eating Apes attempt to ambush their prey, once they lose the element to surprise, they Hurl Rock Fragments at their foes as the close in to grab and Fling their enemies. Once they are bloodied or lose half their number they generally will flee.

Lore
A character will know the following with a successful Dungeoneering check:
DC 15:
Degenerate Man-Eating Apes are blind subterranean predators. They use sound in order to “see” their surroundings.

Encounter Groups
Degenerate Man-Eating apes hunt in small family groups. They are sometimes domesticated by Grimlocks or Drow, and Subghouls are known to join their packs.
 



SUBGHOUL

Child-sized, a pale and twisted stunted parody if the human form, bestial in aspect with cracked fangs, broken talons and ropy mats of gray hair.

These loathsome beings are found in ruins and tombs as well as desolate wastes. They ravenously hunger for flesh, especially that of humanoids.

1st Level Soldier
Small natural humanoid (undead); XP 100
Initiative
+5; Senses Perception +0; darkvision
HP
30; Bloodied 15
AC
17; Fortitude 14; Reflex 16; Will 12; see also Swarming
Mob
Immune:
disease, poison; Resist: 5 necrotic; Vulnerable 5
radiant
Speed
6; Climb 3
(melee basic) Chilling Talons (standard; at will) * Fear
+8 vs. AC; 1d6+2 damage and the target is slowed (save ends); if the target is already slowed the target is then immobilized (save ends).
(melee) Bestial Feasting (standard; at will; target must be
immobilized, stunned or unconscious) * Healing
+6 vs. AC; 2d6+2 damage, the subghoul regains 5 hit points and the target is dazed (save ends).
Swarming Mob
The subghoul gains +2 to all defenses if either itself or its attacker is adjacent to 2 additional allies.
Alignment
Chaotic Evil; Languages -
Skills
Stealth +9
Str
14 (+2) Dex 17 (+3) Wis 11 (+0)
Con
15 (+2) Int 6 (-2) Cha 10 (+0)

Tactics
Subghouls attempt to overwhelm their foes, trapping them with their Chilling Talons and then gorge themselves with Bestial Feasting. They generally will attempt to flee once half their number has been slain.

Lore
A character will know the following with a successful skill check:
ReligionDC 15:
Subghouls are thought to be either the twisted offspring of ghouls or the result of especially stunted beings becoming ghouls.
Arcana DC 20:
Certain vile arcanists have bound Subghouls to their service using ancient rituals.

Encounter Groups
Although they often form their own packs, Subghouls can be found trailing after ghouls, other undead as well degenerate man-eating apes packs.

 


YIG-YIG

Looking much like short, sallow, wiry humans clad in loincloths and bone jewelry, with their black hair in a ‘bowl-cut,’ closer examination reveals the yellow eyes with the slit-pupils of a snake, serpentine fangs and scattered patches of skin with a scaly texture.

The descendants of a pre-human race of serpent-worshippers, the Yig-Yigs have bred with both their scaly gods and mankind over the eons, becoming a race of deformed primitives. They live a tribal existence in sweltering tropical jungles; those who are favored in the eyes of the dark powers they serve are gifted with unnatural longevity and supernatural powers. These Elders retire to the Fang Temples where they serve their deity for centuries. Under normal circumstances, yig-yigs will try to render their enemies unconscious, taking them captive and delivering them to their masters.

Lore
A character will know the following information with a successful Nature check:
DC 15:
Jungle primitives that worship snakes and dark powers, Yig-Yigs have a fondness for poison.

Encounter Groups
Yig-Yigs will serve Yuan-Ti and will sometimes ally themselves with Lizardfolk tribes. Occasional Green Dragons will dominate Yig-Yigs tribes.

Yig-Yig Wretch

This group is filthy and emaciated; their skin has a jaundiced hue and many filthy sores. They clutch thigh bones and bronze daggers in their claw like hands.

2nd Level Minion
Medium Natural Humanoid; XP 31
Initiative
+3; Senses Perception +1; low-light vision
HP
1; a missed attack never damages a minion
AC
14; Fortitude 13, Reflex 13, Will 12
Resist
5 poison
Speed
6 (8 while charging, forest walk)
[melee basic] Bronze Dagger or Bone Club(standard, at will) * weapon
+5 vs. AC; 4 damage; see also Overwhelming Mob.
[ranged basic] Thrown Rock (standard, at-will) * weapon
range 5/10; +5 vs. AC; 4 damage; see also Overwhelming Mob.
[melee] Grasping Hands (move, at-will)
+3 vs. Reflex; the target is grabbed until escape; see also Overwhelming Mob.
Overwhelming Mob
The yig-yig wretch gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment
Evil; Languages Draconic
Skills
Athletics +6, Stealth +7
Str
12 (+2) Dex 12 (+2) Wis10 (+1)
Con
12 (+2) Int 8 (+0) Cha 8 (+0)
Equipment
bronze dagger or bone club, 2 rocks
Tactics
While some wretches Throw Rocks from a distance, others engage their foes, alternating weapon attacks and Grasping Hands to surround and pin down their foes.

 


Yig-Yig Fanatic

They have shaved head, crude face paint and their eyes are flashing with battle madness. Skull totems decorate their bodies and they bear cruel bronze scimitars.

5th level Minion
Medium natural humanoids; XP 50
Initiative
+4; Senses Perception +2; low-light vision
HP
1; a missed attack never damages a minion.
AC
16; Fortitude 16, Reflex 16, Will 14
Resist
10 poison
Speed
6 (8 while charging, forest walk)
melee basic] Bronze Scimitar (standard; at-will) * Weapon
+11 vs. AC; 5 damage; see also Overwhelming Mob.
[melee] Hacking Fanatic(standard; recharge when the
yig-yig fanatic charges or bloodies an enemy; may be used as part of a charge action) * Weapon
The yig-yig fanatic makes 2 Bronze Scimitar attacks against the same target.
Overwhelming Mob
The yig-yig fanatic gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment
Evil; Languages Draconic
Skills
Athletics +10, Stealth +9
Str
16(+5) Dex 14 (+4) Wis 10 (+2)
Con
12 (+3) Int 9 (+1) Cha 11 (+2)
Equipment
bronze scimitar, 3 javelins

Tactics
Usually fanatics use Stealth to hide until in prime position to ambush. If they notice that a foe is bloodied, often fanatics that are combating other enemies will shift away from their current adversary and charge to use Hacking Fanatic against the bloodied foe.

 


Yig-Yig Savage

Clad in a simple loinclout, it carries a club with a crude stone head and a bundle of feathered javelins.

2nd Level Brute
Medium natural humanoid, XP 125
Initiative
+3; Senses Perception +1; low-light vision
HP
30; Bloodied 15
AC
14; Fortitude 15, Reflex 14, Will 13
Resist
5 poison
Speed
6 (8 while charging, forest walk)
[melee basic] Stone Club (standard; at-will) * Weapon
+7 vs. AC; 1d6 + 5 damage; see also overwhelming mob.
[ranged] Javelin (standard; at-will) * Weapon
Range 10/20; +5 vs. AC; 1d6 + 3 damage; see also overwhelming mob.
[melee] Savage Fury(standard; recharges when
the yig-yig savage is bloodied, can be made as part of a charge action) * Weapon
The yig-yig savage makes 2 Stone Club attacks against the same target.
Overwhelming Mob
The yig-yig savage gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target
Alignment
Evil; Languages Draconic
Skills
Athletics +9, Stealth +7
Str
16 (+4) Dex 12 (+2) Wis 10 (+1)
Con
12 (+2) Int 9 (+0) Cha 11 (+1)
Equipment
stone club, 3 javelins

Tactics
A group of yig-yig savages will use Stealth to hide in the dense jungle foliage, launching an ambush with thrown javelins. They will then harass their enemies, taking advantage of their forest walk ability and the cover provided by vegetation to throw javelins before charging their foes using Savage Fury.

 


Yig-Yig Spearthrower

Your foe carries a bamboo spear in one hand and a feathered javelin in the other. More javelins are in a quiver on the hip.

3rd Level Skirmisher
Medium Natural Humanoid; XP 150
Initiative
+5; Senses Perception +1; low-light vision
HP
45; Bloodied 20
AC
15; Fortitude 16, Reflex 15, Will 13
Resist
5 poison
Speed
6 (8 while charging, forest walk)
[melee basic] Spear (standard; at-will) * Weapon
+8 vs. AC; 1d8+4 damage; see also overwhelming mob.
[ranged basic] Javelin (standard; at-will) * Weapon
Range 10/20; +8 vs. AC; 1d6+4 damage; see also overwhelming mob.
[ranged] Pointed Disengagement (standard;
recharge 5-6) * Weapon
The yig-yig spearthrower makes a melee spear attack, shifts 6 squares and makes a javelin attack; see also overwhelming mob.
Overwhelming Mob
The yig-yig spearthrower gains a +2 bonus to attack rolls while at least one yig-yig ally is adjacent to its target.
Alignment
Evil; Languages Draconic
Skills
Athletics +9, Stealth +7
Str
17 (+4) Dex 14 (+3) Wis 10 (+1)
Con
13 (+2) Int 9 (0) Cha 11 (+1)
Equipment
spear, 5 javelins

Tactics
Yig-Yig Spearthrowers will skirmish with their foes before attempting to flank their foes to fully benefit from Overwhelming Mob. Once bloodied they will use pointed disengagement to get out of melee and to a safe distance from which to throw javelins.

 


Yig-Yig Headhunter

Tiger-stripes of black and green paint streak the body and face of the enemy that darts out of the foliage holding a menacing bronze scimitar. Shrunken human heads hang from its belt and a bundle of javelins are strapped to its back.

4th Level Lurker
Medium natural humanoid, XP 175
Initiative
+7; Senses Perception +4; low-light vision
HP
45; Bloodied 20
AC
18; Fortitude 17, Reflex 17, Will 16; see also Confusing Mob
Resist
5 poison
Speed
6 (8 while charging, forest walk), climb 3
[melee basic] Bronze Scimitar (standard; at-will) * Weapon
+9 vs. AC; 1d8 + 4 damage (1d8+13 on a critical)
[ranged] Poisoned Javelin (standard; at-will) * Weapon
Range 10/20; +9 vs. AC; 1d6 + 4 damage, and the yig-yig headhunter makes a secondary attack against the target. Secondary Attack: +7 vs.. Fortitude; the target takes ongoing 5 poison damage and is dazed (save ends both). A target that is reduced to 0 HP by the poison damage of a Poisoned Javelin is not dying but unconscious.
[melee] Decapitation Attempt(standard; when the Yig-Yig
Headhunter has combat advantage against a foe; at-will; can be used as part of a charge action) * Weapon
The yig-yig headhunter makes 2 Bronze Scimitar attacks against the same target.
[melee] Bloodthirsty (immediate reaction; when an
adjacent enemy is reduced to bloodied state; at-will) * Weapon
The yig-yig headhunter makes a Bronze Scimitar attack against the bloodied foe.
Confusing Mob
The yig-yig headhunter gains a +2 bonus to its defenses while at least one yig-yig ally is adjacent to itself or its attacker
Sniper
A hidden yig-yig headhunter that misses with a ranged attack remains hidden.
Alignment
Evil; Languages Draconic
Skills
Athletics +10, Stealth +10
Str
17 (+5) Dex 17 (+5) Wis 15 (+4)
Con
15 (+4) Int 10 (+2) Cha 12 (+3)
Equipment
bronze scimitar, 5 poisoned javelins

Tactics
Yig-Yig Headhunters hide in the dense underbrush or tree branches of the jungle, throwing their javelins from the shadows as their allies attack, charging when an opportunity to use decapitation attempt is presented. If a fight is going well they will disengage from melee and hurl Poisoned Javelins at badly injured enemies.

 


Yig-Yig Witchdoctor

This figure is garbed in colorful feathers and snake skins Human skulls and shrunken heads hang from the belt and fetishes dangle from the spear and blowpipe it carries.


4th level Controller
Medium natural humanoid; XP 175
Initiative
+2; Senses Perception +11, low-light vision
HP
55; Bloodied 25
AC
17; Fortitude 14, Reflex 15, Will 17; see also Confusing Mob
Resist
5 poison
Speed
6 (forest walk)
[melee basic] Poisoned Spear (standard; at-1ill) * Poison,
Weapon
+9 vs. AC; 1d8+2 damage and the target and the target is subject to a secondary attack; +8 vs. Fortitude; ongoing 5 poison damage and the target is dazed.(save ends both). A target that is reduced to 0 HP by the poison damage of a Poisoned Spear is not dying but unconscious.
[ranged] Blowpipe (standard; at-will) * Poison, Weapon
Range 5/10; +9 vs. AC; 1 damage and the target is subject to a secondary attack; +8 vs. Fortitude; ongoing 5 poison damage and the target is dazed(save ends both). A target that is reduced to 0 HP by the poison damage of a Blowpipe is not dying but unconscious.
[ranged] Juju Eye (standard; recharge 5-6) * Fear, Gaze,
Psychic
Range 20; +8 vs. Will; 2d6+4 psychic damage, the target is stunned (save ends) and the Yig-Yig Witchdoctor regains 10 hit points.
[area] Phantom Serpents (standard; recharge 5-6) *
poison, zone
Range 10; burst 1; the area of the burst becomes a zone that lasts until the end of the encounter; enemies treat the area of the zone as difficult terrain; enemies that begin or enter their turn in the zone are subject to an attack; +8 vs. Reflex;; 2d4 damage and the target is subject to a secondary attack; +8 vs. Fortitude; ongoing 5 poison damage and the target is dazed. dazed (save ends both). A target that is reduced to 0 HP by the poison damage of Phantom Serpents is not dying but unconscious.
[close] Battle Chant (move; at-will) * Fear
Close burst 10; creatures that are deafened are immune; all enemies in area take -2 on their attacks until the beginning of the Yig-Yig Witchdoctor’s Next Turn.
Confusing Mob
The Yig-Yig Witchdoctor gains a +2 bonus to its defenses while at least one yig-yig ally is adjacent to itself or its attacker
Alignment
Evil; Languages Draconic, Common
Skills
Intimidate +10
Str
10 (+2) Dex 12 (+3) Wis 19 (+6)
Con
12 (+3) Int 15 (+4) Cha 16 (+5)
Equipment
poisoned spear, blowpipe and 5 poisoned darts

Tactics
A Yig-Yig Witchdoctor will use Phantom Serpents and Battle Chant as soon as its enemies are in range. It will continue to use Battle Chant while alternating  between Phantom Serpent and Blowpipe attacks. While injured the witchdoctor will use Juju Eye as much as possible.

7 comments:

  1. Oh those poor creatures! I just want to grab a machete and cut them free of those encumbering masses of numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers, numbers.

    "It's ok. No one's going to do that to you again. Here, have an adventurer to chew. That good? Yes? Who's a good Degenerate Man-Eating Ape?"

    ReplyDelete
  2. Wow, just looking at those stat blocks makes me wince in pain.

    ReplyDelete
  3. I don't even know what half those stats are. So that's D&D now. Huh.

    Great concepts there though. I want to make a Gonzo Monster Manual some day...

    ReplyDelete
  4. I have no idea what any of this means, except that "CARNIVOROUS FLYING MONKEY SWARM" sounds good.

    ReplyDelete
  5. Those stat blocks pale in comparison to 3.X edition D&D. I will have to borrow some of these some time for my 4E game.

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  6. Hurts....my....brain....

    Here's my Sham-style Sanitized for 0E conversion sheet:
    Sanitized for OE consumption:
    Bog Allosaur:
    HD 18 AC 0

    Swarm o'Flying Monkeys
    HD 15 AC 1

    Glow Mutants
    HD 19 AC 3


    Man Eating Ape
    HD 8 AC 2

    Degen. Man Eating Ape
    HD 11 AC 2

    Sub Ghoul
    HD 3 AC 3

    YIG YIG Wretch
    HD 1 (1 HP) AC 6

    Fanatic
    HD 1/1HP AC 4

    Savage
    HD 3 AC 6

    Spearthrower
    HD 5 AC 5

    Headhunter
    HD 5 AC 2

    Witchdoctor
    HD 6 AC 3

    Obviously I have no idea how 4E works, so those numbers may be way off from how one would actually convert 'em, but whatevs yo.

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  7. @ Pat: That would be awesome!

    @ Erin: good times for the DM perhaps...

    @ Greg: True, but I do dig how 3.x stats are more easily converted to oldschool D&D. Glad that they might be some use...ler me know how it goes if you end up using any :)

    @ JJ: You forgot the movement rates :D

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