Xel's Monster Mash

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Xel's Monster Mash

Post  Xel Unknown on Fri Oct 19, 2012 11:22 am

Because the fight with Team Chaos + Robot has finally ended. I'm going to revial the stats I had given the monsters they fought also showing off what they would've had at full heath. EDIT: After getting some combat testings the follow monsters have gotten some edits... I'm going to keep the orgials here just striked out for a bit.

Clockwork Alicorn - 40 HP (Team Chaos + Robot fought it starting at 30 HP)
Trait - Gains 1d6 pips at the start of each turn
Trait - Max PiPs 9, loses HP if goes over. May use HP if it uses up all three Wind Up Key actions yet still is without PiPs to attack with.
Trait - PiP count is always clear.

[0] Wind Up Key - Free Action
Gain 1d6-3 pips, can be done upto three times per round. If done at zero pips and end up with a -1 or -2 you lose HP instend.
[-1] Weak Force Field - Immediate Reaction
Trigger - Get hit by an attack
Roll 8d4 gain X resist for the attack and Y vulnerability. X equals the number of 4’s rolled on the d4’s and Y equals the number of 1’s rolled on the d4’s. (max resist 6 max vulnerability 3)
[-2] Earth Pony Dash
Deal 1d8 damage for all enemies and gain HP equal to the attack, if bloodied just deal 1d12 damage to all enemies.
[-4] Razer Wings Stike
Deal 2d6 damage to one target and give 1d6 ongoing damage (save ends) to same target.
[-6] Clockwork Unicorn Horn
Roll 2d10 damage for one target and deal 1d10 damage to the enemy’s adjacent to the target.

Robotic Super-Swarm - 30 HP (Team Chaos + Robot fought this starting off at 26 HP)
Trait - No HP limit
Trait - Every two HP equals a bee in said swarm... Keep the HP amount or bee well known and clear.

[+3] Bee-Aid
Robotic Swarm heals 3d4 HP.
[0] Swarm Strike!
Choose One:
1)Spend 2 HP, then roll 1d8 damage for one enemy.
2)Spend 4 HP and spend -2 pips, then roll 2d10 damage for one enemy.
3)Spend 6 HP and spend -4 pips, then roll 3d12 damage for one enemy.
[-X] Full Swarm Attack!
For this combat talent, X equals the number of pips spent on this attack. (max: 8 pips) Roll Xd4+X damage for all enemies and each roll of a 3 or higher is a loss of 2 HP (one bee)


Last edited by Xel Unknown on Mon Nov 19, 2012 12:23 am; edited 1 time in total
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Re: Xel's Monster Mash

Post  tygerburningbright on Fri Oct 19, 2012 11:34 pm

strange and complex I like them.
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Re: Xel's Monster Mash

Post  Xel Unknown on Tue Oct 23, 2012 12:02 am

Here's what the rest of the first combat fought, only they fought them all at bloodied, cause I was dumb at thinking that was the needed HP for a good fight. XD

Spark Robotic Beehive - 30 (Racial-Templated: Robot) (Hive)
Trait - Spark Hive Goes first unless bloodied, then it goes last in the enemy turn order, and everything else moves up one...
Trait - Hi-Resistance
All Spark Robotic Hives have resistance 3+X where X is the number of Hives in combat. Total Resistance does not go higher than 6.
Trait - Defensive Spark Attack
Whenever the Spark Robotic Hive is attacked by any non-full-party attacks, they damage the attacking enemy with Xd6 damage, X is bees you decide to have be killed from this attack. (Max: 6)
Trait - PROTECT THE HIVE!!!
As long as there at least 8 Robo-bees are in combat, any attack that damages the total enemy party does zero harm to a Spark Robotic Hive and if there are at least 4 Robo-bees in combat, this hive takes half damage.

[+4] Release the BEES!
Spawn 1d8+4 Robo-Bees. If there are already Bees in battle this attack gives only 1d4-1 pips and only spawns one to three Robo-Bee.
[+1] Hive Sparks
Gives Robo-Bees one pip
[-7] Lighting Sparks!
Roll 1d8 and hit that many enemies with 2d10 damage... If the d8 rolls an eight, give whole enemy party 3d12 damage.

Beeforged-Pony - 40 HP (Racial-Templated: Robot) (Hive)
Trait - Beeforged Still Stands
Whenever an enemy’s combat attack destories all Robo-Bees all Beeforged-Ponies gains 2X Resistance for that attack (X equals the number of all Hives in combat) and loses all Vulnerability for that attack as well, but they regain ALL vulnerability afterwards
Trait - BEELESS RAGE!!!
At the start of any turn a Pony-Beeforged is in combat and there are NO Robo-Bees in combat deal 1d6 damage to X targets, where X equals the number of Beeforged-Pony in combat. This damage done is counted as a Free Action and on this turn the Beeforged-Pony may use their BEES 4 BATTLE combat talent again as a Standard Action.

[+X] Made of Bees - Immediate Interrupt
Trigger - Pony-Beeforged Hive is harmed by a single target attack
The X for this talent equals the number of Bees in combat. (max: 12) And the Hive gains Resistance X/2 (rounding down) for this attack, loses all it’s natural Vul and 1dX+(X/2) (rounding down) bees are killed by this talent (1dX is an even numbered die (rounding up to the next even numbered die when odd)) also this talent can only be used once per round
[+3] BEES 4 BATTLE! - Immediate Interrupt
Trigger - The Combat’s first turn starts
Spawn 4 Robo-Bees into battle and give Bees 2 pips
[+1] Robo-Bee Attack!
Spawn one Robo-Bee into battle or give Bees 1 pip
[0] Commune with Bees
Beeforged Hive gives robo-bees 1 to 7 pips and pay the same amount of pips for this talent.
[-2] Summon Bees
Spawn 3 Robo-Bees, while bloodied Pony may choose to either pay only 1 pip to spawn 3 bees or spawn 6 bees for two pips.
[-X] Bee Weapon LAZER
Kill an even number of bees (min: 4 max: 12) and spend that same amount of pips for this talent. Roll 4dX damage for one enemy or 2dX damage to all enemies.

Robo-Bee - 1 HP (minon)
Trait - Hivemind
No matter how many Robo-Bees are in battle they all take only one turn as a group for each Hive in combat and X in all of their combat moves equals the number of Robo-Bees in battle before the attack took place. (Max value for X is 13) They still count as multiple targets for everything else.
Trait - (un)Lucky Bees
Robo-Bees pip count cannot go higher than 7 per Hive (Cannot spend more than 7 pips in a turn) and the max Robo-Bees allowed in battle is 13 per Hive

[+1] Robo-Pollinate - Standard Action
Roll Xd4, for every 4 rolled target ally gains that many pips, max pip gain to ally is 6. Can only target a Hive.
[-1] Robo-Bee Sting(s) - Standard Action
Choose One:
1)Kill One Bee, then roll 1d8+X damage for one enemy.
2)Kill Two Bees and spend -2 more pips, then roll 2d10+(X/2) (rounding down) damage for one enemy.
3)Kill Three Bees and spend -4 more pips, then roll 3d12+(X/4) (rounding down) damage for one enemy.
[-X] Robo-Swarm! - Immediate Reaction
Trigger - Hive is dealt damage or is Killed
For this combat talent, X equals the number of pips spent on this attack. If the Hive has been Killed, destroy as many Bees as needed until the Bee Number is equal to the Bees' pip count. Roll Xd8+X damage for all enemies and each roll of a 5 or higher equals one dead Bee. The number of bees that die post attack must be form 2 to X-1... (Meaning you can't use this attack with only one Bee, unless a Hive was Killed of course.) Unless the Hive was KOed, then all bees are dead at the end of this attack and this attack ends with also giving one random Ally 1d4 pips.
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Re: Xel's Monster Mash

Post  Xel Unknown on Mon Oct 29, 2012 9:36 pm

And now for the two boss monsters, one the party found a way to turn into an ally and even helped in their fight with the second:
Beekeeper Super-Robot-Pony - (Racial-Templated: Robot) (5 Turns)
HP: 200 (main body) (Hive) 4 Resist
40 (right foreleg) (Hive) 2 Resist
40 (left foreleg) (Hive) 2 Resist
40 (right backleg) (Hive) 2 Resist
40 (left backleg) (Hive) 2 Resist
PiP: 0

Worker Bees:

Trait - One of the Beekeeper’s “leg hive” moves MUST go first... The other 4 get a -5 to their initiative rolls. And the Main Body ALWAYS takes the lowest of the initiative rolls...
Trait - The Legs have X/2 (rounding up) resist for each leg Hive that is still working. The Main Body has X resist for all attacks too.
Trait - When a Leg Hive is Destroyed, take 1d20+10 HP away from the main body.
Trait - Attacks Move Once per round and has Four Turns of bee summons/pip gifting. It loses a turn of combat after each Leg is destroyed. The talents with a [*] after their name are the attacks...
Trait - When the Main Body is bloodied or two of it’s leg hives destroyed, Beekeeper Super-Robot-Pony may use all combat a talents on any turn.
Trait - Can spend 15-X HP to shake off each status effects, after losing a saving throw, X equals the saving throw’s number. This HP may be split equally between it’s HP bars... The Main Body must take the most damage out of them all.
Trait - Makes a Saving Throw at the beginning of their turn. But Stun can only last only up to FOUR turns max.
Trait - Status effects always stack and are shared between all five HP bars, when it can.
Trait - Combat ends either while the Main Body’s HP hits below 50 or when all four leg hives are destroyed...

[+4] Release the BEES!
Spawn 1d10+2 Worker Bees.
[+2] Hive Sparks
Gives Worker Bees four pips
[0] Commune with Bees
Beeforged Hive gives Worker Bees 1 to 8 pips and pay the same amount of pips for this talent.
[-2] Robo-Bee Defence!
Beekeeper Super-Robot’s Main Body gains +12 Temporary HP and kill 6 bees to use this talent.
[-4] BEE-Bolt [*]
Kill 3 Bees and deal 3d8 damage to all enemies and weaken them for one turn.
[-8] Bee-Bee Gun [*]
Attack target enemy with 2d4 damage and stun it for one turn.
[-X] Bee Weapon LAZER [*]
Kill an even number of bees (min: 4 max: 12) and that number will equal X for this talent, Spend X+(X/4) (rounding down) pips for this talent. Roll 4dX damage for one enemy or for on this talent you can do 2dX damage to all enemies.

Worker Bees (minion)
HP: 1
PiP: 0

Trait - Hivemind
No matter how many Worker Bees are in battle they all take only one turn as a group after the Beekeeper Super-Robot’s last turn in combat. They still count as multiple single targets for random target moves and with adjacent AOE moves; 2X bees are killed. Where X is equal to the damage the move would do to the adjacent targets, assuming one of the Beekeeper’s legs was the main target of the AOE attack.
Trait - Angered Swarm
For every 6 bees killed in one attack deal 1 + X damage to all opponents, where X is equal to the number of destroyed hives.

[+1] Pollinate the Hive
Roll Xd4, for every 4 rolled target ally gains that many pips, max pip gain to ally is 6. X equals the number of Worker Bees in combat.
[-4] Repair.exe
Heal Target Hive 3d6+(X/10) (rounding down) HP. X equals the number of Bees in combat.
[-X] Worker-Rage! - Immediate Reaction
Trigger - Hive is dealt damage or is Killed
For this combat talent, X equals the number of pips spent on this attack. ( max 8 ) Roll Xd4+X damage for all enemies and each roll of a 3 or 4 equals one dead Bee. The number of bees that die post attack must be from 2 to X-1...

Singing Smooze Drop - (Racial-Templated: Hated Enemy)(Allies gain +3 Bonus to single target attacks as long as the Monster Slayer is not KOed)

Trait - The Singing Smooze Drop doesn’t make any Initiative roll it ALWAYS goes first in combat.
Trait - Smooze always has a Mass amount that is equal to ⅕th their HP Max amount. And when the Mass is lowered so does their Max HP they can have.
Trait - If an enemy tries to Dominate the Singing Smooze Drop: It does not work and the Smooze Drop loses 1d4-1 mass.
Trait - Auto-Win when the Mass hits 20 or at the end of round 12. And it must use it’s mass reduction moves whenever possible.
Trait - Loses up to 10 Mass every time it loses 50 HP unless it already has lost the mass needed. (IE: at 450 HP - 90 Mass, 400 HP - 80 Mass, 350 HP - 70 Mass, 300 HP - 60 Mass, 250 HP - 50 Mass, ect...)

HP: 500/500
Mass: 100
PiPs: 0

Round Number:

Goo: (use this area to keep track of who’s infected by Goo and how far along their infection is)

[+3] Song of Smooze
All non-Smooze Related Creatures are weakened for 1d6 turns (save ends early) this attack doesn’t have any effect on Creatures already weakened. And all Smooze Related Creatures other than the Singing Smooze Drop itself gain 1d4-2 pips. (Yes if that 1d4 rolls all allies 1 they lose a pip. Also Smooze Slaves count as Smooze related, but those infected with Smooze Goo don’t.)
[+2] Goo Attack
Spend 2 mass or 10 HP. All enemies makes a saving throw with a -5 penalty, if failed, enemy is infected with Smooze Goo. At the start of each of the Infected’s turn they make a saving throw, without any penalties, if lost, they’re still infected the Smooze Goo gains a “pip” and if the the saving throw is won, the Goo loses a pip. if it loses a pip while at 0 the Infected has recovered from their affiliation. But if the Smooze Goo gains three pips, the Infected becomes a Smooze Slave (treat it like being dominated) and two saving throws are needed to made to be free of being a Smooze Slave. But making one save adds blinding to the Smooze Slave’s status effects that’ll be removed along with the Smooze Slave effect.
[+1] Ooze+One - Immediate Interrupt
Trigger - Smooze Drop is damaged 5 or more damage
Smooze Drop loses X/5 (rounded up) X equals the attack power done by the Enemy Attack. And can use the mass to either add any Minion Blobs in Battle, or Spawn a new Minion Blob that will have the mass lost. Next the Smooze Drop gains Temporary HP equal to 5 times the Mass Lost and doesn’t lose any HP other than any that gets removed by the Mass Loss.
[-3] Engulf
Deal 3d10-15 damage for all enemies. If the attack rolled is 0 or lower, one enemy is infected with Goo or their Goo infection ups by one...
[-5] Smooze=Two+Two - Free Action
Spend 4 Mass and create a 2 Mass minion blob.
[-6] Regain Mass
Kill a Minion Smooze Blob, regain Mass equal to half the Mass the Minion had (rounding up) and heal for 3 times the amount of Mass gained.
[-12] NOTHING CAN STOP THE SMOOZE!!!
ALL of the Minion Blobs do a standard action as a free move without paying any pip costs. Must be at least four Minion blobs in combat to use this talent.

Singing Drop Minion Smooze Blob - (Racial-Templated: Hated Enemy) (Allies gain +3 Bonus to single target attacks as long as the Monster Slayer is not KOed)
Trait - Slow Spawn
Singing Drop Minion Blobs start their turn mid way into the enemy’s turn order. (everyone will know of this)
Trait - A “Single” Mass
Every Minion Blob with the same Mass uses the same Pips. Also all of their combat talents come with a Mass Factor, if they don’t have the needed mass the Talent requires they cannot use it. If there is no mass talked about, any mass Minion Blobs can use them. And when spawned their mass equals 5 times their HP.
Trait - It Keeps Growing!
Minion Blobs can as a free action on their turn, merge together to add their, HP, pips, and Masses together into one. Also when gained more Mass by any other way then this trait it also gains 5 times that in HP as well as gaining more Max HP.

Number of Minion Blobs: 0
HP: ?/?
Mass: ?
Pips: 0

HP: ?/?
Mass: ?
PiPs: 0

[+4] Upbeat Tempo - Free Action
All weakened enemies take 1d6 damage. Useable once per round by one Minion Blob with at least 6 mass. Any non-weakened enemies are now weakened for 2 turns, even if they can’t normally be weakened.
[+1] Listen Up! - Free Action
All ally Minion Blobs gain one pip. Usable only by up to four times per round by four different Minion Blobs on their turn.
[-1] You Can’t Stop Me.
Minion Smooze Blob Deals 1d12+3 damage to target Enemy. This attack ignores all resists and attempts to redirect it. (no pips are taken if by the enemy if such moves are attempted)
[-2] I love Ooze - Immediate Reaction
Trigger - Minion Smooze Blob is targeted by a Single Target Attack.
Minion Smooze blob loses one mass and heal for 1d20 Also if the roll is less than 10 the attacker is now infected with Smooze Goo. This attack needs at least two mass to use.
[-3] No Way - Immediate Interrupt
Trigger - Minion Smooze Blob is damaged by any attack.
Roll Xd4 resist for the attack where X equals the Mass of the Minion Smooze Blob also this makes the attack unable to kill the Minion Smooze Blob if the attack still has enough damage to kill the Smooze Blob with the added Resist. This resist only counts for the triggering attack only.
[-4] Guaranteed to Lose
Target Enemy gains 1d8+1 Vulnerability for two turns... This combat talent can only be used by Minion Blobs with 5 or more Mass.
[-X] SMOOOOOOOZE
This talent is needs at least 5 mass to use. X is the mass of the Minion smooze blob. Target enemy is turned into a smooze slave... The Minion Blob is killed after this attack.
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Re: Xel's Monster Mash

Post  SilentBelle on Mon Oct 29, 2012 10:10 pm

Heh, so how long did that battle take? Took me forever to playtest Razz
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Re: Xel's Monster Mash

Post  Xel Unknown on Mon Oct 29, 2012 10:14 pm

They fought the Smooze Blob, they won at the end of round 6. XD

thanks to Judo Throw and Royal Command... They were used SO MUCH in the fight, so much it's not even funny.
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Re: Xel's Monster Mash

Post  SilentBelle on Mon Oct 29, 2012 10:22 pm

Yeah every fight against the Smooze blob, I managed to pull out 4 fire giants by the end Very Happy
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Re: Xel's Monster Mash

Post  Xel Unknown on Mon Oct 29, 2012 10:28 pm

They didn't think to pull that off, oddly enough.
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Re: Xel's Monster Mash

Post  Brony 7 of 9 on Mon Oct 29, 2012 10:31 pm

I'm the only one who took Summon Fire Giant into battle and Royal Command looked more effective.

Also, does (5 Turns) mean we only have to fight the Beekeeper for 5 turns before the Smooze would attack?
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Re: Xel's Monster Mash

Post  Xel Unknown on Mon Oct 29, 2012 10:36 pm

No the Five Turns thing was more a comment that the Beekeeper moves FIVE TIMES per round.
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Re: Xel's Monster Mash

Post  SilentBelle on Mon Oct 29, 2012 10:56 pm

See the neat combo I came up with when using your characters was getting the robo-pony to use daredevils rush on his first turn for 10 pips, then summon a fire giant on his next turn using his channeling talent. But with 6 characters, there are a lot of different combos you guys can do. Good job beating that Smooze, though I think the Bee Keeper was more dangerous by a bit Smile
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Re: Xel's Monster Mash

Post  Xel Unknown on Mon Oct 29, 2012 10:59 pm

I'll find something to make them face a Beekeeper... Cause I want them to face one so much right now.
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Re: Xel's Monster Mash

Post  Doc pseudopolis on Mon Oct 29, 2012 11:27 pm

Xel Unknown wrote:I'll find something to make them face a Beekeeper... Cause I want them to face one so much right now.
Alright then I'll pitch the idea of challenging it to battle to the others once everything's calmed down.

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Re: Xel's Monster Mash

Post  Xel Unknown on Mon Nov 19, 2012 12:33 am

Updated and upgraded versions of the Clockwork Alicorn

Clockwork Alicorn - 40 HP
Trait - Gains 1d6 pips at the start of it's turn.
Trait - Max PiPs 9, loses HP if goes over.
Trait - Three times per battle it may use it's HP in place of pips, to use a move it lacks the needed pips for. Cannot be used if the Alicorn has used it's Wind Up Key move in that round.
Trait - PiP count is always clear.

[0] Wind Up Key - Free Action
Roll 1d6-4 then lose that amount of pips if negative, gain twice the pips if positive, or gain 5 HP if the roll is zero. If you end up going below 0 pips from this move you lose HP as well.
[-1] Weak Force Field - Immediate Interuppt
Trigger - Get hit by an attack
Gain 1d6 resistance and 1d6/2 (rounding down) vulnerability for the triggering attack.
[-2] Earth Pony Dash
Deal 2d8 damage to one target enemy and gain HP equal to the attack, if bloodied just deal 2d12 damage to one target enemy.
[-4] Razer Wings Stike
Deal 2d6 damage to two target enemies and give 1d6 ongoing damage (save ends) to the same targets.
[-6] Clockwork Unicorn Horn
Roll 2d10 damage for one target and deal 1d10 damage to the enemy’s adjacent to the target.
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Re: Xel's Monster Mash

Post  Xel Unknown on Thu Dec 06, 2012 3:07 am

A crazy Monster idea, not sure if I should test it in the monster area or not...

Mr. Flunky

HP - 150

Trait - Living Pips
Mr. Flunky doesn’t use pips, but instead uses “Pipmen” as pips.

[0] Spawn Pipmen - Free Action
Pay 2d6 HP to summon X allied Pipmen to battle. X equals the number rolled on the 2d6 roll. They each have the following stat block:

--- Pipmen - 5 HP
--- Trait - Keep Calm...
--- Gains 4 resistance to full party AOEs. Gains 2 Resistance to other AOE attacks.
--- Trait - And Soldier On!
--- Returns to max HP at the end of each round.

[-3] Three-Man Strike
Deal 1d8+2 damage to one enemy and gain 5 temporary HP.

[-6] One-Platoon Mission
Deal 1d12+X damage to target enemy, where X equals the number of Pipmen that’ll still be in battle after this attack. (max 12)

[-6] Charge!!!
Deal 1d10 damage to all enemies.

[-12] To War!
Deal 1d12 to target enemy and 1d6 to enemies adjacent to the target. The primary target is stunned until the end of its next turn.
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