Monster Arena

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Re: Monster Arena

Post  Dusk Raven on Wed Apr 16, 2014 1:20 am

I have come with yet another monster to present to the board, this time a solo monster. I should note that the numbers are largely arbitrary and in need of tweaking.

Shadowy Nightmare (Solo)
HP: 100

Trait: Shadow Speed
Shadowy Nightmare has two standard actions.

Trait: Dark Power
Shadowy Nightmare has Regen 5 and a +3 bonus to saving throws.

[+3] Embrace of Shadows – Standard Attack
Target creature is Blinded and suffers 5 Ongoing Damage (save ends both)

[+2] Shadow Strike – Standard Attack
Deal 3d8 damage to target creature.

[-2] Teleport Counter – Interrupt Attack
Trigger: Shadowy Nightmare is targeted by a single-target attack.
Effect: Negate the attack and deal 1d12 damage to the triggering creature.

[-3] Create Panic – Standard Attack
Target creature and adjacents are dazed (save ends) and suffer Vulnerability 5 (save ends).

[-4] Sublimation – Standard Attack
All enemies suffer Xd6 damage, where X is the number of (save ends) conditions they have.

[-6] Puppeteer – Standard Utility
Target creature is Dominated until the end of its next turn.
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Re: Monster Arena

Post  ZamuelNow on Fri Apr 25, 2014 11:46 pm

Looking at the Four Horsemen again, I think War could actually stand to go a warlord route. Could stand to really adjust the flow of the fight, pending on how it's done.
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Re: Monster Arena

Post  Dusk Raven on Wed Aug 13, 2014 2:53 pm

Once again I have taken it upon myself to create some baddies, this time based on the Shadowbolts, as portrayed in this image. I built the quintet like PCs, albeit with only five talents and no special moves - plus the occasional modified or made-up talent. Without further ado:

The Shadowbolts

Trait: Energized and Ready to Roll
All Shadowbolts start with 4 energy.


Nightshade:
HP: 40

[+2] Words of Unity - Standard Utility
All allies gain 3 temporary hit points.

[+1] Strike – Standard Attack
Deal 1d10 damage to target creature.

[-3] Formation Assault - Standard Attack
Each allied player may pay 1 energy. Deal Xd8 damage to up to six creatures, where X is the number of energy paid this way.

[-4] YOU DON’T DIE UNTIL I SAY! – Minor Utility
Target unconscious ally gains 1d4 HP and may take a standard action.

[-5] Team Maneuver – Standard Utility
Up to four allies may take a standard action. If that action deals damage, it inflicts an additional 6 damage to its target(s).


Stratus:
HP: 40

[+2] Rampage - Standard Attack
Deal 1d4 damage to target creature. If you are bloodied, deal 1d10 damage to that creature instead.

[+1] Strike – Standard Action
Deal 1d10 damage to target creature.

[-1] Into the Fray - Standard Attack
Deal 1d10 damage to yourself and up to two target creatures.

[-1] Heavy Strike - Standard Attack
Deal 1d12 damage to target creature and that creature is dazed until the end of its next turn.

[-3] Furious Rage - Standard Attack
Deal 2d10 damage to target creature. If you are bloodied, you 3d12 damage instead.


Blueball Blitz:
HP: 40

[+3] Spark – Standard Attack
Deal 1 damage to target creature.

[+1] Strike – Standard Attack
Deal 1d10 damage to target creature.

[-2] Chain Lightning - Standard Attack
Deal 1d10 to target creature. If you roll a 6 or higher you may make this attack again without pay its energy cost, except you must choose a new target.

[-7] Lightning Blast – Standard Attack
Deal 1d4+1d6+1d8+1d10+1d12 to target creature.

[-9] Tempest – Standard Attack
Deal 3d8 damage to up to 6 creatures.


Starry Skies:
HP: 40

[+2] Aristocratic Standards - Standard Utility
Target creature is subjected to your Mocking Gaze (save ends). A creature subjected to your mocking melody suffers 1d8 damage whenever they roll a 4 or lower on a d8, d10 or d12.

[+1] Strike – Standard Attack
Deal 1d10 damage to target creature.

[-2] Intimidation - Standard Attack
Roll 1d10. Deal that much damage to target creature, and that creature takes a penalty to damage equal to 11 minus the die result (save ends).

[-2] Bribery - Standard Utility
Flip a coin for each foe. If heads, that foe is now Confused (when they target a creature, flip a coin. If tails, they attack one of your enemies at random instead [save ends].) If the flip is tails, the foe's next attack deals an extra 1d12 damage.

[-7] Everypony Has a Price - Standard Attack
Target creature is Dominated (save ends).


Charger:
HP: 40

[+2] Booster – Standard Utility
Target Creature gains 1d10 Temp HP.

[+2] The Good Stuff – Standard Utility
Charger suffers Vulnerability 2, a -5 to saving throws, and a +2 to damage (save ends all)

[+1] Strike – Standard Attack
Deal 1d10 damage to target creature.

[-3] Noxious Strike
Deal 1d8 damage to target creature and that creature suffers 3 Ongoing Damage (save ends).

[-5] Cold Turkey – Standard Utility
Remove all (save ends) effects from target creature. That creature gains 1d8 HP for each effect removed.
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Re: Monster Arena

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