Monsters by Doc
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Monsters by Doc
Timberwolf – 15HP
Trait – pack instinct
Rather than standard 4 PiPs each timberwolf starts combat with PiPs equal to half the number of allied timberwolves in combat
[+1]Strike: Deal 1D4 damage to target.
[-2] Howl: Target ally gains a +2 bonus to their next attack
Albino timberwolf – 60HP
Trait – lone wolf
Hostile to other timberwolves in the combat while other timberwolves are hostile to it.
Trait – iron wood
Natural resist 1
[+2] Strike: Deal 1d4 damage to a target
[+1]Howl: Gains a +2 damage bonus to next attack
[0] Shake-off: Removes debuffs, can be used while stunned or as a reaction by paying 3 PiPs
[-3] Rake: Choose one: 1D8 damage to three targets, or 2d6 damage causing ongoing damage 2 to one target. If the user is bloodied they can pay one extra PiP to use both effects together.
When I come up with some more I'll post them if I feel brave enough.
Edit:
Trait – pack instinct
Rather than standard 4 PiPs each timberwolf starts combat with PiPs equal to half the number of allied timberwolves in combat
[+1]Strike: Deal 1D4 damage to target.
[-2] Howl: Target ally gains a +2 bonus to their next attack
Albino timberwolf – 60HP
Trait – lone wolf
Hostile to other timberwolves in the combat while other timberwolves are hostile to it.
Trait – iron wood
Natural resist 1
[+2] Strike: Deal 1d4 damage to a target
[+1]Howl: Gains a +2 damage bonus to next attack
[0] Shake-off: Removes debuffs, can be used while stunned or as a reaction by paying 3 PiPs
[-3] Rake: Choose one: 1D8 damage to three targets, or 2d6 damage causing ongoing damage 2 to one target. If the user is bloodied they can pay one extra PiP to use both effects together.
When I come up with some more I'll post them if I feel brave enough.
Edit:
Good point, iron wood changed from natural resist 3 to natural resist 1.AlicornPriest wrote:
Interesting idea.
The only problem I have is that a natural Resist 3 is a lot. The opponents will barely chip away at something that strong.
Last edited by Doc pseudopolis on Wed Aug 22, 2012 1:04 pm; edited 2 times in total (Reason for editing : modified monster profile)
Doc pseudopolis- Best Pony
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Re: Monsters by Doc
Interesting idea.Doc pseudopolis wrote:Timberwolf – 15HP
Trait – pack instinct
Rather than standard 4 PiPs each timberwolf starts combat with PiPs equal to half the number of allied timberwolves in combat
[+1]Strike: Deal 1D4 damage to target.
[-2] Howl: Target ally gains a +2 bonus to their next attack
Albino timberwolf – 60HP
Trait – lone wolf
Hostile to other timberwolves in the combat while other timberwolves are hostile to it.
Trait – iron wood
Natural resist 3
[+2] Strike: Deal 1d4 damage to a target
[+1]Howl: Gains a +2 damage bonus to next attack
[0] Shake-off: Removes debuffs, can be used while stunned or as a reaction by paying 3 PiPs
[-3] Rake: Choose one: 1D8 damage to three targets, or 2d6 damage causing ongoing damage 2 to one target. If the user is bloodied they can pay one extra PiP to use both effects together.
When I come up with some more I'll post them if I feel brave enough.
The only problem I have is that a natural Resist 3 is a lot. The opponents will barely chip away at something that strong.
AlicornPriest- Administrator
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Re: Monsters by Doc
I like em, but with that little damage, how many of these should a group of players face? 2 times their number? I'm just curious because I plan on running a bunch of monster through test combat and timberwolves are a neat monster.
Re: Monsters by Doc
Sounds about right, they are pretty much tougher mooks that can buff each other.SilentBelle wrote:I like em, but with that little damage, how many of these should a group of players face? 2 times their number? I'm just curious because I plan on running a bunch of monster through test combat and timberwolves are a neat monster.
Doc pseudopolis- Best Pony
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Re: Monsters by Doc
Yay! Someone made Timberwolves! They were one of my favorite creatures from season 2. They look good, too.
How exactly would this work? Does it mean that if you use, say, Misdirection to redirect another wolf's attack to hit the albino wolf that the albino wolf now becomes hostile to the wolf that attacked it? How long would the effect last, all battle or just one turn?Doc pseudopolis wrote:
Albino timberwolf – 60HP
Trait – lone wolf
Hostile to other timberwolves in the combat while other timberwolves are hostile to it.
Philadelphus- Designer
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Re: Monsters by Doc
Essentially the combat is 3-way, Albino timberwolf vs. regular vs. PCs, as long as both the albino and regular timberwolves are part of the combat. The same would if there was 2+ albinos rather than an albino and a regular.Philadelphus wrote:Yay! Someone made Timberwolves! They were one of my favorite creatures from season 2. They look good, too.How exactly would this work? Does it mean that if you use, say, Misdirection to redirect another wolf's attack to hit the albino wolf that the albino wolf now becomes hostile to the wolf that attacked it? How long would the effect last, all battle or just one turn?Doc pseudopolis wrote:
Albino timberwolf – 60HP
Trait – lone wolf
Hostile to other timberwolves in the combat while other timberwolves are hostile to it.
Doc pseudopolis- Best Pony
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Posts : 1175
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