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  1. - Top - End - #1
    Halfling in the Playground
    Join Date
    Apr 2004
    Location
    Vancouver Island, B.C., C
    Gender
    Male

    Default Review this monster 4th ed.

    CORRUPTED ANGEL OF PROTECTION

    Solo 8
    Angel of Protection Level 14 Soldier
    Medium immortal humanoid (angel) XP 1,750
    Initiative +10 Senses Perception +9
    Angelic Presence Attacks against the angel of protection take a –2
    penalty until the angel is bloodied.
    Angelic Shield aura 5; enemies treat the area within the aura as
    diffi cult terrain as long as the angel’s angelic presence is active and
    the angel is within 5 squares of its ward (see below).
    HP 360; Bloodied 180
    AC 25; Fortitude 23, Reflex 21, Will 22
    Saving throws +5
    Action Points 2
    Immune fear; Resist 10 radiant, resist 10 fire
    Speed 8,
    Glaive (standard; at-will) ✦ Radiant, Weapon
    Reach 2. +15 vs. AC; 2d4+ 6 damage plus 5 radiant damage.
    Blasphemous Word (minor; encounter) ✦ Psychic
    Close burst 5; targets enemies; +13 vs. Will; 1d8 + 3 psychic
    damage, and the target is dazed until the end of the glabrezu’s
    next turn.
    Chaos Word (minor; recharge 6 )
    Close burst 5; targets enemies; +13 vs. Fortitude; 1d8 + 3
    damage. This damage bypasses all resistances.
    Arcane Fury (free, when first bloodied; encounter)
    The corrupted angel teleports 8 squares, recharges its blasphemous word
    and chaos word powers, and makes a blasphemous
    word orchaos word attack.
    Fiery Blades (minor, usable only while bloodied; at-will) ✦ Fire
    Until the start of the corrupted angel’s next turn, the corrupted angel’s weapon deals fi re damage and attack the target’s Refl ex
    defense instead of AC
    Alignment Any Languages Supernal
    Skills Insight +16, Intimidate +14
    Str 20 (+13) Dex 14 (+10) Wis 16 (+11)
    Con 18 (+12) Int 11 (+8) Cha 13 (+9)
    Equipment plate armor, glaive


    And his mount as he lost his ability to fly as part of the corruption process.

    Lesser Nightmare Skirmisher 8

    A NIGHTMARE OFTEN SERVES AS A STEED for a more powerful
    evil creature. Although it superficially resembles a shadowy
    black horse, a nightmare is intelligent, carnivorous, and cruel.
    Nightmare Level 8 Skirmisher
    Large shadow magical beast (mount) XP 350
    Initiative +12 Senses Perception +12; darkvision
    HP 94; Bloodied 47
    AC 21 (23 against opportunity attacks); Fortitude 21, Reflex 20,
    Will 19
    Resist 10 fire; see also hell’s ride
    Speed 8, teleport 8
    Hooves (standard; at-will) ✦ Fire
    +13 vs. AC; 1d8 + 4 damage, and ongoing 5 fire damage (save
    ends).
    Hell’s Ride (while mounted by a friendly rider of 8th level or
    higher; at-will) ✦ Fire, Mount
    The nightmare’s rider gains resist 10 fire.
    Hooves of Hell (standard; recharge 5, 6 ) ✦ Fire
    The nightmare moves up to 8 squares. Each square the
    nightmare leaves is filled with fire to a height of 10 feet until
    the end of the nightmare’s next turn. Any creature that hits the
    nightmare with a melee attack during this move, or that enters
    one of the flaming squares, takes 5 fire damage.
    Alignment Evil Languages —
    Skills Endurance +19
    Str 20 (+12) Dex 17 (+10) Wis 12 (+7)
    Con 22 (+14) Int 5 (+3) Cha 14 (+8)
    Nightmare Tactics
    A nightmare uses hooves of hell to cut off its victims’ escape,
    and then batters and burns enemies to death with its hooves.
    It makes good use of its high speed and teleport ability, preferring
    hit-and-run attacks and choosing victims who are far
    from the help of their companions.
    Nightmare Lore
    A character knows the following information with a successful
    Arcana check.
    DC 20: Steeds of the night, nightmares are named for the
    terrifying dreams mortals suffer who live through an attack
    by one or more of these hungry predators.
    A nightmare is a terrifying creature of the Shadowfell.
    Although it superficially resembles a black horse, it delights
    in spreading fear before it closes in for the kill. In particular,
    the nightmare enjoys allowing its victims to think they’ve
    escaped before surprising them with one last deadly attack.
    Nightmares sometimes gather in small herds that behave
    like pack of wolves, complete with a taste for human flesh.
    They hunt both the Shadowfell and lonely roads of the world
    by night, devouring any traveler they come across.
    DC 25: A nightmare will submit to being the mount for a
    more powerful evil creature, but that creature must defeat the
    nightmare in combat, and through might alone, make clear
    that service is the only alternative to death.
    A nightmare extends its resistance to fire damage to its
    rider. According to legend, particularly powerful nightmares
    can also carry their riders to and from the Shadowfell.
    If killed, the nightmare’s flames gutter out, leaving a mane
    and tail of ash that quickly disperses.
    DnD. Conscience-free. No matter what the paladins say.

  2. - Top - End - #2
    Titan in the Playground
     
    PaladinGuy

    Join Date
    Dec 2007
    Location
    UTC -6

    Default Re: Review this monster 4th ed.

    It's kinda hard to read. I'd suggest separating the lore from the rest with an extra space and putting the powers' and stats' names in bold.

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