Sunday, October 7, 2012

Minions

New Minions!
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LEGEND: *=minor action; •=Standard action; ••=Encounter power; i=interrupt
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A little explanation is in order: the goal with these minions is to have these minions available at any level. The "PL" in parentheses is a reference to the equation "half Player Level", rounding down. For example, the Face-Eater Kruthik Nymph listed below has an AC of 15+(PL). If the players are level 4, that means 15+(4/2)=17.

Face-Eater Kruthik Nymph
Small Natural Creature
AC:   15+(PL)
Fort: 14+(PL)
Ref:  12+(PL)
Will: 13+(PL)
Speed: 4
• Grapple Attack: +4+(PL) VS Ref: Target = 1 creature
 - Hit: 5 damage and target is grappled
* Secondary Acid Attack: +7+(PL) Vs AC: Target = the same creature as the primary attack.
 - HIT: D10 acid damage.
 - Effect: If target was grappled it takes 5 additional acid damage and is pushed 1 square.

Leaping Tentacle
Tiny Aberrant Creature
AC:   14+(PL)
Fort: 15+(PL)
Ref:  13+(PL)
Will: 12+(PL)
Speed: crawl 3
• Leaping Grasp: +7+(PL) Vs AC: Target = 1 creature
The Leaper Worm shifts up to 2 squares before this attack.
 - Hit: remove leaper worm from play. Target takes 3 damage, and 3 ongoing damage (save ends).
 - On a save against the leaper worm's attack, the leaper worm is placed adjacent to its target.

Festering Pester Worm
Small Aberrant Creature
AC:   14+(PL)
Fort: 15+(PL)
Ref:  13+(PL)
Will: 12+(PL)
Speed: crawl 3
• Leaping Lamprey: +5+(PL) Vs AC: Target = 1 creature
The Leaper Worm shifts up to 2 squares before this attack.
 - Hit: target takes 3 damage, and the target gains the "Festering Worm Disease"
 + FESTERING WORM DISEASE
    Phase 1: The player feels no ill effects. At the end of a short rest it makes a save if it has the wherewithall to cut out the eggs. Otherwise the disease automatically proceeds to Phase 2.
    Phase 2: The player, having failed the save, feels unwell, and suffers -2 to all attacks and defenses until he or she saves againt the effects of the worms and cuts out the eggs.
    Phase 3: At the end of an extended rest, D6 Festering Pester Worms burst out of the player, causing a healing surge of damage, and immediately attack the other players in a surprise round.

Wandering Lightning Crystal
Small Elemental Creature
AC:   12+(PL)
Fort: 14+(PL)
Ref:  12+(PL)
Will: 15+(PL)
Speed: Fly 2 (Hover)
Special rules: Resist 10 electric.
i• Tesla Pulse: (immediate interrupt: a creature enters within 3 squares of the Wandering Lightning Crystal):
 +4+(PL) VS Ref: Target = All creatures in burst 3
 - Hit: 5+(PL) lightning damage & target is immobilized until the end of its next turn.
•• Electrical Jolt: +7+(PL) Vs AC: Range 5, Target = 1 creature
 - Hit: 10 lightning damage and target is dazed, stunned and immobilized (save ends all).

House Cat
Small Natural Creature
AC:   12+(PL)
Fort: 13+(PL)
Ref:  14+(PL)
Will: 15+(PL)
Speed: 8
If a character kills a house cat, it suffers a cumulative -1 to all attacks and defenses until it levels up or atones for this sin. 

Mad Ape
Large Natural Creature
AC:   15+(PL)
Fort: 13+(PL)
Ref:  14+(PL)
Will: 12+(PL)
Special Resistances: 5 all
Speed: 5
* Monkey Grab: +4+PL VS Fort: Target = 1 creature. Target is grappled.
• Hurl: A grabbed target is thrown D10 squares, and takes falling damage for falling a distance equal to half of the squares thrown, rounding down. 

Mad Clown
Medium Natural & Aberrant Creature
AC:   12+(PL)
Fort: 14+(PL)
Ref:  13+(PL)
Will: 15+(PL)
Speed: 6
• Hilarious Trick: +5+(PL) Vs Will: Target = blast 3
 - Hit: D6+(PL) and target is knocked prone
* Slippery Shoes: the clown may shift one square and is knocked prone.
• Hammer from Nowhere: +7+(PL) Vs AC: Target = 1 creature.
 - Hit: D12 damage and target is dazed until the end of its next turn.

Tau Invader
Medium Extraplanar Creature
AC:   15+(PL)
Fort: 13+(PL)
Ref:  14+(PL)
Will: 12+(PL)
Speed: 6
Full-turn Action: • Pulse Rifle: +3+(PL) VS AC: Target = 1 creature
 - Hit: 3D10+3+(PL) Radiant damage
* Relay Info: The Tau Invader may relay all acquired data on the target to all of its allies within 100 squares.

Dark Eldar Kabalite
Medium Fay Creature
AC:   12+(PL)
Fort: 13+(PL)
Ref:  15+(PL)
Will: 14+(PL)
Speed: 8
Special Rules: Resist 5 +(PL) damage
• Shard Carbine: +5+(PL) VS FORT: Range 18: Target = 1 creature
 - Hit: D12+(PL) Poison damage and 5 ongoing poison damage (save ends).
* Bayonet Stab: +5+(PL) VS REF: Target: 1 creature
 - Hit: D12+(PL) Damage and 5 ongoing poison damage (save ends). 

Dark Eldar Wych
Medium Fay Creature
AC:   12+(PL)
Fort: 13+(PL)
Ref:  15+(PL)
Will: 14+(PL)
Speed: 8
Special Rules: Resist 10 + (PL) damage versus melee and close attacks.
• Shard Pistol: +5+(PL) VS FORT: Range 12: Target = 1 creature
 - Hit: D8+(PL) Poison damage and 5 ongoing poison damage (save ends).
* Ripping Blade: +5+(PL) VS REF: Burst 1. Target: all enemies in burst.
 - Hit: D6+(PL) Damage and 5 ongoing poison damage (save ends).

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