I just got the DMG 2 a week ago, and so far I'm not realy imprest. The monster customizer is great and the skill challenge chapter is much needed, but for $35.00 I was hoping for a little more.
But enough of that, your here for some new monster entries. And today's entries are adding to everyone's favorite race, the Grippli!
Grippli ChargerSmall Natural Humanoid (Aquatic)
Level 1: Brute
XP: 100
Initiative: +2
Senses: Perception +1
Hp: 35;
Bloodied: 18
AC: 15
Fortitude: 15
Reflex: 14
Will: 13
Speed: 6, (8 while charging), swim 6
Flint Axe (standard; at-will) -
Weapon+5 vs. AC; 1d10+3 damage or 2d8+3 while charging.
Leaping Charge (standard; encounter) -
WeaponThe grippli charger shifts up to it's charging speed and makes a basic melee attack at the end of it's move.
Powerful Leaping (move; at-will)
The grippli charger jumps up to its full move speed either horizontally or vertically, but not both in the same jump. It ignores difficult terrain while jumping. If it jumps horizontally, the height of the jump is equal to one quarter of the horizontal distance it travels. It is still subject to attacks of opportunities from enemies when moving with this ability.
Adhesive Grasp When climbing, the grippli do not suffer any modifiers to the climbing DC from slippery or unusually smooth surfaces. They gain a +2 modifier to grapple other characters in combat. This bonus does not apply to escaping a grapple.
Alignment: Unaligned
Languages: Common, Elven
Skills: Athletics +10, Endurance +9, Intimidate +0
Abilities: Str 17 (+3), Con 15 (+2), Dex 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Equipment: hide harness, flint axe (battleaxe).
Grippli Charger TacticsDespite their size and adorable apperance, grippli charger's are actually fearsome warrior's that charge into battle with little regard for their own well being.
Grippli MarksmenSmall Natural Humanoid (Aquatic)
Level 2: Elite Artillery
XP: 250
Initiative: +5
Senses: Perception +4
Hp: 72;
Bloodied: 36
AC: 17
Fortitude: 15
Reflex: 16
Will: 14
Saving Throws: +2
Speed: 6, swim 6
Action Point: 1
Short Bow (standard; at-will) -
WeaponRanged 15/30; +9 vs. AC; 1d10+5 damage.
Deadly Aim (standard; recharge 6) -
WeaponRanged 20/40; +7 vs. Reflex; 3d8+5 damage and ongoing 5 damge (save ends).
Rain of Arrows (standard; encounter) -
WeaponArea burst 2 within 15; +5 vs. Reflex; 2d10+5 damage.
Miss: Half damage.
Powerful Leaping (move; at-will)
The grippli marksmen jumps up to its full move speed either horizontally or vertically, but not both in the same jump. It ignores difficult terrain while jumping. If it jumps horizontally, the height of the jump is equal to one quarter of the horizontal distance it travels. It is still subject to attacks of opportunities from enemies when moving with this ability.
Color-Shifting Grippli can change the color of their skin to a minor degree. For example, a green grippli could change his skin from a bright green to a dark olive green but could not become blue or red. This ability gives them a +4 to Stealth checks made in an environment matching their natural coloration.
Adhesive Grasp When climbing, the grippli do not suffer any modifiers to the climbing DC from slippery or unusually smooth surfaces. They gain a +2 modifier to grapple other characters in combat. This bonus does not apply to escaping a grapple.
Alignment: Unaligned
Languages: Common, Elven
Skills: Athletics +10, Acrobatics +12, Stealth +10
Abilities: Str 14 (+3), Con 12 (+2), Dex 18 (+5), Int 11 (+1), Wis 16 (+4), Cha 12 (+2)
Equipment: leather harness, short bow, 30 arrows.
Grippli Marksmen TacticsGrippli marksmen try to stay behind their allies, were they use their
deadly aim and
rain of arrows powers to their best effect.
Albino Grippli PriestMedium Natural Humanoid (Aquatic)
Level 7: Solo Artillery (Leader)
XP: 1,500
Initiative: (see also
unnatural reflexes)
Senses: Perception +5; darkvision
Conduit of the Dark Entity: aura 2; enemies that start there turn in the albino grippli's aura gains a necrotic and psychic vulnerability of 5 until the start of there next turn.
Hp: 264;
Bloodied: 132
AC: 21
Fortitude: 19
Reflex: 18
Will: 19
Saving Throws: +5
Speed: 6, swim 6
Action Point: 2
Dark Entity Pack Blade (standard; at-will) -
Weapon+11 vs. AC; 1d8+4 necrotic damage (crit 3d6+12) and ongoing 5 necrotic damage (save ends).
Corruptive Blast (standard; at-will) -
Implement, NecroticRanged 10; +14 vs. Reflex; 2d6+5 necrotic damage (crit 3d6+17) and the target takes a -2 to AC until the end of it's next turn.
Driving Word (minor 1/round; at-will)
Close burst 5; An allie of the albino grippli gains a +2 attack roll until the end of it's next turn or makes a saving throw.
Words of the Dark Entity! (standard; recharge 5, 6) -
Implement, Psychic Close burst 5; enemies in the burst; +12 vs. Will; 3d8+5 psychic damage (crit 3d6+29) and the target takes a -2 penalty to Will defense (save ends). Allies in the burst, gain a +2 to their Will defense and get +5 temporary hit points.
His Master's Will (free; when first bloodied; encounter) -
PsychicThe albino grippli's
Words of the Dark Entity! recharges, and the albino grippli uses it immediately.
Powerful Leaping (move; at-will)
The albino grippli jumps up to its full move speed either horzontally or vertically, but not both in the same jump. It ignores difficult terrain while jumping. If it jumps horizontally, the height of the jump is equal to one quarter of the horizontal distance it travels. It is still subject to opportunity attacks from enemies when moving with this ability.
Unnatural Reflexes The albino grippli does not roll initiative. It has two turns per round, on initiative counts 25 and 15.
Alignment: Chaotic Evil
Languages: Common, Elven, Deep Speech
Skills: Athletics +10, Bluff +12, Endurance +13, Insight +10, Religion +11
Abilities: Str 12 (+4), Con 18 (+7), Dex 15 (+5), Int 16 (+6), Wis 14 (+5), Cha 19 (+7)
Equipment: cloak, hide harness, pact blade
Albino Grippli Priest TacticsAlbino grippli priests try to keep their distance from their foes, letting more expendable allies fight them in melee. If the enemy manages to brake through the priests allies, it uses it's
conduit of the dark entity aura to devastating effect.
I need to stat out a goblin hulk as a solo epic monster
Will it be a brute or a controller?
As always, any comments or your own 4thE monsters are welcomed.