Enemies.   Posted by GM.Group: 0
GM
 GM, 34 posts
Sat 14 May 2016
at 20:08
Enemies
I'll post information about enemies here. I know that this information is generally hidden from players, but I feel that most games and particularly PBP can benefit from more open information. You will not be penalized or told "No" if your character acts on information posted here. If you prefer, you can roleplay not knowing the information, until you make the proper knowledge check, or are told in character.
GM
 GM, 35 posts
Sat 14 May 2016
at 20:39
Enemies
Spined Armature
Level 1 Minion
Medium natural animate
XP 25
Initiative +3; Senses Perception +2; darkvision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Reflex 14, Will 13
Immune disease, poison
Speed 6
mb Slam (standard; at-will) ✦ Weapon
+6 vs. AC; 4 damage.
rb Spines (standard; at-will) ✦ Weapon
Ranged 15/30; +6 vs. AC; 3 damage.
Alignment Unaligned Languages
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (–4) Cha 3 (–4)

Jelly Construct
Level 2 Elite Brute
Large natural animate (blind, ooze)
XP 250
Initiative -1 Senses Perception +1; blindsight 10, tremorsense 10
HP 92; Bloodied 46; see also split below
AC 17; Fortitude 15, Reflex 13, Will 13
Immune gaze; Resist 5 acid
Saving Throws +2
Speed 4; see also flowing form
Action Points 1
mb Slam (standard; at-will) ✦ Acid
+7 vs. AC; 2d6 + 1 damage, and ongoing 5 acid damage (save ends).
Flowing Form (move; at-will)
The jelly construct shifts 4 squares.
Split (when first bloodied; encounter)
The jelly construct splits into two, each with hit points equal to one half its current hit points. Effects applied to the original ochre jelly construct do not apply to the second one. A jelly construct can’t split if reduced to 0 hit points by the attack that bloodied it.
Alignment Unaligned Languages
Str 13 (+2) Dex 8 (+0) Wis 12 (+2)
Con 11 (+1) Int 1 (–4) Cha 1 (–4)
GM
 GM, 97 posts
Wed 1 Jun 2016
at 15:06
Enemies
Dwarf Warrior
Medium natural humanoid
Level 1 Minion Artillery
XP 25
HP 1; a missed attack never damages a minion. Initiative +3
AC 15; Fortitude 14, Reflex 12, Will 14
Senses: Perception +2, Low-light vision
Speed 5
TRAITS
Dwarf Solidarity
The dwarf gains a +2 bonus to AC and Reflex while adjacent to a dwarf ally.
Stand Your Ground
The dwarf can move 1 square fewer than the effect specifies when subjected to a pull, a push,
or a slide.
Steady-Footed
The dwarf can make a saving throw to avoid falling prone when an attack would knock it prone.
STANDARD ACTIONS
m Warhammer (weapon) ✦ At Will
Attack: Melee 1 (one creature): +6 vs. AC
Hit: 4 damage, or 5 while the dwarf is adjacent to a dwarf ally.
r Crossbow (weapon) ✦ At-Will
Attack: Ranged 30 (one creature); +8 vs. AC
Hit: 4 damage, or 5 against a target that doesn't have cover.
Str 13 (+1) Dex 16 (+3) Wis 15 (+2)
Con 15 (+2) Int 10 (+0) Cha 10 (+0)
Alignment Unaligned Languages Common, Dwarven
Equipment chainmail, warhammer, crossbow, 20 bolts

Dwarf Clan Guard
Level 1 Soldier
Medium natural humanoid
XP 100
HP 33: Bloodied 16 Initiative +3
AC 17; Fortitude 15; Reflex 13; Will 15
Senses: Perception +8, Low-light vision
Speed 5 Low-light vision
TRAITS
Stand Your Ground
The dwarf can move 1 square fewer than the effect specifies when subjected to a pull, a push,
or a slide.
Steady-Footed
The dwarf can make a saving throw to avoid falling prone when an attack would knock it prone.
STANDARD ACTIONS
m Warhammer (weapon) ✦ At Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d10 + 3 damage, and the dwarf can push the target 1 square. The dwarf can then shift 1
square to a square the target vacated.
Effect: The dwarf marks the target until the end of the dwarf's next turn.
r Throwing Hammer (weapon) ✦ At-Will
Attack: Ranged 10 (one creature); +6 vs. AC
Hit: 1d6 + 4 damage, and the dwarf marks the target until the end of the dwarf's next turn.
M/R Double Hammer Strike (weapon) ✦ Recharge 4, 5, 6
Effect: The dwarf uses warhammer and then uses throwing hammer. The dwarf does not provoke opportunity attacks for this use of throwing hammer.
Str 16 (+3) Dex 12 (+1) Wis 17 (+3)
Con 17 (+3) Int 10 (+0) Cha 10 (+0)
Alignment Unaligned Languages Common. Dwarven
Equipment plate armor, heavy shield, warhammer, 4 throwing hammers

Elf Scout
Level 2 Skirmisher
Medium fey humanoid
XP 125
Initiative +7 Senses Perception +10; low-light vision
Group Awareness aura 5; non-elf allies in the aura gain a +1 racial bonus to Perception checks.
HP 39; Bloodied 19
AC 16; Fortitude 13, Reflex 15, Will 13
Speed 6; see also wild step
m Longsword (standard; at-will) ✦ Weapon
+7 vs. AC; 1d8 + 4 damage.
m Short Sword (standard; at-will) ✦ Weapon
+7 vs. AC; 1d6 + 4 damage.
M Two-Weapon Rend (standard; encounter) ✦ Weapon
The elf scout makes a longsword attack and a short sword attack against the same target. If both attacks hit, the elf scout deals an additional 4 damage.
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Combat Advantage
An elf scout that has combat advantage deals an extra 1d6 damage on its attacks.
Wild Step
The elf ignores difficult terrain when it shifts.
Alignment Unaligned Languages Common, Elven
Skills Nature +10, Stealth +9
Str 12 (+2) Dex 18 (+5) Wis 14 (+3)
Con 15 (+3) Int 10 (+1) Cha 12 (+2)
Equipment chainmail, longsword, short sword

House Cannith Artificer
Level 4 Artillery
Medium natural humanoid
XP 175
Initiative +4 Senses Perception +5
HP 42; Bloodied 21
AC 17; Fortitude 13, Reflex 14, Will 15
Speed 6
m Quarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
r Force Dart (standard; at-will) ✦ Force
Ranged 20; +7 vs. Reflex; 2d4 + 4 force damage.
R Lightning Bugs (standard; encounter) ✦ Lightning
The artificer makes a separate attack against 3 different targets:
ranged 10; +7 vs. Reflex; 1d6 + 4 lightning damage.
a Blast Contraption (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder damage, and the target is dazed (save ends).
Alchemical Contingency (free, daily) ✦ Healing
When reduced to 0 or fewer HP, the artificer is encased in an impenetrable alchemical shell, that stabilizes her returns her to a prearranged location.
Alignment Evil Languages Common
Skills Arcana +11
Str 10 (+2) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 18 (+6) Cha 12 (+3)
Equipment work clothes, quarterstaff, wand, reagent pouch, gadget bandolier

This message was last edited by the GM at 13:30, Tue 07 June 2016.

GM
 GM, 183 posts
Thu 23 Jun 2016
at 21:03
Enemies
Kobold Slinger
Level 1 Artillery
Small natural humanoid
XP 100
Initiative +3 Senses Perception +1; darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 12; see also trap sense
Speed 6
m Dagger (standard; at-will) ✦ Weapon
+5 vs. AC; 1d4 + 3 damage.
r Sling (standard; at-will) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot
Special Shot
With the same action used to loose it, the kobold slinger can create a piece of special ammunition. A special shot attack that hits deals normal damage and has an additional effect depending on its type. This slinger has the means and knowledge to create one each of the following:
Muskpot: The target grants combat advantage to all muskrats (save ends).
Icepot (Cold): The target takes ongoing 2 cold damage (save ends).
Frostpot: The target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 9 (-1) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (-1) Cha 10 (+0)
Equipment leather armor, dagger, sling with 20 bullets, special shot components.

Dire Muskrat
Level 1 Artillery
Medium natural beast
XP 100
Initiative +2 Senses Perception +5; low-light vision
HP 38; Bloodied 19
AC 15; Fortitude 15, Reflex 13, Will 11
Speed 6, climb 3
m Bite (standard; at-will) ✦ Weapon
+4 vs. AC; 1d6 + 2 damage.
Alignment Unaligned Languages
Skills Stealth +7
Str 14 (+2) Dex 15 (+2) Wis 10 (+0)
Con 18 (+4) Int 3 (-4) Cha 6 (-1)

Kobold Minion
Level 1 Minion
Small natural humanoid
XP 25
Initiative +3; Senses Perception +1; darkvision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 11, Reflex 13, Will 11; see also trap sense
Speed 6
m Javelin (standard; at-will) ✦ Weapon
+5 vs. AC; 4 damage.
r Javelin (standard; at-will) ✦ Weapon
Ranged 10/20; +5 vs. AC; 4 damage.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Str 8 (-1) Dex 16 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (–1) Cha 10 (+0)
Equipment hide armor, light shield, 3 javelins

Giant Muskrat
Level 1 Minion
Small natural beast
XP 25
Initiative +3; Senses Perception +5; low-light vision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 15, Will 12
Speed 6, climb 3
m Bite (standard; at-will) ✦ Weapon
+6 vs. AC; 3 damage.
Alignment Unaligned Languages
Str 12 (+1) Dex 17 (+3) Wis 10 (+0)
Con 12 (+1) Int 2 (–4) Cha 6 (-2)

Weak Ice Pit
Level 1 Warder
Trap
XP 100
The summer sun and the release of energies from the forge have weakened a patch of ground so that it's now thin and breakable.
Trap: A 2-by-2 section of the ground hides a 10-foot deep pit.
Perception
DC 19: The character notices the different ice.
Trigger
The trap attacks when a creature enters ones of the trap's four squares.
Attack
Immediate Reaction     Melee
Target: The creature that triggered the trap.
Attack: +4 vs. Reflex
Hit: Target falls into pit, takes 1d10 damage and falls prone.
Miss: Target returns to last square it occupied and its move action ends immediately.
Effect: The weak ice gives way and the pit is no longer hidden.
Countermeasures
✦ An adjacent character can trigger the trap with a DC 8 Thievery check (standard action). The ice falls into the pit.
✦ An adjacent character can disable the trap with a DC 19 Thievery check (standard action). The floor becomes safe.
✦ A character who makes an Athletics check (DC 10 or DC 20 without a running start) can jump over the pit.
✦ A character can climb out with a DC 15 Athletics check.

This message was last edited by the GM at 14:31, Tue 05 July 2016.

GM
 GM, 227 posts
Thu 28 Jul 2016
at 03:41
Enemies
Fire Beetle Level 1 Brute
Small natural beast XP 100
Initiative +1 Senses Perception +0
HP 32; Bloodied 16
AC 13; Fortitude 13, Reflex 12, Will 11
Resist 10 fire
Speed 6
m Bite (standard; at-will)
+5 vs. AC; 2d4 + 2 damage.
C Fire Spray (standard; recharge ⚄ ⚅ ) ✦ Fire
Close blast 3; +4 vs. Reflex; 3d6 fire damage.
Alignment Unaligned Languages
Str 14 (+2) Dex 12 (+1) Wis 10 (+0)
Con 12 (+1) Int 1 (–5) Cha 8 (–1)

Needlefang Drake Swarm Level 2 Soldier
Medium natural beast (reptile, swarm) XP 125
Initiative +7 Senses Perception +7
Swarm Attack aura 1; the needlefang drake swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 38; Bloodied 19
AC 18; Fortitude 15, Reflex 17, Will 14
Immune fear; Resist half damage from melee and ranged attacks;
Vulnerable 5 against close and area attacks.
Speed 7
m Swarm of Teeth (standard; at-will)
+8 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prone target.
M Pull Down (minor; at-will, 1/turn)
+3 vs. Fortitude; the target is knocked prone.
Alignment Unaligned Languages
Str 15 (+3) Dex 18 (+5) Wis 12 (+2)
Con 14 (+3) Int 2 (–3) Cha 10 (+1)

Stirge Level 1 Lurker
Small natural beast XP 100
Initiative +7 Senses Perception +0; darkvision
HP 22; Bloodied 11
AC 15; Fortitude 12, Reflex 13, Will 10; see also bite
Speed 2, fly 6 (hover)
m Bite (standard; at-will)
+6 vs. AC; 1d4 damage, and the target is grabbed (until escape) and takes ongoing 5 damage until it escapes. An attached stirge doesn’t make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses.
Alignment Unaligned Languages
Skills Stealth +8
Str 8 (–1) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 1 (–5) Cha 4 (–3)

This message was last edited by the GM at 18:09, Thu 28 July 2016.

GM
 GM, 261 posts
Tue 16 Aug 2016
at 05:39
Enemies
Goblin Cutter Level 1 Minion
Small natural humanoid XP 25
Initiative +3 Senses Perception +1; low-light vision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6; see also goblin tactics
m Light Pick (standard; at-will) ✦ Weapon
+5 vs. AC; 4 damage (5 damage if the goblin cutter has combat advantage against the target).
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Alignment Evil Languages Common, Goblin
Skills Stealth +5, Thievery +5
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Equipment leather armor, light pick

Goblin Blackblade Level 1 Lurker
Small natural humanoid XP 100
Initiative +7 Senses Perception +1; low-light vision
HP 25; Bloodied 12
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6; see also goblin tactics
m Short Sword (standard; at-will) ✦ Weapon
+5 vs. AC; 1d6 + 2 damage.
Combat Advantage
The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Sneaky
When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade’s previous space as a free action.
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Equipment leather armor, short sword

Goblin Sharpshooter Level 2 Artillery
Small natural humanoid XP 125
Initiative +5 Senses Perception +2; low-light vision
HP 31; Bloodied 15
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6; see also goblin tactics
m Short Sword (standard; at-will) ✦ Weapon
+6 vs. AC; 1d6 + 2 damage.
r Hand Crossbow (standard; at-will) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
Sniper
When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding.
Combat Advantage
The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Alignment Evil Languages Common, Goblin
Skills Stealth +12, Thievery +12
Str 14 (+3) Dex 18 (+5) Wis 13 (+2)
Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Equipment leather armor, short sword, hand crossbow with 20 bolts

Stormclaw Scorpion Level 1 Soldier
Medium natural beast XP 100
Initiative +3 Senses Perception +0; tremorsense 5
HP 32; Bloodied 16
AC 16; Fortitude 14, Reflex 12, Will 11
Resist 10 lightning
Speed 6
m Claws (standard; at-will) ✦ Lightning
+8 vs. AC; 1d6 + 3 damage, and a Medium or smaller target is grabbed (until escape). A grabbed target takes 5 lightning damage at the start of the stormclaw scorpion’s turn.
M Sting (standard; at-will) ✦ Poison
+6 vs. Fortitude; 1d4 + 3 damage, and the target takes ongoing 5 poison damage and is immobilized (save ends both). The stormclaw scorpion can use this attack against a target it has grabbed.
M Reactive Sting (immediate reaction, when an enemy grabbed by the scorpion escapes; at-will)
The stormclaw scorpion makes a sting attack against the enemy.
Alignment Unaligned Languages
Str 16 (+3) Dex 12 (+1) Wis 11 (+0)
Con 12 (+1) Int 1 (–5) Cha 10 (+0)

Rockslide Level 1 Lurker
Hazard XP 100
Rocks fall from above.
Hazard: Rocks tumble down to a target square and make a burst 3 attack.
Perception
Characters can’t use Perception to detect this hazard.
Additional Skills</b>: Nature or Dungeoneering
A DC 20 Nature or Dungeoneering check notices a rock formation is unstable.
Initiative +3
Trigger
A creature in the burst makes an attack or is the target of an attack.
Attack
Standard Reaction Close burst 3
Targets: Creatures in burst
Attack: +4 vs. Reflex
Hit: 2d6 + 2 damage
Miss: Half damage
Sustain Standard: The rockslide Continues for 1d4 rounds. The burst area is difficult terrain during and after the rockslide.
Countermeasures
A character in the area can take advantage of natural openings in the slide to avoid damage by making a DC 25 Nature or Dungeoneering check. With a successful check, a character takes half damage (no damage if it misses).

This message was last edited by the GM at 16:05, Tue 16 Aug 2016.

GM
 GM, 284 posts
Mon 12 Sep 2016
at 17:17
Enemies
Junk Avalanche Level 1 Lurker
Hazard XP 100
Rusted and crumbled material collapse and pour down.
Hazard: Scrap material tumbles down to a target square and make a burst 3 attack.
Perception: Characters can't use Perception to detect this hazard.
Additional Skills: Dungeoneering or Thievery
A DC 18 Dungeoneering or Thievery check notices a junk pile is unstable.
Initiative: +3
Trigger: The unstable pile is touched or handled, caught in a blast or burst, or is adjacent to a target that is missed by an attack; or, a creature is subject to forced movement into or out of a square adjacent to the pile. When triggered, the junk avalanche rolls initiative. Between the trigger and the rockslide's attack, characters in the area know that a junk avalanche is beginning and the area it will affect.
Attack
Standard Reactions Close burst 3
Targets: Creatures in burst.
Attack: +4 vs. Reflex
Hit: 2d6 + 2 damage
Miss: Half damage
Effect: The avalanche continues for 1d4 rounds. The burst area is difficult terrain during and after the avalanche.
Countermeasures: A character in the area can take advantage of openings in the structure of the junk to avoid damage by making a DC 23 Dungeoneering or Thievery check. With a successful check, a character takes half damage (no damage on a miss).