Big Bad Badders

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Submitted for your approval...

Two Elite Badders (level 1) and an encounter suggestion: Use them in an arena type fight with shiledbots running underfoot.

Other things to consider:

-Make one or both of these Porkers for some extra brawn.

-Don't forget the templates from D&D books! Bodyguard for instance, or make a Druid Gren. Mix & Match to your heart's content.

Enjoy!


Roark the Giant Badder


Badder Steading Guard


Medium Terrestrial Humanoid


HP: 44 (Bloodied 22))


AC: 15  Fort: 15  Ref: 14  Will: 13


Elites gain a +2 bonus on all saving throws.


Speed: 6, Burrow: 3


Initiative: +3 Perception: +5


Maul (physical, Two-handed weapon) @ At-Will
Atk: +6 vs AC (+3 Str +2 Accuracy, +1 Lvl) Dmg: 2d8 +4 (Str +3 +1 lvl)
Clever Shot (physical, weapon) @ At-Will Effect: The guard shifts 1 square before the attack. Attack: Ranged 20 (one creature); +8 vs. AC Hit: 1d8 + 4 physical damage, and until the start of the guard's next turn, the target grants combat advantage to enemies adjacent to it.


Str 16 (+3) Dex 17 (+3) Wis 10 (+0) Con 10 (+0) Int 10 (+0) Cha 13 (+1)


+4 bonus to Athletics checks (+8 Total).
Equipment ring mail, maul, crossbow


GIANT POWERS BRICKBAT GIANT NOVICE
You spin in a circle with your weapon, knocking down a wide swath of foes.
Encounter ~ Bio, Physical, Weapon
Standard Action Close burst 1
Requirement: You must be wielding a melee weapon.
Target: Each enemy in burst you can see
Attack: +6 vs. AC Strength + your level + weapon accuracy, Hit: 1[W] + Strength modifier physical damage, and you knock the target prone
Elite Action • Encounter  Free Action
Requirements: It is the elite creature's turn.
Effect: The elite creature takes an extra standard action during that turn.

Bonner the Yeti Badder


Badder Steading Guard


Medium Terrestrial Humanoid


HP: 44 (Bloodied 22))


AC: 16  Fort: 13  Ref: 14  Will: 13


Resist 10 cold.
Elites gain a +2 bonus on all saving throws.


Speed: 5, Burrow: 2


Initiative: +3 Perception: +5


Mace (physical, weapon) @ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d10 + 3 physical damage.
Clever Shot (physical, weapon) @ At-Will Effect: The guard shifts 1 square before the attack. Attack: Ranged 20 (one creature); +8 vs. AC Hit: 1d8 + 4 physical damage, and until the start of the guard's next turn, the target grants combat advantage to enemies adjacent to it.


Str 16 (+3) Dex 17 (+3) Wis 10 (+0) Con 10 (+0) Int 10 (+0) Cha 13 (+1)


+4 bonus to Nature checks.


Equipment ring mail, mace, crossbow


YETI POWERS BIG CLAWS YETI NOVICE
You rake on enemy with your powerful claws.
Encounter @ Bio, Physical Minor Action Melee 1 Target: One creature Attack: Strength + your level +2 vs. AC Hit: 1 d10 + Strength modifier + twice your level physical damage, and the target is slowed until the end of your next turn (Atk: +6 vs AC, Dmg: 1d10 +5)
Elite Action • Encounter  Free Action
Requirements: It is the elite creature's turn.
Effect: The elite creature takes an extra standard action during that turn.


 


Add the Exploding Defective ShieldBots for a level 1 Encounter worth 500 XP!


They won't actively attack, but will respond to any triggers. Add them in Round 2 for extra fun!

IMAGE(http://www.nodiatis.com/pub/21.jpg)