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Switch to Forum Live View Lords of Creation (Creature Compendium)
4 years ago  ::  Dec 09, 2008 - 11:37AM #181
funkAchick0n
Date Joined: Jul 13, 2007
Posts: 550
No, actually, thanks for telling me this.

Edit: re-worded create spawn.
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4 years ago  ::  Dec 09, 2008 - 3:02PM #182
AngeloftheNight
Date Joined: Jan 16, 2008
Posts: 1,565
Just wanna say, I'm getting the DMG and PHB for christmas, so that, combined with my collection of 3.5 stuff, will let me start statting up races that I create.
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4 years ago  ::  Jan 07, 2009 - 9:53AM #183
Thought
Date Joined: Aug 17, 2006
Posts: 2,345
Does anyone object if I start moving some of this information over into the Wiki? It will make it a little easier to find and then we can not worry about this thread being hard to find when we need it.
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4 years ago  ::  Jan 07, 2009 - 10:00AM #184
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
Please do. It isn't getting much added to it as-is anyway as we've stopped making monsters for the most part.
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
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4 years ago  ::  Jan 17, 2009 - 4:41PM #185
Goblinnation
Date Joined: Aug 19, 2008
Posts: 155
I hate to add to this, but I'm not wiki adept, so this is the best I can do. If I made any errors, I'll work on correcting them.

Clockwork Dreadnought
Level 30 x Solo Brute
Colossal Natural Animate (Construct) ___ XP 135 x ,000
Initiative +2 x 3
[b]Senses[/b] Perception +26 x ; Tremorsense 15
HP 154 x ; Bloodied: 770
AC 48 x ; Fortitude: 49, Reflex: 45, Will:47
Saving Throws +5
Resist: Fire 30 x , Cold 10, Acid 10
Immune: Disease, Poison
Speed 10 x , Burrow 9
Action Points 2
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Slam (Standard; Basic Attack
Melee 4 x ; +37 vs. AC; 4d8+10 damage.
Double Attack (Standard Action; At-Will)
The Dreadnought can make two attacks, using any combination of the following: Slam, Flame Jet.
Flail (Standard; Recharge 5 x , 6)
Close Burst 3 x ; +33 vs. Reflex; 5d12+9 damage and the target is prone and stunned (save ends).
Tail Lash (Minor Action; 1 x /round)
Melee 4 x : +35 vs. AC; 2d8+10 damage and the target is dazed (save ends).
Disruptive Burrow (Move Action; Recharge 6 x )
The Dreadnought may move it's burrow speed. Make the following attack against any creature it moves under.
+31 x vs. Reflex; The target is prone
Flame Jet (Standard Action; At-Will) Fire
Range 20 x ; +35 vs. Reflex; 3d8+10 damage and the target is suffers ongoing 5 fire damage (save ends)
Flame Thrower (Standard Action; Recharge 5 x , 6) Fire
Close Blast 5 x ; +31 vs. Reflex; 5d12+9 damage and the target is suffers ongoing 10 fire damage (save ends)
Flame Release (Free, when first bloodied; Encounter)
Make the following attack
Close Burst 5 x ; +35 vs. Reflex; 5d10+9 damage and ongoing 10 fire damage (save ends)
Special Ability: Constructed Mind
If an effect would stun or dominate the Clockwork Dreadnought, it is instead dazed.
Second Wind (Standard Action; Encounter) - Healing
The Dreadnought recovers 385 x HP and gains a +2 bonus to defenses until the end of it's next turn.
Disrupting Wake
Whenever the Dreanought burrows, all spaces adjacent to it's starting and ending location become difficult terrain until the end of the enocunter.
Massive
The Dreadnought occupies 8 x x8 spaces.
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Alignment Unaligned _______ Languages - None
Skills Athletics +50 x , Endurance +40
Str 80 x (+50) Dex 26 (+23) Wis 30 (+25)
Con 60 x (+40) Int 4 (+12) Cha 26 (+23)
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4 years ago  ::  Jan 17, 2009 - 8:09PM #186
Thought
Date Joined: Aug 17, 2006
Posts: 2,345
No worries, it will get up... eventually.
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