Hey people, I'm working on an adventure set in the Castlevania world. All the PCs of my home game are level 20, well equipped and fairly optimized, and they're going to be sucked into Dracula's Castle by a malfunctioning portal. I'm refluffing a lot of existing monsters to recreate the classical castlevania enemies, but I'm also creating some stuff on my own. Let's start with some minions:
Flea Man Level 20 Minion Lurker Small fey humanoid XP 700
HP 1; a missed attack never damages a minion.
Initiative +21
AC 34, Fortitude 31, Reflex 35, Will 30
Perception +18
Speed 8
Traits Hopper The flea man cannot be targeted by an attack unless it is the nearest enemy to the attacker. Standard Actions m/r Distracting Axe (weapon) At-Will Attack: Melee 1 or Ranged 5/10 (one creature); +25 vs. AC Hit: 14 damage. Choose one of the flea man’s allies within 5 squares of the target. Until the end of the target’s next turn, the target is marked by that creature. In addition, if the target has any creatures marked, those marks end. Skills Athletics +16, Acrobatics +22 Str 13 (+11) Dex 25 (+17) Wis 16 (+13) Con 18 (+14) Int 8 (+9) Cha 8 (+9) Alignment evil Languages Deep Speech
Flea men in castlevania are fast, annoying, and very hard to catch, and that's the feeling i want to recreate.
Medusa Head Level 20 Minion Controller Small naturall animate (undead) XP 700 Initiative +17 Senses Perception +19 , Darkvision HP 1; a missed attack never damages a minion. AC 34; Fortitude 32, Reflex 34, Will 30 Immune disease, poison Speed 1, fly 8 (hover) Traits Petrifying Essence Whenever the medusa head hits a slowed target with a bite attack, the target is also immobilized until the end of the medusa head’s next turn. If the target was already immobilized, it is also restrained until the end of the medusa head’s next turn. If the target was already restrained, it is also dazed until the end of the medusa head’s next turn. If the target was already restrained and dazed, it is also petrified until the end of the medusa head’s next turn Standard Actions m Bite (standard, at-will) +23 vs Fortitude; 14 damage and the target is pushed 1 and slowed until the end of the medusa head’s next turn Alignment Evil Languages None Str 10 (+10) Dex 24 (+17) Wis 20 (+15) Con 18 (+14) Int 6 (+8) Cha 8 (+9)
I want the medusa heads to petrify their victims like in the game, but petrified it's a very powerful control effect, so I created a slippery slope. The more you get hit by them, the worse the effect becomes, until you're finally petrified for a brief period.
Merman Level 20 Minion Artillery Medium natural humanoid (aquatic) XP 700
HP 1; a missed attack never damages a minion.
Initiative +16
AC 32, Fortitude 31, Reflex 33, Will 32
Perception +18
Speed 6, swim 8
Darkvision
Standard Actions m Bite At-Will Attack: Melee 1 (one creature); +25 vs. AC Hit: 11 damage. A Fireball At-Will Attack: Area burst 2 within 10; creatures in the burst; +25 vs. Reflex Hit: 11 fire damage. Triggered Actions Desperate Escape At-Will Trigger: The merman is hit or missed by a close or an area attack. Effect (Immediate Interrupt): The merman shifts 2 squares and falls prone at the end of the movement. Str 18 (+14) Dex 22 (+16) Wis 17 (+13) Con 17 (+13) Int 8 (+9) Cha 10 (+10) Alignment evil Languages Deep Speech
Fairly standard artillery with a twist: the mermen can be hard to catch with area/close attacks, but they end up prone in return for dodging an attack.
Skeleton Archer Level 20 Minion Skirmisher Medium natural animate (undead) XP 700
HP 1; a missed attack never damages a minion.
Initiative +17
AC 34 (36 against opportunity attacks), Fortitude 33, Reflex 32, Will 31
Perception +14
Speed 6
Resist 10 necrotic
Darkvision
Immune disease, poison
Standard Actions m Claw(Weapon) At-Will Attack: Melee 1 (one creature); + 25 vs. AC Hit: 14 damage. r Shortbow (Weapon) At-Will Attack: Ranged 15/30 (one creature); + 25 vs. AC Hit: 14 damage. Move Actions Shifting StrikeAt-Will Requirement: The deathguard must have attacked in this round. Effect: The deathguard shifts 2 squares. Str 23 (+16) Dex 20 (+15) Wis 19 (+14) Con 20 (+15) Int 5 (+7) Cha 9 (+9) Alignment Unaligned Languages - Equipment: bone arrows x20, shortbow .
The skeleton is designed as an all-purpose minion, good for every kind of battle. No flashy abilities, it's just a regular skeleton. it's based on an already existing minion, the deathguard skeleton.
Skull Ghost Level 20 Minion Brute Medium shadow animate (undead) XP 700
HP 1; a missed attack never damages a minion.
Initiative +15
AC 32, Fortitude 34, Reflex 32, Will 31
Perception +14
Speed 6 (hover)
Darkvision
Immune disease, poison; Resist 10 necrotic
Standard Actions m Ghostly TouchAt-Will Attack: Melee 1 (one creature); + 23 vs. Reflex Hit: 18 necrotic and fire damage. Triggered Actions M Death Hold Trigger: The skull ghost drops to 0 hit points. Effect: The ghost can shift 1 square before the attack. Attack (No Action): Melee 1 (one creature); + 23 vs. Reflex Hit: The target is grabbed and takes 10 ongoing necrotic and fire damage as long as it is grabbed. The ghost is still alive and it’s immune to all damage. It cannot take actions during its turn, but it doesn’t need to take actions to sustain the grab. It can still be targeted by attacks and it dies when the grab ends. Str 21 (+15) Dex 20 (+15) Wis 19 (+14) Con 18 (+14) Int 3 (+6) Cha 6 (+8) Alignment Unaligned Languages -
I like this one a lot. An high-damage, low AC minion that can still annoy the PCs after his death. It's a ghost, after all!
Vampire Bat Swarm Level 20 Minion Soldier Medium natural beast (swarm) XP 700
HP 1; a missed attack never damages a minion.
Initiative +20
AC 36, Fortitude 31, Reflex 34, Will 31
Perception +20
Speed fly 8 (hover)
Blindsight 10
Traits Swarm AttackAura 2 Any enemy that starts its turn within the aura takes 5 damage. Standard Actions m BloodDrainAt-Will Attack: Melee 1 (one creature); +23 vs. Fortitude Hit: 9 damage, and the target is weakened until the end of the swarm’s next turn. Str 14 (+12) Dex 26 (+18) Wis 21 (+15) Con 17 (+13) Int 2 (+6) Cha 11 (+10) Alignment Unaligned Languages -
It isn't Castlevania without bats. These soldier minions can't mark, but since their attacks weaken, the PCs will probably try to get rid of them early. Which is exactly the purpose of soldier monsters!
Thanks! Here are some standard monsters. Axe Knight Level 20 Controller Large immortal animate (construct) XP 2800
HP 191; Bloodied 95
Initiative +18
AC 34, Fortitude 32, Reflex 33, Will 32
Perception+16
Speed 5
Darkvision
Immune disease, poison
Saving Throws +2 against ongoing damage
Standard Actions m Axe SwingAt-Will Attack: Melee 2 (one creature); +25 vs. AC Hit: 4d6 + 14 damage, and the target is dazed until the start of the guardian’s next turn. r Axe Throw At-Will Attack: Ranged 5/10 (one creature); +25 vs. AC Hit: 3d8 +15 damage, and the target falls prone and is pushed 2 squares. M Shield SlamRecharge 4-5-6 Effect: The guardian uses axe swing. On a hit, the target falls prone and the guardian gains a +2 bonus to all defenses until the end of its next turn. M Wave of SteelRecharge when the guardian uses shield slam Effect: The guardian charges and makes the following attack in place of a basic attack. Attack: Melee 2 (one creature); +23 vs. Fortitude Hit: 3d12 + 14 damage, and the target falls prone and is stunned (save ends). Triggered Actions Relentless PursuitAt-Will Trigger: A creature adjacent to the guardian moves or shifts. Effect (Immediate Reaction): The guardian shifts to stay adjacent to the triggering creature. Str 21 (+15) Dex 26 (+18) Wis 23 (+16) Con 23 (+16) Int 12 (+11) Cha 13 (+11) Alignment Unaligned Languages -
I used the armor guardian from tomb of horrors as a starting point and changed some stuff. I kinda like the result. Edit: I changed the monster type to controller and tweaked it a bit.
Bone Pillar Level 20 Artillery Medium elemental animate (fire, undead) XP 2.800
HP 150; Bloodied 75 Initiative +17 AC 34, Fortitude 35, Reflex 26, Will 34 Perception +17, Darkvision Speed 0 Immune disease, poison; Resist 20 fire, 10 necrotic Traits Unmovable Pillar The bone pillar cannot be forced to leave his square in any way. It is unaffected by the immobilized, prone, restrained, slowed and removed from play conditions. Its initiative bonus is based on wisdom instead of dexterity. All-Around Vision Enemies can’t gain combat advantage by flanking the bone pillar. Standard Actions r Scorching Bolts (fire) • At-Will Attack: Ranged 20 (one or two creatures); +25 vs. Reflex Hit: 3d6 + 8 fire damage, ongoing 10 fire damage (save ends) and the target is pushed 2 squares. This attack doesn’t provoke attacks of opportunity. C Fire Breath (fire) • Recharge 5-6 Attack: Close Blast 5 (creatures in burst); +23 vs. Reflex Hit: 4d6 + 13 fire damage, and if the target has ongoing fire damage, the ongoing damage increases by 5. A Rain of Fire (fire) • Recharge when first bloodied Attack: Area burst 2 within 10 (creatures in burst); +25 vs. Reflex Hit: 4d8 + 13 fire damage, and the bone pillar slides the target 3 squares. Str 8(+9) Dex 2 (+6) Wis 24 (+17) Con 24 (+17) Int 5 (+7) Cha 6 (+7) Alignment evil Languages - It wasn't easy to stat this guy. An immobile artillery monster is kind of a weird concept. I think they can work well, though.
Many existing monsters work fine out of the box. The succubus and the stone golem (both from MV) just needed a level increase to be perfect.
Now here's a boss, the Bone Golem from Rondo of Blood/Dracula X Chronicles. This is a video of the boss fight against him. I wanted this boss to change form like in the video game, so I used the multi-stage boss system created by the AngryDM.
Bone Golem, (First Form) Level 21 Solo Soldier Huge natural animate (construct)XP -
HP 267
Initiative +19
AC 37, Fortitude 34, Reflex 32, Will 33
Perception +18
Speed 7
Darkvision
Immune disease, poison Resist 20 fire
Saving Throws +5; Action Points 1
Traits Action Recovery Whenever the golem ends its turn, any dazing, stunning, or dominating effect on it ends. Instinctive Assault On an initiative of 10 + its initiative check, the golem can use a free action to use bite or claw. If the golem cannot use a free action to make this attack due to a dominating or stunning (or other) effect, then that effect ends instead of the golem making the attack. Standard Actions m Bite (fire) At-Will Attack: Melee 3 (one creature); +26 vs. AC Hit: 3d10 + 13 damage. The target is grabbed and takes ongoing 15 fire damage until the grab ends. M ClawAt-Will Attack: Melee 3 (one or two creatures); +26 vs. AC. If the golem targets only one creature, it can make this attack twice against that creature Hit: 3d10 + 13 damage, and the golem grabs the target if it has fewer than two creatures grabbed. R Immolate Foe (fire) Recharge 5-6 Attack: Ranged 20 (one creature); +24 vs. Reflex Hit: 4d10 + 6 fire damage, and ongoing 20 fire damage (save ends). Miss: Half damage, and ongoing 10 fire damage (save ends). C Breath Weapon (fire) Recharge 5-6 Attack: Close blast 5 (creatures in the blast); +24 vs. Reflex Hit: 4d12 + 16 fire damage. Miss: Half damage. Triggered Actions M Long Arm AttackAt-Will Trigger: An enemy leaves a square within 3 squares of the golem. Attack (Immediate Reaction): Melee 4 (the triggering enemy); +24 vs. Reflex Hit: 2d8 + 4 damage, and the target falls prone. C RecombinationAt-Will Trigger: The golem is reduced to 0 or fewer HP. Special: The golem may use this power even if a condition exists that would normally prevent it from doing so. Effect (No Action): Breath weapon recharges, and the golem uses it. Effect: The golem teleports up to 10 square and must end this movement airborne. Effect: The bone golem (first form) is removed from the battlefield and replaced with a bone golem (second form). The new golem rolls initiative and fights normally as a new creature entering combat. Str 26 (+18) Dex 21 (+15) Wis 17 (+13) Con 24 (+17) Int 8 (+9) Cha 11 (+10) Alignment evil Languages none
Bone Golem, (Second Form) Level 21 Solo Skirmisher Huge natural animate (construct)XP -
HP 266
Initiative +18
AC 35, Fortitude 32, Reflex 35, Will 32
Perception+18
Speed 4, fly 8 (hover)
Darkvision
Immune disease, poison
Saving Throws +5; Action Points 1
Traits Action Recovery Whenever the golem ends its turn, any dazing, stunning, or dominating effect on it ends. Instinctive Assault On an initiative of 10 + its initiative check, the golem can use a free action to use bite. If the golem cannot use a free action to make this attack due to a dominating or stunning (or other) effect, then that effect ends instead of the golem making the attack. Standard Actions m BiteAt-Will Attack: Melee 3 (one creature); +26 vs. AC Hit: 4d8 + 11 damage, and the purple worm shifts up to half its speed. Move Actions M Explosive ChargeAt-Will Effect: The golem shifts up to its speed. Each time the golem enters a square adjacent to any enemy for the first time during the move, it makes the following attack against that enemy. Attack: Melee 1 (one creature); +24 vs. Reflex Hit: 3d8 + 9 damage, and the golem pushes the target up to 2 squares. Minor Actions M Tail Smash (poison) At-Will Attack: Melee 3 (one creature); +26 vs. AC Hit: 2d8 + 10 damage, and the golem slides the target up to 4 squares. The target takes ongoing 10 poison damage (save ends). Triggered Actions M FlailAt-Will Trigger: An attack hits the golem. Attack (Immediate Reaction): Melee 3 (one or two creatures); +24 vs. Reflex Hit: 2d12 + 13 damage, and the golem pushes the target up to 6 squares. C RecombinationAt-Will Trigger: The golem is reduced to 0 or fewer HP. Special: The golem may use this power even if a condition exists that would normally prevent it from doing so. Effect: The golem gains unlimited flying speed and an unlimited burrow speed for the duration of this action. Effect (No Action): The golem must use explosive charge, using its movement to fly in a straight line to the closest ground square. Then, the golem must burrow 3 squares underground. Effect: The bone golem (second form) is removed from the battlefield and replaced with a bone golem (third form). The new golem rolls initiative and fights normally as a new creature entering combat. Str 24 (+17) Dex 23 (+16) Wis 17 (+13) Con 24 (+17) Int 8 (+9) Cha 11 (+10) Alignment evil Languages none
Bone Golem, (Third Form) Level 21 Solo Brute Large natural animate (construct)XP 16000
Traits Bloodied The golem is considered bloodied, regardless of its hit point total. Action Recovery Whenever the golem ends its turn, any dazing, stunning, or dominating effect on it ends. Instinctive Assault On an initiative of 10 + its initiative check, the golem can use a free action to use soulrending claws or bite. If the golem cannot use a free action to make this attack due to a dominating or stunning (or other) effect, then that effect ends instead of the golem making the attack. All-Around Vision Enemies can’t gain combat advantage by flanking the golem. Standard Actions m Soulrending Claws (Necrotic) At-Will Attack: Melee 2 (one creature); +26 vs. AC Hit: 4d10 + 14 damage plus 2d6 necrotic damage, or 3d10 + 54 damage plus 12 necrotic damage on a critical hit. In addition, the target takes a -2 penalty to AC until the end of the encounter. This penalty is cumulative to a limit of -5. M Bite (Poison) At-Will Attack: Melee 2 (one creature); +24 vs. Reflex Hit: 5d6 + 5 damage, and the golem makes a secondary attack against the target. Secondary Attack: Melee 2; +24 vs. Fortitude Hit: The target is weakened and takes ongoing 30 poison damage (save ends both). M Destructive RampageAt-Will Effect: The golem uses soulrending claws two times and bite once in any order. It cannot use more than two attacks on the same target. The golem can shift 2 squares after each attack. Triggered Actions Mauling OutburstAt-Will Trigger: The golem drops to 0 hit points. Effect (Free Action): The golem uses destructive rampage. Str 28 (+19) Dex 19 (+14) Wis 19 (+14) Con 28 (+19) Int 8 (+9) Cha 11 (+10) Alignment Evil Languages -
So it's basically a refluffed combination of a red dragon (MV), a purple worm (MV) and a rampager (DSCC). A scary and dynamic solo, I hope.
Sword Lord Level 20 Soldier Large natural animate (undead) XP 2800
HP 190; Bloodied 95 (see ghost swordsman)
Initiative +17
AC 36 (34 while bloodied), Fortitude 34, Reflex 30, Will 32
Perception+16
Speed 8
Darkvision
Immune disease, poison
Resist 15 necrotic
Traits Ghost Swordsman While bloodied, the sword lord takes a -2 penalty to AC and becomes insubstantial. It takes half damage from all attacks, except those that deal force damage. Whenever the sword lord takes radiant damage, it is no longer insubstantial until the start of its next turn. Standard Actions m Slashing Blade At-Will Requirement: The sword lord must not be bloodied. Attack: Melee 2 (one creature); +25 vs. AC Hit: 3d10 + 12 damage Effect: The target is marked until the start of the sword lord’s next turn. m Vandal Sword At-Will Requirement: The sword lord must be bloodied. Effect: The sword lord can shift its speed and make the following attack at any point before, after or during the movement. Attack: Melee 2 (one creature); +25 vs. AC Hit: 3d10 + 12 damage Triggered Actions M Blade Flurry At-Will Requirement: The sword lord must not be bloodied. Trigger: A creature marked by the sword lord moves or shifts. Attack (Immediate Interrupt): Melee 2 (the triggering creature); +23 vs. Fortitude Hit: 3d10 + 12 damage, and the target is dazed (save ends). C Shattered Armor Trigger: The sword lord is bloodied. Effect: All harmful effects on the sword lord end. Attack (No Action): Close burst 3 (enemies in the burst); +23 vs. Reflex Hit: 3d8 damage. C Final Vortex (Force, Teleportation) Trigger: The sword lord is reduced to 0 hit points Attack (No Action): Close burst 3; targets enemies; +23 vs. Reflex; 6d6 + 8 force damage, and the target is teleported up to 5 squares and knocked prone. Miss: Half damage, and the target is not teleported or knocked prone. Str 27 (+18) Dex 21 (+15) Wis 23 (+16) Con 22 (+16) Int 10 (+10) Cha 11 (+10) Alignment Unaligned Languages -
This monster starts as a regular soldier, but it turns into a insubstantial skirmisher when bloodied. I like it, I think it's a good depiction of the sword lords in Castlevania SOTN.
Poltergeist Level 21 Skirmisher Large natural animate (undead, swarm) XP 3200
HP 197; Bloodied 98
Initiative +17
AC 35 (33 while bloodied), Fortitude 33, Reflex 34, Will 32
Perception +17
Speed 10, fly 5
Blindsight 20
Resist half damage from melee and ranged attacks
Vulnerable 10 against close and area attacks
Traits Slashing Aura Aura1, Aura 2 while bloodied An enemy that starts its turn in the aura takes 10 damage, or 15 while the poltergeist is bloodied. Swarm The poltergeist can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The poltergeist cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. Freedom of Movement The poltergeist does not provoke opportunity attacks when it moves, and any immobilizing or slowing effects on it end at the start of its turn. Standard Actions m Weapon Fury At-Will Attack: Melee 1 (one creature); +26 vs. AC Hit: 2d8 + 10 damage. M Rush of Blades At-Will Effect: The poltergeist shifts up to 5 squares and makes the following attack at any point during this movement. Attack: Melee 1 (one creature); +26 vs. AC Hit: 2d8 + 10 damage. C Steel Whirlwind Recharge when first bloodied Attack: Close burst 1, or 2 if the poltergeist is bloodied (enemies in the burst); +24 vs. Reflex Hit: 4d8 + 20 damage. Miss: Half damage. Triggered Actions C Death's Rage Encounter Trigger: The poltergeist dies. Attack (No Action): Close burst 5 (enemies in the burst); +24 vs. Will Hit: The target makes a basic attack against its nearest ally as a free action. Str 18 (+14) Dex 21 (+15) Wis 14 (+12) Con 21 (+15) Int 14 (+12) Cha 18 (+14) Alignment Chaotic Evil Languages -
This is based on the ragewind (from the nentir vale MV), but I changed it into a swarm. Edit: Steel whirlwind now attacks reflex instead of AC.
Plate Lord Level 21 Brute Large immortal animate (construct) XP 3200
HP 243; Bloodied 121
Initiative +15
AC 33, Fortitude 35, Reflex 30, Will 33
Perception +16
Speed 5
Darkvision
Immune disease, poison
Saving Throws +2 against ongoing damage
Standard Actions m Iron BallAt-Will Attack: Melee 4 (one creature); +26 vs. AC Hit: 2d10 + 9 damage, and the plate lord pushes the target 2 squares. M Iron FlurryAt-Will Effect: The plate lord uses iron ball twice. Triggered Actions C Ferocious SpinRecharge when first bloodied Trigger: An enemy hits the plate lord with a melee attack. Attack (Immediate Reaction): Close burst 1; +24 vs. Reflex. Hit: Damage equal to half the damage of the triggering attack. Str 26 (+18) Dex 21 (+15) Wis 23 (+16) Con 23 (+16) Int 10 (+10) Cha 10 (+10) Alignment unaligned Languages -
Bone Dragon Level 20 Elite Controller Large natural animate (dragon, undead) XP 5600 Initiative +15 Senses Perception +15; darkvision HP 392; Bloodied 196 AC 34; Fortitude 34, Reflex 32, Will 30 Immune disease, poison; Resist 20 necrotic; Vulnerable 10 radiant Speed 7 , fly 5 (hover) Saving Throws +2 , +5 against stun and domination Action Points 1 Traits Death Gaze (Necrotic) aura 2; enemies that start their turns in the aura are dazed. Standard Actions m Bite (standard, at-will) Necrotic Reach 2; +25 vs AC; 6d4 + 4 damage, and ongoing 10 necrotic damage (save ends). Aftereffect: The target is weakened (save ends). M Double Attack (standard, at-will) The bone dragon can use bite twice. C Darkfire Breath (standard, at-will) Fire,Necrotic Close blast 5; +23 vs Reflex; 3d6 + 11 fire and necrotic damage and the target is dazed (save ends). If the target is already dazed, it takes an additional 3d6 fire and necrotic damage. Alignment Evil Languages Draconic Skills Insight +20 Str 23 (+16) Dex 20 (+15) Wis 21 (+15) Con 28 (+19) Int 13 (+15) Cha 14 (+16)
This guy can be a pain in the ass for PCs without superior will. I based this on the bone naga.
Traits Composed of Many The granfaloon is represented on the battle grid as an 8x8 squares cube. It is divided in 8 identical, separated outer sections, each one a 4x4 squares cube, and the core, a 2x2 squares cube placed at the center of the 8x8 cube, sharing its space with the inner squares of the outer sections. Each outer section and the core have 444 HP. They all track damage separately, but are considered a single creature as a whole. The granfaloon’s core cannot be attacked if one of the outer sections blocks the line of effect. This means that at least one of the outer sections must be destroyed before the core is exposed and attackable. The granfaloon is defeated once the core is reduced to 0 HP. Holy Weakness All the outer sections of the granfaloon are vulnerable 10 to radiant damage, and whenever one of the outer sections takes radiant damage all the other outer sections take the same amount of damage. The core section is immune to radiant damage. Unspeakable Terror The granfaloon cannot be forced move in any way. It is unaffected by the immobilized, prone, restrained, slowed, blinded, weakened and removed from play conditions. If the granfaloon is stunned, dominated, petrified or knocked unconscious, it is dazed for the same duration instead. Its initiative bonus is based on wisdom instead of dexterity. All-Around Vision Enemies can’t gain combat advantage by flanking the granfaloon. Nightmarish Creature On an initiative of 10 + its initiative check, the granfaloon can use use tentacle laser or grasp of the grave as a no action. Standard Actions m Grasp of the GraveAt-Will Attack: Melee 1 (one creature); +28 vs. AC. Hit: 4d6 + 23 necrotic damage, and the granfaloon grabs the target. C Shower of BodiesAt-Will Attack: Close Burst 3; +26 vs. Fortitude Hit: 3d10 + 13 damage and the target falls prone. Effect: Up to 12 legion zombies appear in the targeted area. They can act immediately after the granfaloon’s turn. C Tentacle Laser (radiant) At-Will Requirement: The origin square for this attack must be the core, and this attack cannot include sections of the granfaloon in the attack area. Attack: Close blast 10 (creatures in the blast); +26 vs. Reflex Hit: 3d12 + 10 radiant damage. Triggered Actions C Critical DamageAt-Will Trigger: All the outer sections of the granfaloon are destroyed. Special: The granfaloon may use this power even if a condition exists that would normally prevent it from doing so. Effect (No Action): The granfaloon uses shower of bodies. Effect: The granfaloon fly speed rises to 8, with no altitude limit. Effect: The granfaloon cannot use shower of bodies and grasp of the grave anymore. Tentacle laser is now a close burst 15 attack that can be used as a minor action. Str 30 (+21) Dex 1 (+6) Wis 23 (+17) Con 30 (+21) Int 11 (+11) Cha 24 (+18) Alignment evil Languages none Legion Zombie Level 23 Minion Brute Medium natural animate (undead) XP -
Standard Actions m Suicidal CollisionAt-Will Attack: Melee 1 (one creature); + 24 vs. Reflex Hit: 4 damage and the legion zombie explodes, dealing 5 necrotic damage to all creatures adjacent to it. This attack ignores resistances, but undead allies of the zombie are immune to it. Effect: The legion zombie drops to 0 hit points.
Str 21 (+16) Dex 8 (+10) Wis 19 (+15) Con 18 (+15) Int 3 (+7) Cha 6 (+8) Alignment Unaligned Languages -
This was hard to create. If anyone's confused with how it works, don't hesitate to ask for clarification. Edit: Halved the zombies' damage, but twice of them appear after shower of bodies.
Here's a video of the bossfight in castlevania SOTN, watching this probably explains a lot of my design choices. Btw, Shadowserg is willingly beating the boss the hard way (destroying all the outer sections first). You can kill the core earlier and win way faster.
Thank you! By the way, my Castlevania adventure has finally started, so I playtested some of these monsters against my players. The minions look fine and fun, and the sword lord and bone golem really impressed them for their ability to transform during the battle. I can't wait for them to meet the granfaloon!
I also refluffed an elder green dragon as a water serpent. Here's the result: Water Serpent Level 21 Solo Skirmisher Huge natural magical beast XP 16000
HP 788; Bloodied 394
Initiative +20
AC 35, Fortitude 33, Reflex 35, Will 31
Perception +18
Speed 1, fly 14, swim 14
Darkvision
Resist 20 poison
Saving Throws +5; Action Points 2
Traits Poisonous Wounds (poison) Aura 2 While the serpent is bloodied, any enemy that ends its turn in the aura takes ongoing 10 poison damage (save ends). This damage increases to 20 if that enemy is bloodied. Action Recovery Whenever the serpent ends its turn, any dazing, stunning, or dominating effect on it ends. Instinctive Flyby On an initiative of 10 + its initiative check, the serpent can use a free action to use flyby attack. During the movement from flyby attack, the serpent gains a +4 bonus to all defenses against opportunity attacks. If the serpent cannot use a free action to make this attack due to a dominating or stunning (or other) effect, then that effect ends instead of the serpent making the attack. Clumsy Flier If the water serpent ends its turn in the air, it falls down. Standard Actions m Bite (poison) At-Will Attack: Melee 3 (one creature); +26 vs. AC Hit: 3d10 + 18 damage, and ongoing 10 poison damage (save ends). Miss: 15 poison damage. M Tail SweepAt-Will Attack: Melee 3 (one or two creatures); +26 vs. AC. If the serpent targets only one creature, it can make this attack twice against that creature Hit: 4d6 + 15 damage, and the serpent shifts up to 2 squares. M/C Flyby Attack At-Will Effect: The serpent flies up to its speed and uses bite or poisonous spit (if the power is recharged) at any point during the move. C Poisonous Spit (poison) Recharge 5-6 Attack: Close blast 5 (enemies in the blast); +24 vs. Fortitude Hit: 2d12 + 14 poison damage, and the target is slowed and takes ongoing 15 poison damage (save ends both). Aftereffect: The target is slowed (save ends). Minor Actions C Luring Glare (charm) At-Will Attack: Close blast 10 (one creature in the blast); +24 vs. Will Hit: The serpent slides the target up to 3 squares. Triggered Actions Cunning GlanceAt-Will Trigger: An enemy shifts to a square within 2 squares of the serpent. Effect (Immediate Reaction): The serpent uses luring glare against the triggering enemy. Bloodied SpitEncounter Trigger: The serpent is first bloodied. Effect (Free Action): Poisonous Spit recharges, and the serpent uses it. Skills Athletics +21, Insight +18, Stealth +23 Str 23 (+16) Dex 26 (+18) Wis 16 (+13) Con 21 (+15) Int 12 (+11) Cha 14 (+12) Alignment evil Languages Draconic
I finally ran my Castlevania adventure for my group, and it went very well! Lot of fun for both the DM and the players, since most of us are Castlevania fans. I want to thank ToeSama and Vorne for the feedback, and I'll post another stat block that I made just for fun, Simon Belmont!
The stats are probably closer to Richter or Julius Belmont, but I'm pretty satisfied anyway. Simon Belmont, Vampire Hunter Level 26 Solo Soldier Medium natural humanoid, human XP 45000
HP 960; Bloodied 480
Initiative +22
AC 40, Fortitude 38, Reflex 38, Will 38
Perception +25
Speed 6
Resist 20 radiant
Saving Throws +5; Action Points 2
Traits Holy PresenceAura 2 Any enemy that starts its turn within the aura takes a -2 penalty to attack rolls until the start of its next turn. Belmont’s Blood When Simon is dazed, stunned, dominated, petrified, knocked unconscious, weakened or blinded, Simon can make a saving throw as a no action against the triggering effect. On a save the triggering effect ends immediately, even if it would not normally end on a save. Standard Actions m Vampire KillerWhipAt-Will Attack: Melee 2 (one, two, or three creatures); + 31 vs. AC Hit: 4d6 + 13 damage plus 2d6 radiant, fire, cold or lightning damage. C Axe Hurricane (Thunder) At-Will Attack: Close blast 5 (enemies in the blast); + 29 vs. Fortitude Hit: 3d10 + 12 damage plus 1d10 thunder damage, and Simon pushes the target 3 squares and knocks it prone. R Barrage of Daggers (Zone) At-Will Attack: Ranged 5/10 (up to five creatures); + 29 vs. Reflex Hit: 2d10 + 4 damage, and ongoing 10 damage (save ends). Until the target saves, each of the target’s allies that ends its turn adjacent to the target takes 10 damage. C Grand Cross (Radiant) Recharge when first bloodied Attack: Close burst 5 (enemies in the burst); + 29 vs. Will Hit: 2d10 + 8 radiant damage. The target takes ongoing 15 radiant damage, and whenever it takes the damage, Simon gains 15 temporary hit points (save ends). Effect: Simon is immune to all damage and effects until the end of this turn. C Hydrostorm (Radiant, Acid, Zone) usable when bloodied, Recharge 6 Attack: Close burst 3 (enemies in the burst); + 29 vs. Fortitude Hit: 3d12 + 5 radiant and acid damage, and ongoing 10 radiant and acid damage (save ends). Effect: The burst creates a zone centered on Simon that lasts until the end of Simon’s next turn. Enemies take a -4 penalty to saving throws while within the zone, and any enemy that ends its turn in the zone takes 10 acid and radiant damage. The zone ends if Simon leaves the burst’s origin square. Sustain Minor: The zone persists. Minor Actions R Time Fracture (Psychic) Recharge when Simon bloodies an enemy or reduces an enemy to 0 hit points or fewer Attack: Ranged 5 (one creature); +29 vs. Will Hit: 6d10 + 13 psychic damage, and the target is removed from play (save ends). Triggered Actions Fierce RetaliationAt-Will Trigger: An enemy adjacent to Simon hit or miss Simon with a melee attack. Effect (Immediate Reaction): Simon can use Vampire Killer Whip against the triggering enemy. Skills Athletics +26, Endurance +25, Insight +25 , Religion +23 Str 26 (+21) Dex 21 (+18) Wis 24 (+20) Con 24 (+20) Int 20 (+18) Cha 23 (+19) Alignment Good Languages Romanian, French, Latin Equipment: Vampire Killer whip, Belmont’s axe, Belmont’s dagger, Belmont’s cross, Belmont’s holy water container, Belmont’s stopwatch, Simon’s clothes.