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2 years ago  ::  Oct 27, 2011 - 7:08PM #1
hairyscotsman2
Date Joined: Apr 20, 2009
Posts: 165
Feylaar
Large natural beast
Level 7 Elite Brute 600xp
HP 198; Bloodied 99    Initiative +4
AC 19, Fortitude 21, Reflex 17, Will 16    Perception+3
Saving Throws +2    Action Points 1
Speed 5    Low-light vision


TRAITS

Camouflaged Form
The Feylaar gets a +5 bonus to stealth checks


STANDARD ACTIONS

Flailing Fist
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d8 + 8 damage.

Double Attack (At-Will)
The feylaar makes two Flailing Fist attacks. If both attacks hit the same target, the target is grabbed.

Pummel and Bite
Effect: Melee 1 (one creature grabbed by the feylaar) 4d8 + 8 damage.
Attack: Melee 1 (one creature grabbed by the feylaar); +14 vs. AC
Hit: 2d4+8 damage.

Inflict Pain (psychic) (At-Will)
Attack: Ranged 10 (one creature); +10 vs. Will
Hit: 1d8 + 5 psychic damage and the target takes a -2 penalty to all attack rolls until the end of the feylaar's next turn.


MINOR ACTIONS

Death Field (necrotic) Encounter
Effect: The feylaar takes 2d10 necrotic damage
Attack: Close burst 2 (creatures in the burst); +10 vs. Fortitude
Hit: 2d10 + 5 necrotic damage
Effect:
Zone 2 (sustain Minor)
All creatures starting their turn within the zone (Including the feylaar) take 3 hit points necrotic damage.


MOVE ACTIONS

Dimensional Escape (teleportation) Encounter
Effect: The Feylaar teleports 5 squares and becomes insubstantial until the end of it's next turn.


Skills Athletics + 14, Stealth +9

Str 22 (+9)                Dex 13 (+4)                Wis 10 (+3)
Con 19 (+7)                Int 12 (+4)                Cha 8 (+2)

Alignment Evil     Languages -
D&D is like religion. People focus far too much on the differences rather than the similarities.
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2 years ago  ::  Oct 27, 2011 - 7:09PM #2
hairyscotsman2
Date Joined: Apr 20, 2009
Posts: 165
Feylaar are essentially psionically evolved Athasian apes. They have 4 large arms and powerful jaws.
All attempts to enslave them have failed. They have abilities to elude detection, escape confinement and strike at any would-be captors.
They would rather die than suffer servitude. They have been known to use their Death Field ability to kill themselves as well as any guards or handlers assigned to them.
They dwell in the forests of Athas.
D&D is like religion. People focus far too much on the differences rather than the similarities.
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2 years ago  ::  Oct 27, 2011 - 7:12PM #3
hairyscotsman2
Date Joined: Apr 20, 2009
Posts: 165
TACTICS
Their Stealth is effectively +14.

They only use Inflict Pain if unable to reach their target. It is just a ranged back-up option.
Usually they will charge in and try and grab a target and then pummel and bite them.
They will active Death Field if outnumbered
D&D is like religion. People focus far too much on the differences rather than the similarities.
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2 years ago  ::  Oct 27, 2011 - 7:14PM #4
hairyscotsman2
Date Joined: Apr 20, 2009
Posts: 165
Reserved
D&D is like religion. People focus far too much on the differences rather than the similarities.
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