Adventure 6: Monsters:
Giant Blue Rock Lobster (Old Blue)
AC 19, HP 120
Claw: +8, 4d6, x2
Tail Flip: 16 DC dex save, 5d6 and knockback 5 & prone, or save for half
- weak to hammers, weak to butter and lemon
Motivation
Large Blue Rock Lobster
AC 17, HP 30
Claw: +6, 2d6
Slippery rocks
- have fishermen arrive midway through combat, armed with poke sticks (blunted, t-shaped spears). carry with them spiced fish
Prismatic Star Dog, blue aspect (from the star of Pavonis)
AC 18, HP 120
- has a furry body like a dog, where the "fur" is wisps of solar radiation.
- symmetrical on the x axis
- glows steadily brighter as it takes damage, attacks increase as it takes damage
- defense: immune to fire, energy damage
- defense: first shield, 5 fire damage when attacked in melee
- defense on bloodied: plasma shield: dome of bluish energy, 6d6 to push through, 80 hp, pushback
- attack: coiling strands: aoe 5, 6d6 fire damage, dex save 16 for half
- attack: energy blast: cone 5, dex save 16 for half 6d6,
- attack: energy lance: beam 10, +10, 5d6 fire
- when killed, shrinks down into a hot but inert sphere of strange silvery metal, about the size of a whiffle ball. Occasionally patterns of blue glowing spots will form across the surface of the sphere
- Motivation, wants to bone another star dog, but phrases it in the most ethereal of terms
- Communicating it risks heat and brain exploding. Add a heat meter to keep track of, make Charisma save after each communication
Star Drunk Humans
humans, moving oddly and wildly. Drinking from the river with an insatiable thirst. Their skin has turned a light blue, and you can see tinted flashes of light occasionally from under their skin like there is a storm going on under there
- AC 13, HP 20, +4 to hit with sticks, 1d6
- can be killed, or knocked out
- if hit with energy, will explode for 5d6, also setting off any others in range
if cut off from the water, will fall into a lethargy, waking up 2 days later groggy but ok
Darkened Lens Minions
AC 15, HP 30
- defense: empty chest: 50% chance to dodge, or +2 to AC after discovered
- attack: hatchet, +6, 1d8
- ability: dark vision
Darkened Lens Defender
AC 20, HP 30
- defense: darkened lens shield, redirect energy attacks, protection from AOE
- defense: empty chest: 50% chance to dodge, or +2 to AC after discovered
- attack: flail, +8, 1d6
- ability: dark vision
Darkened Lens Endarkener
AC 16, HP 60
- defense: phased & translucent body: half damage from non-radiant attacks
- attack: void touch, DC 16 Con save, phases them partially out of existence. First fail, half damage given and taken. second fail, reduce all damage to 1. Third fail, gone
- ability: create void, 3x3 space, swallows anything that enters it
- ability: dark vision
Darkened Lens leader
AC 18, HP 80
-
- defense: fortelling: free dodge, once
- defense: empty chest, 50% chance to dodge, or +2 to AC after discovered
- defense: empty legs, 50% chance to dodge, or +2 to AC after discovered
- ability: gather star heart from dead minion
- attack: fire star hearts at Dex 16 to dodge, 4d6 each
- ability: minor, dark band - dex save 18 or blinded
- ability: minor, dark band - con save 18 of restrained
- attack: extend blazing heart - dex save 18 or 6d6 fire damage
Greater Gazelles
AC 17, HP 120
- defense: raise leg slightly, +5 defense against most melee
- attack: stomp: +8 vs ac, 4d6
- attack: sleep fog: +16 vs Con, 5x5 area, difficulty increases by 1 each round
- defense: bird flock, 50% chance to intercept simple missile attacks. 5 uses
- ability: leap to tree top, run from tree to tree
Prismatic Star Dog, Green aspect (from the star of Pavonis), vine shell
AC 18, HP 80 for shell
- defense: vine shell, regen 20 per round until destroyed
- ability: vine shell's vine thwack: +8, 2d6, attacks up to 3 targets per round, no more than 2 attacks per target
Prismatic Star Dog, Green aspect (from the star of Pavonis)
AC 18, HP 120
- has a furry body like a dog, where the "fur" is wisps of solar radiation.
- symmetrical on the x axis
- glows steadily brighter as it takes damage, attacks increase as it takes damage
- defense: the star-dog itself is immune to radiant, energy damage
- minor ability: create 2 constructs
- attack: life burn - Con Save - depending on how good the save is, burn 1-4 healing surges, as skin bubbles and generates 1-4 homonculi
- attack: strangling vines - DC18, vines rise up from the ground to immobilize, 1d6 per turn, DC18 Strength save to break out
- ability - tree launch - grows a tree beneath it, raising 60 feet in the air
- ability - tree launch - grows a tree beneath target, raising 60 feet in the air
- when killed, shrinks down into a hot but inert sphere of strange silvery metal, about the size of a whiffle ball. Occasionally patterns of green glowing spots will form across the surface of the sphere
Homonculi
AC 15, HP 1
- attacks based off their owner, generally do 1d8 damage, DC 15 saves, +6 to hit
Vine Constructs (Dog, Panther, Hopping Eagle, Bull, Great Worm, Python, Mannikin
AC 17, HP 15-40
- bite, +6, 1d6
- whip, +7, 1d6
- Gore, +5, 2d6
- Swallow, DC 15 dex, crushing 1d6
- Constrict, DC 15 dex, crushing 1d6
- fist, +6, 1d6
Order of the Sanctified Sky Devotee:
AC 15, HP20
Defense: Reinforced Non La (hat): +3 vs ranged
Attack: Long Spear: +6, 1d6
Attack: Flash Bang: 5x5 area, DC16 Con, blinded
Order of the Sanctified Sky Initiate:
AC 15, HP40
Defense: Reinforced Non La (hat): +3 vs ranged
Attack: Whirling Chain interrupt: DC 15 dex, stops movement and prone
Attack: Whirling Chain: +7, 1d8
Order of the Sanctified Sky Blind Guru, Satay:
AC 16, HP60
Defense: Uncanny Parry, chance to parry a ranged attack each round
Defense: masterful skill, advantage on all melee defense rolls
Attack: Unerring Sword, +12, 3d6
Weakness: anything Sonic based attack
Order of the Sanctified Sky Chapter Master:
AC 19, HP80
Attack: Mace, +10, 2d6
Ability: Forsake the Sky: Con save 15, 8x8 area, prone, brings down any flying creatures
Ability: Trample the Devil: Cha save 18, 8x8 area, cancels magical effects
Thaddeus, the Space Witch, 8 feet tall more or less. A Dark shadow full of blazing red points of light, with a streamer of energy running from the sphere to its outline:
AC 17, HP120
Attack: Pinpoint Entropy Beam: 80/40 damage, 18DC reflex for half. destroyed targets instantly disentegrate into black dust, leaving behind a red star which floats into Thadeus's body
Attack: Entropic Burst: hits 6x6 area around him. 30 damage, 18DC con save for half. Destroys non-magical armor and weapons
Attack: Void Gate: opens a sustained portal into deep space. 5d6 ice damage in 3x3 area. DC 18 con save or be dragged partially in, need to fail twice to be launched into deep space. lasts for 4 rounds
Attack: Entropic Darts: 2 targets, +10 to hit, 3d6
Defense: immune to fire, necrotic. Vulnerable to radiant
Defense: entropic shield - decays away non-magical weapons used against him
Ability: Reaction - Void Shunt - opens a brief portal into deep space, shunting ranged attack away. needs to be within range 10, succeeds on 8 or better
Form 2: Whirling cloud of Blazing stars:
AC 20, HP 80
Attack: fire stars: +8 to hit, 4d6 damage, use 4 times on 4 targets
Ability: re-animate 3 deads
Form 3: concentrated lines of crackling star energy
AC 16, HP 80
Attack beam hand: DC 18, 8d6 fire damage, destroys any armor of +1 or less (unless save at 10 or better)
Defense: any non magical weapon is destroyed when touching it. weapons with +1 have to make a save (10 or better)
Defense: when bloodied, Con save 16 or be blinded in 3x3 area
Reanimated Titus:
AC 20, 80 HP
sword: +8, 3d6
trample: +6, 2d6
- "The heart wants what the heart wants"
Reanimated Adelaide:
AC 16, 60 HP
Forcebolt: +7 to hit, 3d6, slide 10
Fireball: 16dc save, 8d6
- "I choose to cast ... Fireball"
Reanimated Slippers and Hardy:
AC 16, HP 50
short sword & bow, +6 to hit, 2d6, +2d6 rogue damage
- "its funny, I don't feel afraid of the forest any more"
Entropy Dog:
AC 15, HP 20
Attack: +6, 6d6 necrotic damage, destroys the dog
AetherScope:
large, magi-mechanical telescope with incense burners set around it
Attack: Negative Aether beam - DC 17 Will save, frightened
Attack: Positive Aether beam - 3D10 psychic damage, DC 17 Will save for half
Attack: Inverse Aether beam - Cancel a magical effect on the target
Ghost pit of mad phase ghosts:
10 feet deep, 5 ghosts