Tuesday 29 March 2011

Screecher Beetle

Screech Beetles are amphibious and most often encountered in wet areas, near lakes or streams. Often they will appear from beneath murky water to ambush prey.
An adult male will typically be encountered alongside one or more females and their young, and will be fiercely protective of its brood.The males are very territorial, and are rarely encountered together.

Broodmaster Screech Beetle Level 3 elite soldier
Medium Natural Beast XP 300
HP 94 Initiative +6
AC 19 Fortitude 17 Reflex 13 Will 17 Perception +3
Action Points: 1 Saving throws: +2
Speed 5; Swim 3
Traits
Strong Legs
Whenever the Screech Beetle is slid, pushed or pulled it may shift one square after the movement is resolved.
When a screech beetle would be knocked prone it is instead slowed until the end of its next turn.
Standard Actions
Leg Slash
Attack: (Melee) 1; +8 Vs. AC
Hit: 2d6+4 damage and the target is slowed until the end of the Broodmaster's next turn
Threatening Growl
Attack: Close Blast 3, enemies in blast; +6 Vs. Will
Hit: 1d6+4 psychic damage and the target falls prone.
Double Strike
Effect: The Broodmaster makes a Leg Slash attack and a Threatening Growl attack, or two Leg Slash attack.
Crushing Jaws
Attack: Melee 1; one slowed or prone creature; +6 Vs. Fortitude
Hit: 3d6+5 damage and the target is slowed and cannot shift (save ends)
Aftereffect: The target takes a -2 penalty to speed until the end of the encounter
Aftereffect: the target contracts Cracked Leg
Miss: Half damage and the target takes a -2 penalty to speed (save ends)
Triggered Actions
Protective Scream Recharge 5,6 (immediate reaction)
Trigger: An ally within 5 squares becomes bloodied or is reduced to 0 hp.
Attack: Close Burst 5, enemies in burst; +6 Vs. Fortitude
Hit: 2d6+5 Thunder damage and the target is marked (save ends)
Miss: Half damage and the target is marked until the end of their next turn.
Str 8 (0) Dex 16 (+4) Wis 14 (+3)
Con 15 (+3) Int 2 (-4) Cha 5 (-2)
Stealth: +9

Cracked Leg Level=level of inflicting creature/hazard. Improve DC 17+1/2 level maintain: 12+1/2 level
Cured < Initial <> Stage 2 <> Stage 3 > Final
-2 to speed Also, can't shift Slowed Immobilised
- 1healing surge -5 to athletics and acrobatics -2 surges -3 surges

The Cracked Leg disease path is for use with any hazard that results in damage to someone's leg, that could be a break, or could just be a sprain. As the disease progresses the wound either heals, or gets worse (eventually revealing a break if they reach the final stage).
While suffering from the disease the character can gain bonuses to their endurance checks by avoiding travelling long distances, or running in combat, while on foot. A bonus of +5 should be available for complete bed-rest, combined with any +2s from healers using "Aid Another".
If the character engages in activity that will significantly strain their leg (for example: repeated use of the Run action) then a penalty of -2 to their endurance check may apply.

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