RedStarFilms

Doggo Encounter

Dec 24th, 2016
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  1. 4x Anklebiter
  2. 2x Hellhound
  3. 1x Blink Dog
  4. 1x Alpha Beast
  5.  
  6. -----------------------------
  7.  
  8. Anklebiter A:
  9.  
  10. A small lapdog imbued with unholy energy. Its formerly cute eyes are filled with contempt for all it sees, but it still lives under the heel of bigger dogs.
  11.  
  12. HP: 14/14
  13. AC/flat foot AC: 12/10
  14.  
  15. <<attribute bonuses>>
  16.  
  17. ST:-4
  18. VT:0
  19. DX:+2
  20. IQ:-3
  21.  
  22. <<equipment/attacks/abilities>>
  23.  
  24. Tiny mutant animal
  25.  
  26. Walk 15 meters
  27.  
  28. Diseased Bite. +0 to hit, 1d4 cutting damage. On a hit, the target must succeed on a DC12 VT saving throw or be afflicted with flesh rot. Every 24 hours, they can make their save again, and if they fail, they take 2d4 damage. If this reduces their HP to 0, the creature is killed by this disease.
  29.  
  30. Keen Senses. The Anklebiter has advantage on all Perception checks.
  31.  
  32. Pack Mentality. If the Anklebiter is adjacent to at least one of its allies, it has advantage on its attack rolls.
  33.  
  34. Anklebiter B:
  35.  
  36. HP: 14/14
  37. AC/flat foot AC: 12/10
  38.  
  39. <<attribute bonuses>>
  40.  
  41. ST:-4
  42. VT:0
  43. DX:+2
  44. IQ:-3
  45.  
  46. <<equipment/attacks/abilities>>
  47.  
  48. Tiny mutant animal
  49.  
  50. Walk 15 meters
  51.  
  52. Diseased Bite. +0 to hit, 1d4 cutting damage. On a hit, the target must succeed on a DC12 VT saving throw or be afflicted with flesh rot. Every 24 hours, they can make their save again, and if they fail, they take 2d4 damage. If this reduces their HP to 0, the creature is killed by this disease.
  53.  
  54. Keen Senses. The Anklebiter has advantage on all Perception checks.
  55.  
  56. Pack Mentality. If the Anklebiter is adjacent to at least one of its allies, it has advantage on its attack rolls.
  57.  
  58. Anklebiter C:
  59.  
  60. HP: 14/14
  61. AC/flat foot AC: 12/10
  62.  
  63. <<attribute bonuses>>
  64.  
  65. ST:-4
  66. VT:0
  67. DX:+2
  68. IQ:-3
  69.  
  70. <<equipment/attacks/abilities>>
  71.  
  72. Tiny mutant animal
  73.  
  74. Walk 15 meters
  75.  
  76. Diseased Bite. +0 to hit, 1d4 cutting damage. On a hit, the target must succeed on a DC12 VT saving throw or be afflicted with flesh rot. Every 24 hours, they can make their save again, and if they fail, they take 2d4 damage. If this reduces their HP to 0, the creature is killed by this disease.
  77.  
  78. Keen Senses. The Anklebiter has advantage on all Perception checks.
  79.  
  80. Pack Mentality. If the Anklebiter is adjacent to at least one of its allies, it has advantage on its attack rolls.
  81.  
  82. Anklebiter D:
  83.  
  84. HP: 14/14
  85. AC/flat foot AC: 12/10
  86.  
  87. <<attribute bonuses>>
  88.  
  89. ST:-4
  90. VT:0
  91. DX:+2
  92. IQ:-3
  93.  
  94. <<equipment/attacks/abilities>>
  95.  
  96. Tiny mutant animal
  97.  
  98. Walk 15 meters
  99.  
  100. Diseased Bite. +0 to hit, 1d4 cutting damage. On a hit, the target must succeed on a DC12 VT saving throw or be afflicted with flesh rot. Every 24 hours, they can make their save again, and if they fail, they take 2d4 damage. If this reduces their HP to 0, the creature is killed by this disease.
  101.  
  102. Keen Senses. The Anklebiter has advantage on all Perception checks.
  103.  
  104. Pack Mentality. If the Anklebiter is adjacent to at least one of its allies, it has advantage on its attack rolls.
  105.  
  106. Hellhound A:
  107.  
  108. The shock troopers of hound packs, if they had that level of organization. Hellhounds are straight out of legend, spitting fire from their jaws like flamethrowers. Those who can tame them have a powerful, but insatiable ally on their side.
  109.  
  110. HP: 45/45
  111. AC/flat foot AC: 15/14
  112.  
  113. <<attribute bonuses>>
  114.  
  115. ST:+3
  116. VT:+2
  117. DX:+1
  118. IQ:-1
  119.  
  120. <<equipment/attacks/abilities>>
  121.  
  122. Medium mutant animal
  123.  
  124. Walk 15 meters
  125.  
  126. Bite. +5 to hit, 1d8+3 stabbing plus 2d6 burning damage.
  127.  
  128. Recharge 5-6: Spitfire [x]. The Hellhound has two abilities. One: It can spit flames from its mouth in a 3-meter cone. Each creature caught in this cone must make a DC12 DX saving throw, taking 4d6 burn damage on a fail, or half as much on a success. Two: It can expel magma onto the ground, creating a square up to five meters across. Anyone starting their turn in that square must succeed a DC14 DX saving throw, taking 2d6 burn damage on a fail, or half as much on a success.
  129.  
  130. Keen Senses. The Hellhound has advantage on all Perception checks.
  131.  
  132. Pack Mentality. If the Hellhound is adjacent to at least one of its allies, it has advantage on its attack rolls.
  133.  
  134. Hellhound B:
  135.  
  136. HP: 45/45
  137. AC/flat foot AC: 15/14
  138.  
  139. <<attribute bonuses>>
  140.  
  141. ST:+3
  142. VT:+2
  143. DX:+1
  144. IQ:-1
  145.  
  146. <<equipment/attacks/abilities>>
  147.  
  148. Medium mutant animal
  149.  
  150. Walk 15 meters
  151.  
  152. Bite. +5 to hit, 1d8+3 stabbing plus 2d6 burning damage.
  153.  
  154. Recharge 5-6: Spitfire [x]. The Hellhound has two abilities. One: It can spit flames from its mouth in a 3-meter cone. Each creature caught in this cone must make a DC12 DX saving throw, taking 4d6 burn damage on a fail, or half as much on a success. Two: It can expel magma onto the ground, creating a square up to five meters across. Anyone starting their turn in that square must succeed a DC14 DX saving throw, taking 2d6 burn damage on a fail, or half as much on a success.
  155.  
  156. Keen Senses. The Hellhound has advantage on all Perception checks.
  157.  
  158. Pack Mentality. If the Hellhound is adjacent to at least one of its allies, it has advantage on its attack rolls.
  159.  
  160. Blink Dog A:
  161.  
  162. Someone's been getting into the uranium again, yes they have! This dog is gifted with the ability to teleport short distances, and is relatively intelligent compared to its more savage brethren.
  163.  
  164. HP: 25/25
  165. AC/flat foot AC: /
  166.  
  167. <<attribute bonuses>>
  168.  
  169. ST:+1
  170. VT:+1
  171. DX:+3
  172. IQ:+1
  173.  
  174. <<equipment/attacks/abilities>>
  175.  
  176. Small mutant animal
  177.  
  178. Walk 13 meters
  179.  
  180. Bite. +3 to hit, 1d6 stabbing damage.
  181.  
  182. Keen Senses. The Blink Dog has advantage on all Perception checks.
  183.  
  184. Recharge 4-6: Teleport [x]. The dog magically teleports, along with any equipment it is wearing or carrying, up to 15 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
  185.  
  186. Alpha Beast A:
  187.  
  188. The "pack leader" of a group of hounds, the Alpha Beast is nearly as big as a man if it stood on its hind legs. It doesn't need to, however. It has two vicious-looking heads on its shoulders, so that one can eat and the other can howl.
  189.  
  190. HP: 52/52
  191. AC/flat foot AC: 12/10
  192.  
  193. <<attribute bonuses>>
  194.  
  195. ST:+2
  196. VT:+2
  197. DX:+2
  198. IQ:-3
  199.  
  200. <<equipment/attacks/abilities>>
  201.  
  202. Medium mutant animal
  203.  
  204. Walk 12 meters
  205.  
  206. Diseased Bite. +4 to hit, 1d8 stabbing damage. On a hit, the target must succeed on a DC12 VT saving throw or be afflicted with flesh rot. Every 24 hours, they can make their save again, and if they fail, they take 2d8 damage. If this reduces their HP to 0, the creature is killed by this disease.
  207.  
  208. Pack Mentality. If the Alpha Beast is adjacent to at least one of its allies, it has advantage on its attack rolls.
  209.  
  210. Two-Headed. The Alpha Beast has advantage on all perception checks and on saving throws against being blinded, deafened, stunned, or knocked unconscious.
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