Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Brawler (Level 2 Elite Brute; 250 EXP)
- Large natural animate (construct)
- 68 HP (34 bloodied), 14 AC/14 Fort/14 Ref/14 Will
- +3 Initiative, +1 Perception, +2 Saves
- 5 sq. Speed, 1 Action Point
- STANDARD ACTIONS
- Hard Knuckle - At-will melee basic attack
- Attack: Melee 1 (one creature); +7 vs. AC
- Hit: 1d12+4 damage.
- Punt - At-will melee attack
- Attack: Melee 1 (one prone creature); +5 vs. Reflex
- Hit: 1d8+5 damage and target is pushed 1 sq.
- Double Time - Encounter
- Brawler makes two hard knuckle attacks against two different foes, or one hard knuckle attack and one punt attack against the same foe (in either order).
- MINOR ACTIONS
- Overrun - At-will melee basic attack
- Attack: Melee 1 (one creature); +5 vs. Fortitude
- Hit: 1d6+2 damage and target falls prone.
- Special: Brawler may move 1 sq. before making this attack.
- _____
- Blaster (Level 2 Elite Artillery; 250 EXP)
- Large natural animate (construct)
- 50 HP (25 bloodied), 14 AC/14 Fort/13 Ref/15 Will
- +1 Initiative, +2 Perception, +2 Saves
- 4 sq. Speed, 1 Action Point
- STANDARD ACTIONS
- Gustav Min - At-will ranged basic attack
- Attack: Ranged 10 (one creature); +7 vs. AC
- Hit: 1d8+5 damage and target takes ongoing 5 fire damage (save ends).
- Fusillade - At-will
- (Ranged 10, one creature)
- At the end of the round: Blaster makes the following ranged attack, using the target's square as the origin square.
- Attack: Area Burst 1 within Ranged 100 (all creatures in burst); +5 vs. Reflex
- Hit: 1d10+4 damage.
- Gustav Max - Encounter
- (Ranged 10, one creature)
- At the end of the round: Blaster makes the following ranged attack, using the target's square as the origin square.
- Attack: Area Burst 1 within Ranged 100 (all creatures in burst); +8 vs. AC
- Hit: 2d10+4 damage split between all targets.
- MINOR ACTIONS
- Scatter Pointers - At-will ranged attack
- Attack: Area Burst 1 within Ranged 8 (each creature in burst); +5 vs. Reflex
- Hit: 1d8+2 damage.
- _____
- Vortexer (Level 3 Elite Controller)
- Large natural animate (construct)
- 72 HP (36 bloodied), 17 AC/16 Fort/14 Ref/15 Will
- +3 Initiative, +2 Perception, +2 Saves
- 5 sq. Speed, 1 Action Point
- STANDARD ACTIONS
- Flame Diffuser (Encounter Standard Action (recharges after Ice Missile's attack), ranged attack)
- Attack: Area Burst 2 within Ranged 10 (each creature in burst); +6 vs. Reflex
- Hit: 2d6+1 fire damage, and target is pushed 1 sq. from the origin square.
- Effect: Also creates a zone of Area burst 1 with the origin square the same as this attack's. This zone's radius increases by 1 at the end of each round, and a creature that starts its turn in this zone take 5 fire damage.
- Water Spout (Encounter Standard Action (recharges after Ice Missile's attack), ranged attack)
- Attack: Area Burst 3 within Ranged 10 (each creature in burst); +6 vs. Reflex
- Hit: 2d6+4 damage, and target is pushed 2 sq. from the origin square, up to outside of the burst.
- Effect: Also creates a zone of Area burst 1 with the origin square the same as this attack's. This zone is treated as difficult terrain. If this zone overlaps with a zone created by Ice Missile, destroy that zone, then this zone becomes an obstacle.
- Ultraflash (Encounter Standard Action, melee attack)
- At the start of the next round, Vortexer makes the following attack:
- Attack: Close burst 100 (each creature in burst); +10 vs. AC
- Hit: 4d6+3 damage, halved against creatures standing behind an obstacle.
- Special: This can hit enemies Vortexer cannot see.
- MINOR ACTIONS
- Ice Missile (At-will Minor Action)
- (Ranged 10, one creature)
- At the end of the round, Vortexer makes the following ranged attack, using the target's square as the origin square:
- Attack: Area Burst 1 within Ranged 100 (each creature in burst); +6 vs. Fortitude
- Hit: 1d6+2, and target is slowed until the end of their next turn.
- Effect: Also creates a zone of Area burst 1 with the origin square the same as this attack's. This zone is treated as difficult terrain. If this zone overlaps with a zone created by Flame Diffuser, destroy both zones.
- Balled Lightning (At-will Minor Action)
- (Ranged 10, one creature)
- At the end of the round, Vortexer makes the following ranged attack, using the target's square as the origin square:
- Attack: Area Burst 1 within Ranged 100 (each creature in burst); +6 vs. Fortitude (automatically hits if in a zone created by Water Spout)
- Hit: 1d6+3 lightning damage. This becomes 1d6+9 if the target is standing in a zone created by Vortexer.
- _____
- Swindler (Level 3 Elite Skirmisher)
- Large natural animate (construct)
- 72 HP (36 bloodied), 17 AC/15 Fort/16 Ref/14 Will
- +4 Initiative, +2 Perception, +2 Saves
- 5 sq. Speed, 1 Action Point
- TRAITS
- Momentum
- When Swindler is charging, he gains a +2 power bonus to the attack roll if he traveled 3 or more squares while charging.
- STANDARD ACTIONS
- Uppercut - At-will melee basic attack
- Attack: Melee 1 (one creature); +8 vs. AC
- Hit: 1d8+5 damage, and slide target 1 sq.
- Headbang - At-will melee attack
- Attack: Melee 1 (one creature); +6 vs. Fortitude
- Hit: 1d6+6 damage, and the target is slowed until the end of their next turn.
- Choo-choo - Encounter
- (Close burst 6, one creature within the burst)
- At the end of the round: Swindler charges at the target (with a Speed of 10,000, so I don't get cheesed by someone running away) and makes an uppercut attack against them. He also slides all creatures between him and the target 1 sq. so that they are out of the way, and makes the following attack on all of them.
- Attack: +6 vs. Reflex
- Hit: 1d6+5 damage, and the target is prone.
- MINOR ACTIONS
- Clothesline - At-will melee attack
- Effect: Swindler shifts up to 1 sq. before the attack.
- Attack: Melee 1 (one creature); +8 vs. AC
- Hit: 1d6+3 damage.
- MOVE ACTIONS
- Rev Up - At-will
- Swindler shifts 1 sq., and then gains a +2 power bonus to his next attack roll this turn.
- _____
- Brute Justice (Level 4 Boss Soldier)
- Large natural animate (aberrant)
- 51 HP, 19 AC/16 Fort/15 Ref/14 Will
- +6 Initiative, +2 Perception, +2 Saves
- 6 sq. Speed, 1/1 Action Point
- TRAITS
- Unwavering Justice
- Whenever Brute Justice would be forced to move by an effect that pushes, pulls, or slides, he moves that many squares minus 1 instead.
- STANDARD ACTIONS
- Bash - At-will melee basic attack
- Attack: Melee 1 (one creature); +9 vs. AC
- Hit: 2d6+5 damage. If target is already marked, they become dazed until the end of their next turn OR save-ends, and they may not be marked for that duration.
- Effect: Target is marked until the end of Brute Justice's next turn.
- Flamethrower - At-will ranged attack
- Attack: Close blast 3 (each creature in blast); +7 vs. Reflex
- Hit: 1d10+3 fire damage.
- MOVE ACTIONS
- Rocket Jumpstart - At-will melee attack
- Attack: Close burst 1 (all creatures in burst); +5 vs. Reflex
- Hit:
- Effect: Brute Justice stands up, teleports 3 Sq. and removes immobilized, restrained, or grabbed. If he removed any conditions by this effect, he increases his vulnerable all by 3X until the end of his next turn, where X = number of conditions removed by this effect.
- MINOR ACTIONS
- Apocalypse - Encounter ranged attack (recharges when Megabeam and Apocalypse are also on recharge)
- Megabeam - Encounter ranged attack (recharges when Megabeam and Apocalypse are also on recharge)
- Schwerer Gustav - Encounter ranged attack (recharges when Megabeam and Apocalypse are also on recharge)
- TRIGGERED ACTIONS
- All-Consuming Drive - At-will non-action
- Trigger: Brute Justice becomes dazed, dominated, or stunned.
- Effect: Brute Justice makes a saving throw with his normal +5 bonus. If the save succeeds, the triggering condition ends immediately even if it cannot normally be ended by a save, and he increases his vulnerable all by 5 until the end of his next turn.
- Pursuit of Justice - At-will immediate interrupt
- Trigger: A creature marked by Brute Justice is the only creature adjacent to him and shifts.
- Attack (melee attack): +9 vs. AC
- Hit: 1d6+2 damage and the target is knocked prone.
- Brutalized Justice (PHASE 3)
- Large aberrant animate (construct?)
- 51 (bloodied) HP, 19 AC/15 Fort/14 Ref/13 Will
- +6 Initiative, +2 Perception, +2 Saves
- 6 sq. Speed, 1 Action Point
- TRAITS
- Bloodied
- Brutalized Justice is considered bloodied for all purposes, regardless of his hit point total.
- STANDARD ACTIONS
- MOVE ACTIONS
- Rocket Jumpstart - At-will melee attack
- Attack: Close burst 1 (all creatures in burst); +5 vs. Reflex
- Hit:
- Effect: Brute Justice stands up, teleports 3 Sq. and removes immobilized, restrained, or grabbed. If he removed any conditions by this effect, he increases his vulnerable all by 3X until the end of his next turn, where X = number of conditions removed by this effect.
- MINOR ACTIONS
- TRIGGERED ACTIONS
- All-Consuming Drive - At-will non-action
- Trigger: Brute Justice becomes dazed, dominated, or stunned.
- Effect: Brute Justice makes a saving throw with his normal +5 bonus. If the save succeeds, the triggering condition ends immediately even if it cannot normally be ended by a save, and he increases his vulnerable all by 5 until the end of his next turn.
- Dogged Pursuit - At-will immediate interrupt
- Trigger: A creature in Brute Justice's reach is the only creature adjacent to him and shifts.
- Effect: Brute Justice
- Attack (melee attack): +9 vs. AC
- Hit: 1d6+2 damage and the target is knocked prone.
Advertisement
Add Comment
Please, Sign In to add comment