FrozenWrath

goblin mecha

Apr 17th, 2021 (edited)
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  1. Brawler (Level 2 Elite Brute; 250 EXP)
  2. Large natural animate (construct)
  3. 68 HP (34 bloodied), 14 AC/14 Fort/14 Ref/14 Will
  4. +3 Initiative, +1 Perception, +2 Saves
  5. 5 sq. Speed, 1 Action Point
  6.  
  7. STANDARD ACTIONS
  8. Hard Knuckle - At-will melee basic attack
  9. Attack: Melee 1 (one creature); +7 vs. AC
  10. Hit: 1d12+4 damage.
  11.  
  12. Punt - At-will melee attack
  13. Attack: Melee 1 (one prone creature); +5 vs. Reflex
  14. Hit: 1d8+5 damage and target is pushed 1 sq.
  15.  
  16. Double Time - Encounter
  17. 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).
  18.  
  19. MINOR ACTIONS
  20. Overrun - At-will melee basic attack
  21. Attack: Melee 1 (one creature); +5 vs. Fortitude
  22. Hit: 1d6+2 damage and target falls prone.
  23. Special: Brawler may move 1 sq. before making this attack.
  24. _____
  25.  
  26. Blaster (Level 2 Elite Artillery; 250 EXP)
  27. Large natural animate (construct)
  28. 50 HP (25 bloodied), 14 AC/14 Fort/13 Ref/15 Will
  29. +1 Initiative, +2 Perception, +2 Saves
  30. 4 sq. Speed, 1 Action Point
  31.  
  32. STANDARD ACTIONS
  33. Gustav Min - At-will ranged basic attack
  34. Attack: Ranged 10 (one creature); +7 vs. AC
  35. Hit: 1d8+5 damage and target takes ongoing 5 fire damage (save ends).
  36.  
  37. Fusillade - At-will
  38. (Ranged 10, one creature)
  39. At the end of the round: Blaster makes the following ranged attack, using the target's square as the origin square.
  40. Attack: Area Burst 1 within Ranged 100 (all creatures in burst); +5 vs. Reflex
  41. Hit: 1d10+4 damage.
  42.  
  43. Gustav Max - Encounter
  44. (Ranged 10, one creature)
  45. At the end of the round: Blaster makes the following ranged attack, using the target's square as the origin square.
  46. Attack: Area Burst 1 within Ranged 100 (all creatures in burst); +8 vs. AC
  47. Hit: 2d10+4 damage split between all targets.
  48.  
  49. MINOR ACTIONS
  50. Scatter Pointers - At-will ranged attack
  51. Attack: Area Burst 1 within Ranged 8 (each creature in burst); +5 vs. Reflex
  52. Hit: 1d8+2 damage.
  53. _____
  54.  
  55. Vortexer (Level 3 Elite Controller)
  56. Large natural animate (construct)
  57. 72 HP (36 bloodied), 17 AC/16 Fort/14 Ref/15 Will
  58. +3 Initiative, +2 Perception, +2 Saves
  59. 5 sq. Speed, 1 Action Point
  60.  
  61. STANDARD ACTIONS
  62. Flame Diffuser (Encounter Standard Action (recharges after Ice Missile's attack), ranged attack)
  63. Attack: Area Burst 2 within Ranged 10 (each creature in burst); +6 vs. Reflex
  64. Hit: 2d6+1 fire damage, and target is pushed 1 sq. from the origin square.
  65. 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.
  66.  
  67. Water Spout (Encounter Standard Action (recharges after Ice Missile's attack), ranged attack)
  68. Attack: Area Burst 3 within Ranged 10 (each creature in burst); +6 vs. Reflex
  69. Hit: 2d6+4 damage, and target is pushed 2 sq. from the origin square, up to outside of the burst.
  70. 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.
  71.  
  72. Ultraflash (Encounter Standard Action, melee attack)
  73. At the start of the next round, Vortexer makes the following attack:
  74. Attack: Close burst 100 (each creature in burst); +10 vs. AC
  75. Hit: 4d6+3 damage, halved against creatures standing behind an obstacle.
  76. Special: This can hit enemies Vortexer cannot see.
  77.  
  78. MINOR ACTIONS
  79. Ice Missile (At-will Minor Action)
  80. (Ranged 10, one creature)
  81. At the end of the round, Vortexer makes the following ranged attack, using the target's square as the origin square:
  82. Attack: Area Burst 1 within Ranged 100 (each creature in burst); +6 vs. Fortitude
  83. Hit: 1d6+2, and target is slowed until the end of their next turn.
  84. 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.
  85.  
  86. Balled Lightning (At-will Minor Action)
  87. (Ranged 10, one creature)
  88. At the end of the round, Vortexer makes the following ranged attack, using the target's square as the origin square:
  89. Attack: Area Burst 1 within Ranged 100 (each creature in burst); +6 vs. Fortitude (automatically hits if in a zone created by Water Spout)
  90. Hit: 1d6+3 lightning damage. This becomes 1d6+9 if the target is standing in a zone created by Vortexer.
  91. _____
  92.  
  93. Swindler (Level 3 Elite Skirmisher)
  94. Large natural animate (construct)
  95. 72 HP (36 bloodied), 17 AC/15 Fort/16 Ref/14 Will
  96. +4 Initiative, +2 Perception, +2 Saves
  97. 5 sq. Speed, 1 Action Point
  98.  
  99. TRAITS
  100. Momentum
  101. When Swindler is charging, he gains a +2 power bonus to the attack roll if he traveled 3 or more squares while charging.
  102.  
  103. STANDARD ACTIONS
  104. Uppercut - At-will melee basic attack
  105. Attack: Melee 1 (one creature); +8 vs. AC
  106. Hit: 1d8+5 damage, and slide target 1 sq.
  107.  
  108. Headbang - At-will melee attack
  109. Attack: Melee 1 (one creature); +6 vs. Fortitude
  110. Hit: 1d6+6 damage, and the target is slowed until the end of their next turn.
  111.  
  112. Choo-choo - Encounter
  113. (Close burst 6, one creature within the burst)
  114. 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.
  115. Attack: +6 vs. Reflex
  116. Hit: 1d6+5 damage, and the target is prone.
  117.  
  118. MINOR ACTIONS
  119. Clothesline - At-will melee attack
  120. Effect: Swindler shifts up to 1 sq. before the attack.
  121. Attack: Melee 1 (one creature); +8 vs. AC
  122. Hit: 1d6+3 damage.
  123.  
  124. MOVE ACTIONS
  125. Rev Up - At-will
  126. Swindler shifts 1 sq., and then gains a +2 power bonus to his next attack roll this turn.
  127. _____
  128.  
  129. Brute Justice (Level 4 Boss Soldier)
  130. Large natural animate (aberrant)
  131. 51 HP, 19 AC/16 Fort/15 Ref/14 Will
  132. +6 Initiative, +2 Perception, +2 Saves
  133. 6 sq. Speed, 1/1 Action Point
  134.  
  135. TRAITS
  136. Unwavering Justice
  137. Whenever Brute Justice would be forced to move by an effect that pushes, pulls, or slides, he moves that many squares minus 1 instead.
  138.  
  139. STANDARD ACTIONS
  140. Bash - At-will melee basic attack
  141. Attack: Melee 1 (one creature); +9 vs. AC
  142. 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.
  143. Effect: Target is marked until the end of Brute Justice's next turn.
  144.  
  145. Flamethrower - At-will ranged attack
  146. Attack: Close blast 3 (each creature in blast); +7 vs. Reflex
  147. Hit: 1d10+3 fire damage.
  148.  
  149. MOVE ACTIONS
  150. Rocket Jumpstart - At-will melee attack
  151. Attack: Close burst 1 (all creatures in burst); +5 vs. Reflex
  152. Hit:
  153. 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.
  154.  
  155. MINOR ACTIONS
  156. Apocalypse - Encounter ranged attack (recharges when Megabeam and Apocalypse are also on recharge)
  157.  
  158. Megabeam - Encounter ranged attack (recharges when Megabeam and Apocalypse are also on recharge)
  159.  
  160. Schwerer Gustav - Encounter ranged attack (recharges when Megabeam and Apocalypse are also on recharge)
  161.  
  162. TRIGGERED ACTIONS
  163. All-Consuming Drive - At-will non-action
  164. Trigger: Brute Justice becomes dazed, dominated, or stunned.
  165. 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.
  166.  
  167. Pursuit of Justice - At-will immediate interrupt
  168. Trigger: A creature marked by Brute Justice is the only creature adjacent to him and shifts.
  169. Attack (melee attack): +9 vs. AC
  170. Hit: 1d6+2 damage and the target is knocked prone.
  171.  
  172.  
  173. Brutalized Justice (PHASE 3)
  174. Large aberrant animate (construct?)
  175. 51 (bloodied) HP, 19 AC/15 Fort/14 Ref/13 Will
  176. +6 Initiative, +2 Perception, +2 Saves
  177. 6 sq. Speed, 1 Action Point
  178.  
  179. TRAITS
  180. Bloodied
  181. Brutalized Justice is considered bloodied for all purposes, regardless of his hit point total.
  182.  
  183. STANDARD ACTIONS
  184.  
  185.  
  186. MOVE ACTIONS
  187. Rocket Jumpstart - At-will melee attack
  188. Attack: Close burst 1 (all creatures in burst); +5 vs. Reflex
  189. Hit:
  190. 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.
  191.  
  192. MINOR ACTIONS
  193.  
  194.  
  195. TRIGGERED ACTIONS
  196. All-Consuming Drive - At-will non-action
  197. Trigger: Brute Justice becomes dazed, dominated, or stunned.
  198. 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.
  199.  
  200. Dogged Pursuit - At-will immediate interrupt
  201. Trigger: A creature in Brute Justice's reach is the only creature adjacent to him and shifts.
  202. Effect: Brute Justice
  203. Attack (melee attack): +9 vs. AC
  204. Hit: 1d6+2 damage and the target is knocked prone.
  205.  
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