Difference between revisions of "User:Techpriest88/Canvas1"

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(added roach rough draft, modified queen)
(Roach: some roach info and ideas for powers)
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===Roach Lore===
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Roaches are a squat, six-legged zerg strain. Their thick armored hide allows them to take a great deal of punishmend. One of their most unique qualities is the startling speed with which thier wounds regenerate. While zerg in general heal quickly, one can watch as muscle, sinew, and even a roach's armored shell mends itself. The process works even more swiftly when they burrow, gaining but a momentary reprieve to focus on healing. In addition to this, roaches are able to spit their acidic saliva over short distances, showering enemies in corrosive goo that can work its way through even enchanted steel. They are far from helpless in close quarters, sporting a pair of vicious claws on their carapace which they use to devestating effect on any seeking to bypass them.
  
 
===Roach Tactics===
 
===Roach Tactics===
Roaches are found at the front line of any engagement. They are remarkably resilient, much like their namesake, able to swiftly regenerate any wounds they take. The healing process works much quicker when they are burrowed, whether moving underground or simply hiding. They aren't the swiftest strain in the Swarm, at least in younger hive clusters, but oftentimes they evolve a more reactive nervous system, allowing them to think and move more quickly. Eventually, they can even gain tunneling claws, allowing them to burrow swiftly underground. This makes them an ideal escort for infestors, allowing both to appear seemingly out of nowhere.
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Roaches are found at the front line of any engagement. They rely on their remarkably resilience and regeneration to keep them in the fight, often placing themselve in dangerous positions to limit the mobility of thier enemies. They aren't the swiftest strain in the Swarm, at least in younger hive clusters, but oftentimes they evolve a more reactive nervous system, allowing them to think and move more quickly. Eventually, they can even gain tunneling claws, allowing them to move swiftly underground. This makes them an ideal escort for infestors, allowing both to appear seemingly out of nowhere.
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==Miscelaneous Powers==
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All zerg are quite receptive to mental influence by nature. This psionic sensetivity is what makes the Swarm function, however, it has the consequence of making them weak to attacks against their Will defense. The counterbalance to this weakness is that the Swarm jealously guards its own. The zerg hivemind is a psionic entity of overwhelming power, being largely responsible for the infestation of new species. Before a species of interest can be added to the Swarm, it must be broken - subjugated to the will of the hivemind. The influence of the hivemind is always present in the form of the overlords, queens, and infestors who watch over the lesser strains. These wardens act as living conduits for the consciousness of the hivemind, reinforcing its hold over its subjects and fortifying their minds against outside influence.
  
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''These powers are just conceptual at the moment, but I plan to do something with them eventually.''
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<br />'''Conduit of the Hivemind''': A zerg ally of the overlord's level or lower within [range] makes a saving throw against a dazing, stunning, or dominating effect.
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<br />'''Swarm Consciousness''': Aura 10 - Each allied zerg within the aura gains a +2 bonus to its Will defense. If at least one allied zerg within the aura is aware of an enemy, they all are. (This defense bonus does not stack and will be already reflected in the overlord's statblock.)
  
 
==Broodling==
 
==Broodling==

Revision as of 01:52, 8 November 2011

Just getting started...


Queen

Queen
Level ? Artillery (Leader)
Huge aberrant magical beast (zerg)
XP ?
Initiative +? Senses Perception +?, darkvision
HP ?; Bloodied ?
AC ?; Fortitude ?, Reflex ?, Will ?
Speed 4 (6 on creep)
Standard Actions
BasicMelee.png Claws ♦ At-Will
Attack: Melee 3 (two attacks, one or two creatures); +? vs. AC
Hit: [low] damage.
Ranged.png Acid Spines (acid) ♦ At-Will
Attack: Range 10 (one creature); +? vs. AC
Hit: [med] acid damage.
Queen's Command ♦ At-Will
Effect: An ally of the queen's level or lower with 10 squares gains 5 temporary hit points and makes a basic attack as a free action.
Ranged.png Spawn Broodling ♦ Encounter
Attack: Range 5 (one creature); +? vs. Fortitude
Hit: ? damage, the target is dazed and takes ongoing ? damage (save ends both).
First failed save: The target is instead stunned.
Second failed save: Two broodlings appear on the battlefield in unoccupied spaces adjacent to the target and the target dies. (Epic Tier only.)
Move Actions
Burrow ♦ At-Will
Effect: The queen has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Special: If on creep, the queen instead has total concealment.
Minor Actions
Transfusion (healing) ♦ Recharge Recharge D6 (5).gif D6 (6).gif
Effect: One ally of the queen's level or lower within 10 squares spends a healing surge.
Skills Arcana +?, Dungeoneering +?, Heal +?
Str (+) Dex (+) Wis (+)
Con (+) Int (+) Cha (+)
Alignment Unaligned Languages --


Queen Tactics

As one of the more intelligent zerg strains, queens often direct their allies when encountered in the field. They prefer to stay behind the front lines, using their reach and ranged attacks to strike at enemies from a safe distance. They tend to the wounded in combat, able to restore them to peak fighting condition almost instantly. The cunning of a queen should never be underestimated, as they are the masterminds behind the evolution of the Swarm.


Roach

Roach
Level ? Soldier
Large aberrant beast (zerg)
XP ?
Initiative +? Senses Perception +?; darkvision
HP ?; Bloodied ?
AC [high]; Fortitude [high], Reflex [low], Will [med]
Speed 4 [6, burrow 6 (Paragon Tier.)]
Traits
Regeneration (healing)
At the beginning of its turn, as long as it has at least 1 hit point, the roach regains 5 hit points. [If it is completely underground, the roach instead regains 10 hit points. (Paragon tier only.)]
Glial Reconstitution
The roach gains a +2 bonus to attack and damage rolls with opportunity attacks. (Paragon Tier only.)
Standard Actions
BasicRanged.png Acid Saliva (acid) ♦ At-Will
Attack: Range 3 (one creature); +? vs. Reflex
Hit: [med] acid damage.
BasicMelee.png Claws ♦ At-Will
Attack: Melee 1 (one creature); +? vs. AC
Hit: [med] damage, and the target is marked until the end of its next turn.
Close.png Ambushing Spray (acid) ♦ Encounter
Requires: The roach is completely underground, adjacent to the surface.
Effect: The roach shifts 2 squares, ending this move completely above ground, and makes the following attack.
Attack: Close blast 2 (enemies in blast); +? vs. Reflex
Hit: ? acid damage, and the target is blinded until the end of the roach's next turn. (Epic Tier only.)
Move Actions
Burrow ♦ At-Will
Effect: The roach has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Special: If on creep, the roach instead has total concealment. (Heroic Tier only.)
Triggered Actions
Melee.png Impenetrable Line ♦ At-Will
Trigger: An enemy shifs from a square the roach threatens.
Effect (opportunity action): The roach makes a melee basic attack against the triggering enemy.
Skills Endurance ?, Stealth ? (+? when burrowing)
Str ? (+?) Dex ? (+?) Wis ? (+?)
Con ? (+?) Int ? (+?) Cha ? (+?)
Alignment Unaligned Languages --


Roach Lore

Roaches are a squat, six-legged zerg strain. Their thick armored hide allows them to take a great deal of punishmend. One of their most unique qualities is the startling speed with which thier wounds regenerate. While zerg in general heal quickly, one can watch as muscle, sinew, and even a roach's armored shell mends itself. The process works even more swiftly when they burrow, gaining but a momentary reprieve to focus on healing. In addition to this, roaches are able to spit their acidic saliva over short distances, showering enemies in corrosive goo that can work its way through even enchanted steel. They are far from helpless in close quarters, sporting a pair of vicious claws on their carapace which they use to devestating effect on any seeking to bypass them.

Roach Tactics

Roaches are found at the front line of any engagement. They rely on their remarkably resilience and regeneration to keep them in the fight, often placing themselve in dangerous positions to limit the mobility of thier enemies. They aren't the swiftest strain in the Swarm, at least in younger hive clusters, but oftentimes they evolve a more reactive nervous system, allowing them to think and move more quickly. Eventually, they can even gain tunneling claws, allowing them to move swiftly underground. This makes them an ideal escort for infestors, allowing both to appear seemingly out of nowhere.


Miscelaneous Powers

All zerg are quite receptive to mental influence by nature. This psionic sensetivity is what makes the Swarm function, however, it has the consequence of making them weak to attacks against their Will defense. The counterbalance to this weakness is that the Swarm jealously guards its own. The zerg hivemind is a psionic entity of overwhelming power, being largely responsible for the infestation of new species. Before a species of interest can be added to the Swarm, it must be broken - subjugated to the will of the hivemind. The influence of the hivemind is always present in the form of the overlords, queens, and infestors who watch over the lesser strains. These wardens act as living conduits for the consciousness of the hivemind, reinforcing its hold over its subjects and fortifying their minds against outside influence.

These powers are just conceptual at the moment, but I plan to do something with them eventually.
Conduit of the Hivemind: A zerg ally of the overlord's level or lower within [range] makes a saving throw against a dazing, stunning, or dominating effect.
Swarm Consciousness: Aura 10 - Each allied zerg within the aura gains a +2 bonus to its Will defense. If at least one allied zerg within the aura is aware of an enemy, they all are. (This defense bonus does not stack and will be already reflected in the overlord's statblock.)

Broodling

Broodling
Level ? Brute Minion
Small aberrant beast (zerg)
XP ?
Initiative +? Senses Perception +?, darkvision
HP 3; a missed attack never damages a minion.
AC ?; Fortitude ?, Reflex ?, Will ?
Speed 8
Traits
Degeneration
The broodling loses 1 hit point at the beginning of its turn.
Aura.png Frenzied Swarm ♦ Recharge Aura 1
Any enemy that begins its turn within this aura takes damage equal to the number of broodlings adjacent to it. (This effect does not stack.)
Standard Actions
BasicMelee.png Claws ♦ At-Will
Attack: Melee 1 (one creature); +? vs. AC
Hit: [low] damage.
Skills None
Str (+) Dex (+) Wis (+)
Con (+) Int (+) Cha (+)
Alignment Unaligned Languages --


Broodling Tactics

Broodlings only live a few rounds, regardless of whether or not they take damage. They are very direct creatures - lacking the guile and patience for subtlety - and attack whatever is nearest at hand until either it or they are dead.


Queen Lore

A character knows the following information with a successful Arcana check.

DC 15:
DC 20:
DC 25:


Encounter Groups

Queens are typically encountered within a zerg hive cluster or supporting other zerg and infested.

Level ? Encounter (XP ?)


Souces

StarCraft Wiki: Queen


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