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Monster rpg 2 lets play
Monster rpg 2 lets play










monster rpg 2 lets play

It also allow the demon to burrow its speed as an effect. Refles, deals light physical damage, and 10 ongoing acid damage (save ends). They can also burrow back into the ground while spraying acid behind them: this Acidic Retreat (recharge 5-6) is a close burst 2 vs. Their basic attack is a bite that also deals 5 ongoing acid damage (save ends). They have a ground speed of 6, a burrow speed of 6 with Tunneling, and a swim speed of 8. They're Level 20 Lurkers with 146 HP, an immunity to acid, and Variable Resistance 20 (2/encounter). Note that they don't have Aquatic, so they don't gain that +2 attack bonus when fighting underwater. Kazriths are Medium Elemental Magical Beasts with the Demon and Water keywords. So if you do want to make an underwater dungeon, you have the perfect excuse. They burrow as fast as they can run and leave stable tunnels behind, which means all bodies of water in kazrith territory are linked by networks of flooded tunnels. Their pores secrete strong acid, which helps both with the burrowing and with the killing. Though sapient, kazriths prefer to act as ambush predators, burying themselves in the ground and jumping out to attack anything that looks like it would be fun to kill. Despite their preference for water they're also perfectly capable of operating on land, so you don't have to build an underwater dungeon in order to use them. Kazriths are barracuda-like aquatic demons that prowl the watery bodies of the abyss and might be summoned to do so elsewhere.

monster rpg 2 lets play

The sample encounter is Level 6 and has three of these spherical terrors accompanying a pair of gnolls. They're more flavorful than evistros (which smoulder with generic rage), though they also pair really well with them or other front-liners that can get the enemy bloodied so they can teleport in. Pain-Induced Teleport (free action when first bloodied) is an unrestricted 10-square teleport, which it will likely use to flee. That reflexive teleport is modeled with two different abilities: Hungry Teleport (move action) allows the demon to teleport 10 squares into a square adjacent to a bloodied enemy. Their basic attack is the obvious bite, which deals extra damage to bloodied enemies. Their Ankle Biter aura (1) inflicts a -2 penalty to the speed of any enemy caught inside. In combat they're all about biting, since they're pretty much trying to eat you. They have Variable Resistance 10 (1/encounter). They have Darkvision and are slow and blobby with a ground speed of 3 and a flight speed of 5 (clumsy). Gnaw Demons are Small Elemental Humanoids, and Level 5 Skirmishers with 66 HP. Though they'll likely avoid the thick of the fight at first, the smell of blood drives them into a frenzy. Gnaw demons can teleport, but it's apparently a reflex not under their conscious control. Tracking them down isn't too difficult, though, since they'll soon become distracted by some other weak-looking target. Being demons, of course, they prefer living flesh above all else.ĭespite this, gnaw demons are also quite cowardly and will run away if they see they've bitten off more than they can chew. That sentence is quite literal too: they can eat anything, so they eat everything, all the time. Their hunger is insatiable and they're always gnawing on and eating everything around them.












Monster rpg 2 lets play