Also posted at http://www.thepiazza.org.uk/bb/viewtopic.php?f=51&t=1535
Leveller (Bodendrunker)
The Leveller resembles a double-normal sized elephant, if elephants had eight trunks, extremely long tusks, and were sickly green in color. Its legs flare out at the bottom as it was wearing bellbottoms. As it moves, it leaves the ground pounded flat. Bodendrunkers are able to set up vibrations in the ground which will drive burrowing creatures to the surface to be devoured. Given the scale of the Bodendrunker, this means eating Purple Worms, Bulettes, Ankheg, etc. Its resemblance to normal elephants and its sheer size make some suspect the work of the wizard Gargantua, but nothing can be proven.
Leveller, Level 28 Solo Brute
Gargantuan natural beast (elephant) XP 65,000
Initiative +16 Senses Perception +17
HP 1600; Bloodied 800
AC 42; Fortitude 42, Reflex 40, Will 42
Resist Cold 20, Fire 20, Poison 20
Saving Throws +5 Action Points 2
Speed 6
m Tusk (standard; at-will)
Reach 4; +31 vs. AC; 4d8+10 damage and prone
m Trunk Grapple (standard; at-will)
Reach 4; +29 vs. Reflex; 3d8+10 damage and target is Restrained and must escape via normal Grab rules. However, if the Leveller moves, the victim automatically moves with him, remaining restrained.
M Trunk Crush (standard; at-will special*)
Only against Restrained, Immobilized, or Unconscious targets. +29 vs. Fortitude; 5d10+9 damage
M Onslaught (standard; at-will)
The Leveller makes 2 Tusk and one Trunk Grapple attack.
M Trample (standard; Refresh 4-6)
The Leveller takes a full move; at some point during that move, he makes an attack on his chosen target and then can keep going with the rest of his movement. He draws no opportunity attacks from the target for this movement but may draw them from others. +29 vs. Reflex; 5d10+9 damage, prone, and stunned (save ends). This counts as a charge action.
M Tusk Impale (Minor; Refresh 5-6)
This can only be used after a successful Tusk attack. +29 vs. Fortitude; 4d10+9 damage and 15 ongoing damage (save ends)
My Stomping Brings All the Purple Worms in the Yard. My Stomping is Better Than Yours. (standard; Refresh 6)
This attack will be felt for miles by creatures with tremorsense and usually brings them to investigate. Levellers like to use this to draw Purple Worms and other burrowing creatures to the surface. It does double damage to any creature with tremorsense who is actually IN the radius. Close Burst 5; +29 vs. Fortitude; 4d10+9 and prone (save)
Alignment Unaligned Languages ---
Skills Athletics +29
Str 30 (+24) Dex 14 (+16) Wis 16 (+17)
Con 30 (+24) Int 2 (+7) Cha 10 (+14)
Living Statue
A form of animated magical guardian, Living Statues are cheaper than most golems but admittedly less potent too.
Living Crystal Statue, Level 3 Elite Skirmisher
Medium natural animate XP 150
Initiative +6 Senses Perception +9
HP 92; Bloodied 46
AC 19; Fortitude 14, Reflex 17, Will 17
Immune Disease; Poison; Sleep
Saves +2 Action Points 1
Speed 6
m Sword (standard; at-will) | Weapon
+8 vs. AC; 1d10+3 Damage
Twin Strike (standard; at-will)
The Living Crystal Statue makes 2 Sword Attacks
Mobile Strike (standard; Refresh 4-6)
The Statue shifts up to its full move, making two Sword attacks, each at +1d6 damage, at any point during that movement.
Mobile Skirmisher
+1d6 damage if the Statue moves 4 or more squares that turn before attacking.
Alignment Unaligned Languages Understands simple orders from its creator
Str 14 (+3) Dex 17 (+4) Wis 17 (+4)
Con 14 (+3) Int 6 (-1) Cha 6 (-1)
Living Crystal Statues resemble an armed human or humanoid being made of crystal.
Living Rock Statue, Level 5 Elite Brute
Medium natural animate XP 200
Initiative +3 Senses Perception +9
HP 156; Bloodied 78
AC 19; Fortitude 19, Reflex 14, Will 17
Immune Disease; Poison; Sleep
Resist Fire 10
Saves +2 Action Points 1
Speed 6
m Magma Touch (standard; at-will)
+8 vs. AC; 2d8+4 Fire damage
M Lingering Magma (minor; at-will)
On a successful Magma Touch hit, this power may be used on the same target. +6 vs. Fortitude; 3d6+4 Fire damage
Magma Spew (standard; Refresh 5-6)
Close Burst 1; +6 vs. Reflex; 1d8+5 Fire Damage
Alignment Unaligned Languages Responds to simple commands of its master
Str 18 (+6) Dex 13 (+3) Wis 15 (+4)
Con 18 (+6) Int 7 (+0) Cha 7 (+0)
Living Rock Statues are full of highly heated magma which they use as a weapon against their foes.
Lizard, Rockhome
Rockhome Lizards may well bear the same relationship to lizardmen as monkeys to humans. They are bipedal humanoid lizard-like beings, but only have animal levels of intelligence and no ability to speak. They are adapted for subterranean life and suffer greatly when exposed to sunlight. They are about as smart as a well-trained dog and can be trained to perform various tasks, including operating simple machinery or pulling carts. In the underground wild, they live on small animals and fish. Tame Rockhome lizards fight only to defend themselves; they are very friendly to dwarves, like the average dog is to humans.
Rockhome Lizard, Level 3 Skirmisher
Medium natural humanoid (lizard-kin) XP 150
Initiative +5 Senses Perception +3
HP 46; Bloodied 23
AC 17; Fortitude 15, Reflex 15, Will 15
Resist Cold 5
Vulnerable Fire 5
Speed 6
m Bite (standard; at-will)
+8 vs. AC; 1d10+3 damage
Pack Hunter
Add +1d6 damage if 2 or more allies are adjacent to the target.
Alignment Unaligned Languages Responds to simple Dwarven commands
Skills Dungeoneering +8, Endurance +8
Str 17 (+4) Dex 14 (+3) Wis 14 (+3)
Con 14 (+3) Int 6 (-1) Cha 6 (-1)
Equipment As given by their owner if any
Lycanthrope
Devil Swine
Devil Swine, Level 12 Controller
Medium natural humanoid (shapechanger) XP 200
Initiative +5 Senses Perception +9; low-light vision
HP 64; Bloodied 32
Regeneration 10 (if the Devil Swine takes damage from a silver weapon, its regeneration doesn’t function on its next turn)
AC 19; Fortitude 17, Reflex 14, Will 15
Speed 9 (6 in human form)
m Mace (standard; at-will) | Weapon
+16 vs. AC; 1d8+5 damage, push 2 and prone
m Gore (standard; at-will)
+17 vs. AC; 2d6+5 damage
R Charming Gaze (standard; at-will) | Arcane, Charm
Ranged 10; +16 vs. Will; 1d6+5 Psychic damage and the target makes a basic attack on an adjacent ally of the Devil Swine’s choice
Charm Person (standard; Refresh 5-6) | Arcane, Charm
Ranged 10; +16 vs. Will; target is dominated (save ends)
Wrathful Shout (standard; Refresh 5-6) | Arcane, Fear
Close Blast 3 or 5; +16 vs. Will; 1d8+5 Psychic Damage and target makes a move action away from the Devil Swine each turn (save ends)
Change Shape (minor; at-will) | Polymorph
A Devil Swine can alter its physical form to appear as a large hog or a unique human (see Change Shape, page 280 of the MM). It loses its gore attack in human form. However, they can only freely change at night; during the day, it must keep a single form.
Alignment Chaotic Evil Languages Common (possibly Traladaran or Minrothadi as well)
Skills
Str 19 (+10) Dex 18 (+10) Wis 20 (+11)
Con 19 (+10) Int 16 (+9) Cha 22 (+12)
Equipment Cloth Armor, Mace
Devil Swine are Were-Hogs, turning into large but pink and not very hairy hogs instead of boars. They are carnivorous and very nasty and favored by Orcus (who in Mystara started out as a Devil Swine.) Some Devil Swine become Infernal Warlocks pacted to Orcus.
Were-Bear
Were-bears tend to live alone in the forest or in the company of bears, defending it from intruders. Some become druids.
Were-Bear, Level 10 Brute XP 500
Medium Natural Humanoid (shapeshifter)
Initiative +8 Senses Perception +12
HP 260; Bloodied 130
Regeneration 5 (if the werebear takes damage from a silver weapon, its regeneration doesn’t function on its next turn)
AC 20; Fortitude 20, Reflex 19, Will 18
Immune Blinding Sickness
Speed 4
m Claw (standard; at-will)
+13 vs. AC; 3d6 +5 and infected with Blinding Sickness
m Axe (standard; at-will)
+13 vs. AC; 2d6+5 and an ally gets +2 to hit the target until the end of the Werebear’s next turn.
Bear Hug (standard; Refresh 5-6)
The Werebear makes 2 Claw attacks; if both hit the same target, he gets a third attack on the target.
Change Shape (minor; at-will) | Polymorph
A werebear can alter its physical form to appear as a gray wolf or a unique human (see Change Shape, page 280). It cannot use its claw attack in human form and cannot make axe attacks in bear form.
Alignment Unaligned Languages Common
Skills Endurance +14, Nature +12
Str 21 (+10) Dex 17 (+8) Wis 15 (+7)
Con 19 (+9) Int 11 (+5) Cha 13 (+6)
Were-Jaguars
Found in the vicinity of the Azcan Empire in the Hollow World, mainly. They can take on a human, jaguar, or hybrid form.
Werejaguar, Level 5 Skirmisher
Medium natural humanoid (shapechanger) XP 200
Initiative +5 Senses Perception +9; low-light vision
HP 64; Bloodied 32
Regeneration 5 (if the werejaguar takes damage from a silver weapon, its regeneration doesn’t function on its next turn)
AC 19; Fortitude 17, Reflex 14, Will 15
Speed 9, climb 6 (not in human form)
m Azcan Club with Obsidian Chips (standard; at-will) | Weapon
+10 vs. AC; 1d6 + 4 damage.
m Claw (standard; at-will)
+10 vs. AC; 1d6+4 damage
Claw, Claw, Rend (standard; at-will)
Make two Claw attacks on the same target; if both hit, add 2d6 damage for rending by the back claws.
Death From Above
The Werejaguar adds +2 to hit when leaping down from above at a target. This stacks with any other bonuses gained by such an attack.
Change Shape (minor; at-will) | Polymorph
A werejaguar can alter its physical form to appear as a Jaguar or a unique human (see Change Shape, page 280 of the MM). It loses its claw attack in human form.
Alignment Evil Languages Neathar, Azcan
Skills Athletics +11, Stealth +10
Str 18 (+6) Dex 12 (+3) Wis 14 (+4)
Con 16 (+5) Int 10 (+2) Cha 11 (+2)
Equipment Azcan Clothing, Azcan Club with Obsidian Chips
Werejaguars are not affected by the Lunar cycle; rather, they need to eat flesh in Jaguar form every 24 hours or the hunger for it overwhelms them. Priests of Atzanteotl often see Werejaguars as sacred and many hope to become such. They are the most common lycanthrope in Azcan lands.
Werejaguar Priest of Atzanteotl, Level 8 Elite Controller (Cleric)
Medium natural humanoid (shapechanger) XP 700
Initiative +6 Senses Perception +13; low-light vision
HP 176; Bloodied 88
Regeneration 5 (if the werejaguar takes damage from a silver weapon, its regeneration doesn’t function on its next turn)
AC 24; Fortitude 22, Reflex 18, Will 24
Saving Throws +2 Action Points 1
Speed 9, climb 6 (not in human form)
m Holy Obsidian Dagger Strike (standard; at-will) | Weapon
+13 vs. AC; 2d4+5 damage and one ally within 5 squares gains +4 to hit the target until the end of his next turn.
m Claw (standard; at-will)
+13 vs. AC; 1d8+5 damage
Claw, Claw, Rend (standard; at-will)
Make two Claw attacks on the same target; if both hit, add 2d6 damage for rending by the back claws.
Curse of Atzanteotl (standard; at-will)
Ranged 5; +11 vs. Reflex; 1d6+4 radiant damage and one ally within line of sight can choose to either gain 6 temp HP or make a saving throw
Death From Above
The Werejaguar adds +2 to hit when leaping down from above at a target. This stacks with any other bonuses gained by such an attack.
Healing Word (Minor, twice per encounter) | Healing
Close Burst 5 but only one target; target may spend a healing surge, adding 4 extra HP.
Blood for the Sun (Minor; encounter) | Healing
Upon reducing a foe to zero HP, the werejaguar heals 44 HP.
Change Shape (minor; at-will) | Polymorph
A werejaguar can alter its physical form to appear as a Jaguar or a unique human (see Change Shape, page 280 of the MM). It loses its claw attack in human form.
Alignment Evil Languages Neathar, Azcan
Skills Nature +13, Perception +13, Religion +10, Stealth +13
Str 18 (+8) Dex 14 (+6) Wis 18 (+8)
Con 16 (+7) Int 12 (+5) Cha 14 (+6)
Equipment Ceremonial Robes of Atzanteotl, Obsidian Dagger, Sacrificial Bowl, Holy Symbol of Atzanteotl
As noted above, some priests of Atzanteotl become holy were-jaguars, using their powers to further enforce his will and find sacrificial victims.
Malfera
Nasty creatures from the Dimension of Nightmare, they are typically turned loose on the Prime by Immortals or their servants, though they may leak through at spots were Nightmare and Normal are closer than usual. Humanoid in form, the Malfera has a head like an elephant with a short trunk but with a large horn on top and long tusk-like fangs on either side of the trunk. Its chest is a slimy mass of tentacles and its long muscular arms end in jagged pincers. Its feet are webbed and clawed. Its body is night-black but with red veins and eyes. It is brought to the Prime to kill things. Malfera know a handful of rituals which they will use as appropriate.
Malfera, Level 12 Elite Brute
Large aberrant humanoid XP 1400
Initiative +10 Senses Perception +10; blindsight 10
HP 300; Bloodied 150
AC 24; Fortitude 25, Reflex 23, Will 23
Resist Acid 15
Saves +2 Action Point 1
Speed 6
m Pincer Snap (standard; at-will)
Reach 2; +15 vs. AC; 3d6 +5
M Twin Pincer Strike (standard; at-will)
The Malfera makes two Pincer Snap attacks
Pincer Grapple (standard; at-will)
Reach 2; +13 vs. Reflex; 2d6+5 and target is restrained; this must be escaped as per a normal grab.
Tentacle Attack (standard; at-will against restrained, unconscious, or immobilized victims) | Acid
Reach 2; +13 vs. Fortitude; 3d6+5 and 10 ongoing Acid damage
Poisonous Breath (standard; refresh 5-6) | Poison
Close Blast 3; +13 vs. Fortitude; 2d6+5 Poison Damage
Rituals
Malfera typically know these rituals: Silence, Endure Elements, Knock, Sending, Wizard’s Sight
Alignment Evil Languages Nightmare
Skills Arcana +15, Stealth +15
Str 22 (+12) Dex 19 (+10) Wis 18 (+10)
Con 20 (+11) Int 18 (+10) Cha 8 (+5)
Manscorpions
Manscorpions have the upper body of a human and the lower body of a scorpion, being rather like a scorpion version of a centaur. They favor deserts and mountains and caverns but can live anywhere they fit into. They keep giant scorpions as pets, but tend to be hostile to everything else. They tend to operate in small warparties, raiding more civilized folk.
Manscorpion Archer, Level 8 Artillery
Large natural humanoid (Manscorpion) XP 350
Initiative +9 Senses Perception +6
HP 70; Bloodied 35
AC 22; Fortitude 20, Reflex 22, Will 19
Immune Poison (Scorpions and Manscorpions only)
Resist Poison 10
Speed 12
m Scorpion’s Sting (standard; at-will) | Poison
Reach 2; +11 vs. Fortitude; 1d8+5 + Slow (save ends)
r Longbow (standard; at-will)
Ranged 15/30; +13 vs. AC; 2d6+5 damage
R Ankle Shot (standard; Refresh 5-6)
Ranged 15/30; +11 vs. Fortitude; 1d8+5 damage and Slow (save ends)
Alignment Evil Languages Common, Manscorpion
Str 16 (+7) Dex 20 (+9) Wis 14 (+6)
Con 16 (+7) Int 12 (+0) Cha 8 (+3)
Equipment Large Longbow
Manscorpion Archers provide support fire for the warriors and priests, using their high speed to stay well clear of enemies and using Ankle Shot as needed to try to prevent foes catching up to them.
Manscorpion Priest, Level 10 Controller (Leader)
Large natural humanoid (Manscorpion) XP 500
Initiative +9 Senses Perception +6
HP 70; Bloodied 35
AC 22; Fortitude 20, Reflex 22, Will 19
Immune Poison (Scorpions and Manscorpions only)
Resist Poison 10
Speed 12
m Poison Sting (standard; at-will) | Poison
Reach 2; +14 vs. Fortitude; 1d8+5 + Slow (save ends)
m Holy Strike (standard; at-will)
Reach 3; +15 vs. AC; 2d6+3 and one ally gains +2 to hit the target until the end of his next turn
Poison Breath (standard; Refresh 5-6) | Poison
Close Blast 5; +14 vs. Fortitude; 2d8+5 Poison Damage and 5 ongoing Poison damage
Holy Word (minor, 2/encounter) | Healing
Close Burst 5; one target may spend a healing surge and add +2d6 extra HP.
Alignment Evil Languages Common, Manscorpion
Str 17 (+7) Dex 16 (+9) Wis 21 (+6)
Con 17 (+7) Int 18 (+0) Cha 18 (+3)
Equipment Glaive-Guisarme, Holy Symbol
Manscorpion Priests lead lesser Manscorpions to war; they are far less common than Warriors and Archers. A few priests grow greatly in power, becoming much stronger.
Manscorpion Warrior, Level 8 Soldier
Large natural humanoid (Manscorpion) XP 350
Initiative +8 Senses Perception +6
HP 90; Bloodied 45
AC 24; Fortitude 22, Reflex 20, Will 20
Immune Poison (Scorpions and Manscorpions only)
Resist Poison 10
Speed 12
m Halberd (standard; at-will)
Reach 3; +15 vs. AC; 2d6 +5
M Scorpion’s Sting (standard; at-will) | Poison
Reach 2; +13 vs. Fortitude; 1d8+5 + Slow (save ends)
M Paralyzing Sting (standard; Refresh 5-6)
Reach 2; +13 vs. Fortitude; 2d6+5 and Slow (save ends). If First Save Failed: Immobilized (save ends)
Threatening Reach
They gain Opportunity Attacks against anyone who moves or uses a ranged attack inside their reach.
Alignment Evil Languages Common, Manscorpion
Skills Endurance +13, Nature +11
Str 18 (+8) Dex 14 (+6) Wis 14 (+6)
Con 18 (+8) Int 12 (+5) Cha 8 (+3)
Equipment Large Halberd
Most Manscorpions favor the use of pole-arms in combat, which allows them a mix of moderately strong defense and offense. They move to cover their archers and the priests.
