Frost Maiden

Daughters of the frost giants, these ice-cold maidens stalk the frozen wastes, luring unwary warriors to their death on the chill bettlefields of the north.


Frost Maiden ✦ Level 16 Controller
Medium elemental humanoid ✦ XP 1,400


Initiative +13 Senses Perception +10
HP 154; Bloodied 77
AC 29; Fortitude 28, Reflex 30, Will 28
Speed 6, Icewalk

Traits
Icewalk
Frost Maidens move at normal speed on difficult or challenging terrain that is icy or snowy.

Standard Action Powers
Maddening Mock ✦ At-Will, Close Burst 10
Charm, Psychic
Hahahahahahaha!

Target: one creature
Attack: +20 vs. Will
Hit: 3d8 + 11 psychic damage.


Minor Action Powers

Alluring Lure ✦ At-Will, Range 10
Charm, Psychic
Come, warrior, catch me if you can!
Target: One Creature
Attack: +20 vs. Will
Hit: The Target is pulled 4 squares and dazed until the end of the Frost Maiden’s next turn.


Alignment neutral Languages Giant, Common Skills Intimidate +20, Thievery +18
Str 13 (+9)     Dex 21 (+13)  Wis 15 (+10)
Con 18 (+12) Int 10 (+8)      Cha 24 (+15)


Equipment: Gossamer garment.



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Water Wyrd



A powerful serpent made of water rises up from the surface of the pool. Spray wets your face as it sways for a moment, then it lunges at you with blinding speed!

Used as guardians, or among some cults as sacred animals, these ceratures from the elemental chaos are unperdictable and violent. Striking unexpectedly from the water, they drag creatures under and drown them.


Water Wyrd ✦ Level 13 Lurker ✦ XP 800
Medium elemental magical beast


Initiative +12 Senses Perception +6
HP 98; Bloodied 49
AC 27; Fortitude 24, Reflex 26, Will 24
Speed Swim 8


Powers

Snatching Strike ✦ At-Will, Standard Action, Melee reach 2
A snake made of water lunges out of the pool and pulls you in.
+16 vs. Reflex, 2d8 + 6 damage, and the target is grabbed and slid 2 squares.

Squeeze! ✦ At-Will, Standard Action, Melee
The creature, invisible in the water, crushes the life – and the air – from your body.
Usable against grabbed targets only.
+16 vs. Fortitude, 4d8 + 6 damage, and if the target is underwater, they must succeed on a DC 20 Endurance check or lose a healing surge or, if out of healing surges, lose hit points equal to their healing surge value.

Dissappear ✦ At-Will, Minor Action
The water-snake dives beneath the water and from sight.
The Water Wyrd takes cover in water and becomes invisible.


Alignment neutral Languages none
Skills Athletics +15, Stealth +17
Str 19 (+10) Dex 22 (+12) Wis 11 (+6)
Con 14 (+8) Int 5 (+3) Cha 19 (+10)



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Stream Spirit

Yet another creature making its debut in Anointing the Seer, these water elementals present a worthy foe to lower-level characters, and can be summoned by those who have the Summon Elemental power.

These water spirits flow into the mortal world from the elemental chaos. They resemble animate waves about the size of a man, with eyes and mouth visible in their foaming features. Found in streams and rivers, they can calmly babble tunes to the weary or cruelly drown the unwary. They are powerful combatants and can knock their foes down and hold them under.

Stream Spirit: Level 7 Brute
medium elemental magical beast (water) – XP 300
Initiative +15 Senses Perception +2
HP 94; Bloodied 47
AC 19, Fortitude 19, Reflex 19, Will 19
Immunity disease, poison; Resist 5 cold
Speed 5

Powers
Wave Slap – (standard melee; at will)
+10 vs. AC; 2d6 + 5 damage, and push 2.

Drowning Tide – (standard; encounter, close blast 2; recharge 5-6)
+8 vs. Reflex, 3d10 + 5 damage, slide 1, knocked prone, and one target is grabbed.

Water Affinity
As long as the Stream Spirit is within 1 square of water it receives a +1 power bonus to attack rolls and damage.

Alignment Unaligned Languages Primordial
Str 16 (+6) Dex 16 (+7) Wis 9 (+2)
Con 14 (+5) Int 7 (+1) Cha 16 (+6)

Tactics: Stream Spirits tend to lurk in bodies of water where they are impossible to distinguish from the water – it is a DC 25 Perception check to detect them before they raise up out of the water to attack. When they do attack they try to push opponents into the water and drown them by grabbing them and holding them under, or simply bludgeoning them to death.

Stream Spirit Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental spirits are unpredictable and can be very dangerous.


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Dust Devil

These air spirits hail from the elemental chaos and look like whirlwinds about the size of a man. Found on high mountaintops and low planes, they dance in places where the winds are wild. They are swift combatants and often tear objects from their opponents hands as they batter them.

Dust Devil: Level 4 Skirmisher
medium elemental magical beast (air) – XP 175
Initiative +7 Senses Perception +1

HP 52; Bloodied 26
AC 18, Fortitude 19, Reflex 21, Will 17
Immunity disease, poison; Resist 5 lightning
Speed 7

Powers
Buffet – (standard melee; at will)
+9 vs. AC; 1d6 + 4 damage, and push 1.

Disarming Winds – (standard; encounter, recharge 4-6)
+7 vs. Reflex, 1d6 + 4 damage, push 1, and make a secondary attack to disarm
Secondary Attack: make an opposed attack roll at +7 to disarm the target

Whirling Leap – (move; encounter, recharge 5-6)
Fly 10

Alignment Unaligned Languages Primordial
Str 10 (+2) Dex 17 (+5) Wis 9 (+1)
Con 12 (+3) Int 5 (-1) Cha 7 (+0)

Tactics: Dust Devils will try to keep moving as they fight, disarming foes one by one.

Dust Devil Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental creatures are swift to anger, and can make brief leaps through the air.


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Wildfire

These fire spirits from the Elemental Chaos are capricious pyromaniacs, and when they get loose in the world they delight in setting fire to everything they can.

Wildfire: Level 4 Skirmisher
Medium elemental magical beast (fire) – XP 175

Initiative +5 Senses Perception +1

HP 52; Bloodied 26
AC 19, Fortitude 15, Reflex 19, Will 13
Immunity disease, poison; Resist 10 fire; Vulnerable 10 cold
Speed 7

Sear – (standard; at will) – Fire
+8 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends).Fireburst – (standard; encounter, recharge 4-6) – Fire
Close burst 1; +8 vs. Reflex, 1d6 + 4 fire damage

Mutable Shape
The wildfire can squeeze through spaces as though it were a Small creature.

Alignment Unaligned – Languages Primordial
Str 10 (+2) Dex 17 (+5) Wis 9 (+1)
Con 12 (+3) Int 5 (-1) Cha 7 (+0)


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Stream Spirit

Yet another creature making its debut in Anointing the Seer, these water elementals present a worthy foe to lower-level characters, and can be summoned by those who have the Summon Elemental power.

These water spirits flow into the mortal world from the elemental chaos. They resemble animate waves about the size of a man, with eyes and mouth visible in their foaming features. Found in streams and rivers, they can calmly babble tunes to the weary or cruelly drown the unwary. They are powerful combatants and can knock their foes down and hold them under.

Stream Spirit: Level 7 Brute
medium elemental magical beast (water) – XP 300
Initiative
+15 Senses Perception +2
HP 94; Bloodied 47
AC
19, Fortitude 19, Reflex 19, Will 19
Immunity
disease, poison; Resist 5 cold
Speed 5

Powers
Wave Slap – (standard melee; at will)
+10 vs. AC; 2d6 + 5 damage, and push 2.

Drowning Tide – (standard; encounter, close blast 2; recharge 5-6)
+8 vs. Reflex, 3d10 + 5 damage, slide 1, knocked prone, and one target is grabbed.

Water Affinity
As long as the Stream Spirit is within 1 square of water it receives a +1 power bonus to attack rolls and damage.


Alignment
Unaligned Languages Primordial
Str 16 (+6) Dex 16 (+7) Wis 9 (+2)
Con 14 (+5) Int 7 (+1) Cha 16 (+6)

Tactics: Stream Spirits tend to lurk in bodies of water where they are impossible to distinguish from the water – it is a DC 25 Perception check to detect them before they raise up out of the water to attack. When they do attack they try to push opponents into the water and drown them by grabbing them and holding them under, or simply bludgeoning them to death.

Stream Spirit Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental spirits are unpredictable and can be very dangerous.


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Wildfire

These fire spirits from the Elemental Chaos are capricious pyromaniacs, and when they get loose in the world they delight in setting fire to everything they can.

Wildfire: Level 4 Skirmisher
Medium elemental magical beast (fire) – XP 175
Initiative +5

Senses Perception +1

HP 52; Bloodied 26

AC 19, Fortitude 15, Reflex 19, Will 13

Immunity disease, poison; Resist 10 fire; Vulnerable 10 cold

Speed 7

Sear – (standard; at will) – Fire
+8 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends).

Fireburst – (standard; encounter, recharge 4-6) – Fire
Close burst 1; +8 vs. Reflex, 1d6 + 4 fire damage

Mutable Shape
The wildfire can squeeze through spaces as though it were a Small creature.

Alignment Unaligned – Languages Primordial

Str 10 (+2) Dex 17 (+5) Wis 9 (+1)Con 12 (+3) Int 5 (-1) Cha 7 (+0)


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