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Two Elite Badders (level 1) and an encounter suggestion: Use them in an arena type fight with shiledbots running underfoot.
Other things to consider:
-Make one or both of these Porkers for some extra brawn.
-Don't forget the templates from D&D books! Bodyguard for instance, or make a Druid Gren. Mix & Match to your heart's content.
Enjoy!
Roark the Giant Badder
Badder Steading Guard
Medium Terrestrial Humanoid
HP: 44 (Bloodied 22))
AC: 15 Fort: 15 Ref: 14 Will: 13
Elites gain a +2 bonus on all saving throws.
Speed: 6, Burrow: 3
Initiative: +3 Perception: +5
Maul (physical, Two-handed weapon) @ At-Will Atk: +6 vs AC (+3 Str +2 Accuracy, +1 Lvl) Dmg: 2d8 +4 (Str +3 +1 lvl) Clever Shot (physical, weapon) @ At-Will Effect: The guard shifts 1 square before the attack. Attack: Ranged 20 (one creature); +8 vs. AC Hit: 1d8 + 4 physical damage, and until the start of the guard's next turn, the target grants combat advantage to enemies adjacent to it.
Str 16 (+3) Dex 17 (+3) Wis 10 (+0) Con 10 (+0) Int 10 (+0) Cha 13 (+1)
+4 bonus to Athletics checks (+8 Total). Equipment ring mail, maul, crossbow
GIANT POWERS BRICKBAT GIANT NOVICE You spin in a circle with your weapon, knocking down a wide swath of foes. Encounter ~ Bio, Physical, Weapon Standard Action Close burst 1 Requirement: You must be wielding a melee weapon. Target: Each enemy in burst you can see Attack: +6 vs. AC Strength + your level + weapon accuracy, Hit: 1[W] + Strength modifier physical damage, and you knock the target prone Elite Action • Encounter Free Action Requirements: It is the elite creature's turn. Effect: The elite creature takes an extra standard action during that turn.
Bonner the Yeti Badder
Badder Steading Guard
Medium Terrestrial Humanoid
HP: 44 (Bloodied 22))
AC: 16 Fort: 13 Ref: 14 Will: 13
Resist 10 cold. Elites gain a +2 bonus on all saving throws.
Speed: 5, Burrow: 2
Initiative: +3 Perception: +5
Mace (physical, weapon) @ At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 + 3 physical damage. Clever Shot (physical, weapon) @ At-Will Effect: The guard shifts 1 square before the attack. Attack: Ranged 20 (one creature); +8 vs. AC Hit: 1d8 + 4 physical damage, and until the start of the guard's next turn, the target grants combat advantage to enemies adjacent to it.
Str 16 (+3) Dex 17 (+3) Wis 10 (+0) Con 10 (+0) Int 10 (+0) Cha 13 (+1)
+4 bonus to Nature checks.
Equipment ring mail, mace, crossbow
YETI POWERS BIG CLAWS YETI NOVICE You rake on enemy with your powerful claws. Encounter @ Bio, Physical Minor Action Melee 1 Target: One creature Attack: Strength + your level +2 vs. AC Hit: 1 d10 + Strength modifier + twice your level physical damage, and the target is slowed until the end of your next turn (Atk: +6 vs AC, Dmg: 1d10 +5) Elite Action • Encounter Free Action Requirements: It is the elite creature's turn. Effect: The elite creature takes an extra standard action during that turn.
Add the Exploding Defective ShieldBots for a level 1 Encounter worth 500 XP!
They won't actively attack, but will respond to any triggers. Add them in Round 2 for extra fun! |