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| #11shmaelDec 22, 2008 20:07:43 | Unsure if this is the correct forum for this post... This is a Second Level Solo Monster I have created for my completely top-to-bottom re-write of Keep on the Shadowfell. My party has yet to encounter it. But when they do, it is meant to scare the bejezzus out of them. The beast may be fought conventionally but the encounter is designed to allow smarter players the opportunity to think of slightly less dangerous ways of dispatching it. I've even drapped a preceeding room in red curtains as a hint toward one (of a number) of alternative methods. ![]() Comments welcome. ======================================== Ghoul Bull ![]() Initially appearing as a partially-decayed bull of extraordinary size and altered color -- its hide a shimmering, deep blue -- further examination reveals stranger details: The teeth of the Ghoul Bull are pointed and sharpened like those of a carnivore and its hooves are split into a double-fingered claw (with a third, vestigial claw located at the back of the ankle). Each of its eyes glow red as it turns its head slightly to the side to size up its prey. Maggots nest in its undying flesh; the smell of rotten eggs follows in the air with it, and a yellowish mist seeps from its nostrils. Ghoul Bull Lore A character knows the following information with a successful Religion check: DC 16 -- Centuries ago, the followers of the Old Religion, in order to appease the dark powers, made sacrifice to the demons of the underworld. One of the blood sacrifices made to Orcus, Lord of Demons, was that of a ritual bull. DC 21 -- The chosen bull was kept in a sacred pen and fed a diet of blood, drained from the throats of slaughtered cattle. The Spirit of Orcus was said to enter the blood of the bull when the animal exhibited certain signs -- wild erratic behavior, extreme aggression and loss of motor control. DC 23 -- The ritual bull was slaughtered at the first appearance of these signs. Its blood was drained, mixed with flour and honey, and force-fed to each of the four sleeping prophetesses who's bodies were dedicated to the service of Orcus -- The Wh*res Four. The blood was said to give them the power of prophesy when roused from their slumber. Drinking the blood also brought them death. DC 27 -- The blood-drained carcass of each ritual bull was encased and preserved in an enormous sarcophagi, which was stored with many, many others beneath an ancient orifice of the underworld. DC 33 – That ancient opening is found below the Keep on Haven's Gate, a ruin, north-east of the town of Vinterhaven. Ghoul Bull ************************************Level 2 Solo Skirmisher Large natural beast (Undead)****** XP 625 Initiative 8Senses Perception -5, Darkvision HP 220; Bloodied 110 AC 18; Fortitude 14, Reflex 16, Will 16 Immune Poison, sleep effects, paralysis, stunning, disease, and death effects; Vulnerable 5 Radiant Saving Throws +5 (Solo) Speed 6(5) This particular specimen is missing it's hind left leg and thus moves at a reduced speed of 5. Action Points 2 [melee] Slam (standard; at-will) The Ghoul Bull bucks with its head and body to injure an adjacent opponent.; +5 vs AC; Hit: 1d6 +3 damage, target saves against falling prone. [melee] Gore (standard; encounter) Reach 2; Bull shifts to target square; +8 vs. AC; Hit: 1d10+3 damage, target falls prone; Miss: target shifts one square to space of its choosing. [melee] Claws (minor; at-will) Target must be prone; +6 vs. AC; 1d6 + 4 damage and the target is immobilized (damage to Ghoul Bull ends; athletics opposed check ends). [melee] Ghoulish Bight (standard; at-will) Target must be immobilized, +10 vs. AC; 2d6 + 3 damage, and the target is stunned (save ends). [ranged] Furious Charge (standard; daily) Range 5; The Ghoulish Bull stampeeds and effectively transforms its body into a ranged weapon; Ghoulish Bull shifts to square at maximum range unless path is interupted by an obsticle, or interupted by a creature of large size or greater; roll attacks against all creatures occupying squares in direct line-of-sight from center of Ghoul Bull square to center of square at maximum range. +7 vs AC; Hit: 1d10 + 4 damage; target is tossed 0-5 squares (d6-1) through the air in paralel with the Bull's line-of-sight and 0-1 squares (coin toss) directly left or right (coin toss). Target falls prone and stunned (save ends); Miss: target shifts one square to space of its choosing outside line of sight. Power may be used only when three or more opponents are in direct line of sight within five square range. Stomp (move; at-will) ✦ Stance The Ghoul Bull growls and waits at a safe distance, staring at its marked quary with tilted head while scratching the ground with its foreleg claw. Saliva drips from its mouth. The Ghoul Bull does not move from its square and cannot take another movement action for the remainder of its turn. Roll of 6 on d6 recharges its Gore encounter power unless the Ghoul Bull takes damage before start of its next turn; Bull must mark nearest moving target during each Stomp action; mark remains until a new target is marked; subsequent attacks on unmarked targets incurr a -2 penalty on the to-hit role. If the target can see the Bull during Stomp round, the target knows it is marked. Blood Madness ✦ Necrotic, Desease Anyone who eats the undead flesh of this bull is attacked by Cackle Fever; +16 vs. Fortitude; DC 28 to improve; DC 10 to worsen. Those who do not expressly clean their weapons after combat with this entity are attacked the subsequent day; +8 vs. Fortitude; DC 28 to improve; DC 9 to worsen. Necrotic resistance may be applied against the DC. Any character revived from a final stage catatonic state will return with tales of dark, twisted nightmares -- and one dark prophesy (of moderate significance) of the DM's determination. Alignment Chaotic Evil Languages None Skills Athletics +5; Endurance +3 Str 20 (6) Dex 14 (3) Wis 5 (-1) Con 15 (3) Int 3 (-2) Cha 14 (3) Equipment Ghoul Bull Tactics Except when using a power, the Ghoul Bull must always run (movement rate +2, AC -2). When starting its turn with a move acton, other than its Stomp power, the Bull must move one square in the same direction in which it was last headed. It may never reverse course to a square directly behind. The Ghoul Bull attempts to stun opponents with its Gore attack, render them immobile with its claws then sink its Goulish Bight into their flesh. After each Gore attack, the Ghoul Bull attempts to recharge its encounter powers at a safe distance, using its Stomp power. The Ghoul Bull always engages opponents when its Gore attack is available. The Ghoul Bull uses its Furious Charge daily power every time direct line of sight from its square passes through five squares occupied by at least three opponents (expending action points if the condition is triggered more than once, and action points remain). The Ghoul Bull has poor vision. Any object of small to huge size, in the melee area, it will consider an "opponent" (until it tastes it) but it will first target the nearest opponent to have moved during the current or previous round. Creatures not currently engaged that take no move action do not count as opponents on a successful stealth vrs. perception opposed role (re-roll each round the opponent attempts to avoid detection). |