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Depois do Draconomicon I, a capa do Monster Manual II

Depois do primeiro Draconomicon ter aparecido na Amazon semana passada, é a vez do seu primo básico, o Monster Manual 2 dar as caras com uma capa excelente – um Demogorgon!

No entanto quase nenhuma informação é dada sobre o livro, apenas que será lançado em Maio de 2009, com 224 páginas, 58 a menos que o Monster Manual I da 4ª edição, por $34,95 pratas (ou $23,07 com o desconto camarada/monopolista da Amazon), o mesmo preço do primeiro (e mais grosso) MM.

Quando tiver alguma informação sobre o conteúdo ou os autores pode saber que estarão aqui!

Listas de monstros e rituais

O do blog The Core Mechanic criou uma lista das criaturas apresentadas no Monster Manual, divididas por nível, papel, e a grande diferença para a lista no final do MM – com a divisão por habitat/terreno que existia na terceira edição. Dei uma testada rápida e gostei bastante, ótimo material de referência, principalmente para quem gosta de ficar pensando aventuras no trabalho sem os livros básicos por perto!

Outra criação bacana dele é a lista de rituais, que inclui não só os apresentados no Player’s Handbook, mas também os publicados na Dragon e Dungeon, com o link de referência e tudo. Se ele continuar atualizando a lista, em breve ela será não apenas gigantesca, mas essencial para ter acesso rapidamente a todas as magias. Muito bom!

UPDATE: Ele atualizou a listas de monstros com os que foram publicados na Dungeon #155 e Dragon #364. 61 novos monstros!

Monstros!

Em um esforço muito legal os caras do critical-hits.com e da ENWorld tiraram fotos das fichas de alguns monstros na D&D Experience, e as estatísticas de alguns deles já foram decifrados!

Os primeiros vêm diretamente do critical-hits.com e foram tirados das cartas da expansão Dungeons of Dread de D&D Miniatures:

Chillborn
Medium Natural Animate (Undead)

Level 6 Soldier
AC 22, FORT 21, REF 17, WILL 17, HP 48, Bloodied 24, Init +5, Spd 4
Senses: Perception +3. Immune: Poison, Resist: cold 10, nec 10, wpn 10
Weakness: Massive Dmg, Vuln rad 5
Attacks: Melee Slam +14 vs AC; 1d6+6 AND Followup
Followup +9 vs Fort; Immobilized 1 rd
Ice Reaper +5 cold dmg to Immobilized or Stunned

Abilities: Massive Damage: Destroyed by single atk of 24+ dmg
Wintry Cloud: Creatures take 2 cold dmg at start of their turns for each chillborn within 5 (max 8 dmg)
Str +9 (22), Con +5 (15), Dex +5 (14), Int -1 (2), Wis +3 (10), Cha +5 (15)

Deathjump Spider
Medium Natural Beast (Spider)
Level 4 Skirmisher
AC 18, Fort 14, Ref 17, Will 14, HP 38, Bloodied 19, Init +5, Spd 6, Clb 6, Jmp 6
Senses darkvision, Perception +9
Attacks: Melee Bite +11 vs AC; 1d10+4
Limited Powers: Melee, Death from Above: Standard, jmp 6 AND bite +11 vs AC 2d10+4. Rchrg 6
Prodigious Leap: Move, jmp 12, no opp attacks. Rchg 5.
Str +4 (15), Con +4 (15), Dex +5 (16), Int -2 (2), Wis +4 (14), Cha +3 (13)

Goblin Picador
Small Natural Humanoid
Level 2 Controller

AC 16, Fort 14, Ref 16, Will 10, HP 26, Bloodied 13, Init +9, Spd 6
Senses: Perception +1
Attacks: Melee: Harpoon +9 vs AC, 1d4+3 plus Harpooned (see text)
Ranged: Thrown Harpoon Rg 5, +9 vs AC, 1d4+3 plus Harpooned (see text)
Melee: Tug of War Standard, M or smaller Harpooned enemy; +4 vs Fort; pull 3 (pull 1 on miss).
Abilities: Goblin Tactics Whenever a Melee attack against it misses, can immed shift away from attacker.
Harpooned Can’t move more than 5 from this creature. Remove standard; Str vs Fort.
Str +4 (16), Con +2 (13), Dex +5 (18), Int +0 (8), Wis +1 (10), Cha +0 (8)

Defiant Rake
Medium Natural Humanoid
Level 5 Skirmisher

AC 21, Fort 13, Ref 17, Will 16, HP 45, Bloodied 22, Init +7, Spd 6
Senses: Perception +2
Attacks: Melee: Rapier +11 vs AC; 1d8+5
Ranged: Hand Crossbow Rg 10/20; +11 vs AC; 1d6+5
Sneak Attack +2d6 dmg with cbt adv
Limited Powers: Snap Shot Minor; hand scross bow atk. Rchg 5.
Wicked Dodge Reaction, when target of melee atk; +9 vs Will; atk automatically misses OR instead targets any other creature within attacker’s reach (your choice). Rchg 5.
Skills: Bluff +11, Stealth +12, Thievery +12
Str +2 (10), Con +3 (12), Dex +7 (20), Int +3 (12), Wis +2 (10), Cha +6 (18)

Vampire Spawn
Medium Natural Humanoid (Undead)
Level 6 Minion (Brute)

AC 18, Fort 15, Ref 16, Will 15, HP 10, Bloodied 5, Init +11, Spd 7
Senses darkvision; Perception +4
Immune poison, Resist nec 10, Weakness vuln rad 5
Attacks: Melee Claw +11 vs AC; 3 (5 to Bloodied)
Group Attack +3 dmg per additional vampire spawn (+5 to Bloodied)
Abilities: Regenerate 3
Skills: Stealth +11
Str +5 (14), Con +5 (14), Dex +6 (16), Int +3 (10), Wis +4 (12), Cha +5 (14)

Os outros foram retirados das fotos que o usuário Xath postou na ENWorld:

HUMANOIDS

Human Guard
Level 1 Soldier

Medium natural humanoid
XP 100
Initiative + 4
Senses Perception +5
HP 31; Bloodied 15
AC 16; Fortitude 14, Reflex 13, Will 12
Speed 5
Halberd (standard; at will) • Weapon
Reach 2; +8 vs. AC; 1d10+2 damage, and the target is marked until the end of the human guard’s next turn.
Powerful Strike (standard, recharge 5,6) • Weapon
Requires Halberd; Reach 2; +8 vs. AC; 1d10+6 damage, and the target is knocked prone.
Crossbow (standard; at will) • Weapon
Range 15/30; +7 vs. AC 1d8+1 damage
Alignment Any Languages Common
Skills: Streetwise +5
Str 15 (+2) Dex 14 (+2) Wis 11 (+0)
Con 15 (+2) Int 10 (+0) Cha 12 (+1)
Equipment chainmail, crossbow, halberd, 20 bolts

Human Bandit
Level 1 Skirmisher

Medium natural humanoid
XP 100
Initiative +6
Senses Perception +1
HP 30; Bloodied 15
AC 16; Fortitude 12, Reflex 14, Will 12
Speed 6
Mace (standard; at will) • Weapon
+4 vs. AC; 1d8+1 damage, and human bandit shifts 1 square.
Dagger (standard; at will) • Weapon
Range 5/10; +5 vs. AC; 1d4+1 damage
????? (standard, encounter) • Weapon
Requires Mace; +4 vs. AC; 1d8+1 damage, the target is dazed until the end of the human bandit’s next turn, and the human bandit shifts 1 square.
Alignment Any Languages Common
Skills: Stealth +5, Streetwise +7, Thievery +5
Str 12 (+1) Dex 17 (+3) Wis 11 (+0)
Con 13 (+1) Int 10 (+0) Cha 12 (+1)
Equipment leather armor, mace, 4 daggers

Human Berserker
Level 3 Brute

Medium natural humanoid
XP 150
Initiative +2
Senses Perception +1
HP 56; Bloodied28; see also battle fury
AC 14; Fortitude 14, Reflex 13, Will 13
Speed 7
Greataxe (standard; at will) • Weapon
+6 vs. AC; 1d12+4 damage (crit 1d12+16).
Battle Fury (immediate reaction, when first bloodied; encounter)
The human berserker makes a melee basic attack with a +4 bonus to the attack and deals an extra 1d6 damage on a hit.
Handaxe (standard; at will) • Weapon
Range 5/10; +4 vs. AC; 1d6+3 damage.
Alignment Any Languages Common
Skills: Athletics +9, Endurance +9
Str 17 (+4) Dex 12 (+2) Wis 11 (+0)
Con 16 (+4) Int 10 (+1) Cha 12 (+1)
Equipment leather armor, greataxe, 2 handaxes

Human Mage
Level 4 Artillery (leader)

Medium natural humanoid
XP 175
Initiative +4
Senses Perception +5
HP 42; Bloodied 21
AC 17; Fortitude+13, Reflex+14, Will +15
Speed 6
Quarterstaff (standard; at will) • Weapon
+4 vs. AC 1d8 damage.
Magic Missile (standard; at will) • Force
Range 20; +7 vs. Reflex; 2d4+4 force damage.
Dancing Lightning (standard; encounter) • Lightning
The mage makes a separate attack against 3 different targets range 10; +7 vs. Reflex; 1d6+4 lightning damage.
Thunder Burst (standard; encounter) • Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8+4 thunder damage, and the target is dazed (save ends).
Alignment Any Languages Common
Skills: Arcana +11
Str 10 (+2) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 18(+6) Cha 12 (+3)
Equipment robes, great staff, wand

Shadar-kai Chainfighter
Level 6 Skirmisher

Medium shadow humanoid
XP 250
Initiative +9
Senses Perception +5; low-light vision
HP 54; Bloodied 27
AC 20; Fortitude 19, Reflex19, Will 17
Speed 6; see also dance of death and shadow jaunt
Spiked Chain (standard; at will) • Weapon
Reach 2; +11 vs. AC; 2d4+3 damage.
Dance of Death (standard, recharge 6) • Necrotic Weapon
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can only attack a given enemy once, but he deals an extra 1d6 necrotic damage with each successful hit.
Shadow Jaunt (move; encounter) • Teleportation
The shadar-kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn.
Alignment Unaligned Languages Common
Skills: Acrobatics +14, Stealth +14
Str 17 (+6) Dex 18 (+7) Wis 14 (+5)
Con 12 (+4) Int 10 (+3) Cha 11 (+3)
Equipment leather armor, spiked chain

Orc Raider – Level 3 Soldier
Medium Natural Humanoid (Orc)
Init +2; Senses low-light vision; Perception +2
HP 32; Bloodied 16, see also Pain Rage
AC 19; Fortitude 17 Reflex 14 Will 11
Speed 6, Rapic Charge
m Battleaxe (Standard; at-will) * Weapon
+10 vs. AC; 1d12+4
M Bloody Opportunist (Immediate, when an adjacent bloodied opponent misses with an melee attack; at will) * Weapon
The Orc Raider can make a basic melee attack against that target
Pain Rage
While Bloodied, the Orc Raider gets +2 atk/Def, +5 damage
Rapid Charge
+2 Speed charging
Skills: Endurance +8
Str +5 Dex +2 Wis +2
Con +3 Int +0 Cha +0

Troglodyte Bonecrusher – Level 6 Soldier
Medium Natural Humanoid
Init +4; Senses darkvision; Perception +5
HP 51; Bloodied 25
AC 21; Fortitude 21 Reflex 18 Will 17
Speed 5
m Greatclub (Standard; at-will) * Weapon
+14 vs. AC; 2d4+4
C Stench (Minor, at-will)
Close burst 1; +10 vs. Fort; Slowed AND -2 atk/Def for the rest of the encounter. Troglodytes immune.
Skills: Climb +12, Stealh +9
Str +7 Dex +4 Wis +5
Con +7 Int +3 Cha +4

Bugbear Headreaver, Level 7 Brute
Medium Natural Humanoid
Init +3; Senses Perception +3
HP 62; Bloodied 31
AC 20; Fortitude 17 Reflex 13 Will 14
Speed 6
m Large Greataxe (Standard; at-will) * Weapon
+12 vs. AC; 2d10+4
Reaver’s Prize (Minor; Recharge 6)
When a melee attack reduces enemy to 0hp, it loses 1d6+5 hp AND this creature gains an extra standard action this turn
Skills: Stealth +8
Str +7 Dex +3 Wis +3
Con +6 Int +1 Cha +4

Gargoyle, Level 9 Lurker
Medium Elemental Humanoid (Earth)
Init +7; Senses Perception +12
HP 46; Bloodied 23
AC 24; Fortitude 22 Reflex 19 Will 19
Speed 5, Fly 7
m Claw (Standard; at-will)
+15 vs. AC; 1d10+6
M Earthpower Ram (Standard; at-will)
Must leave Stone Form on the same turn first; Shift (fly) 7 squares in a straight line and make a claw attack against each creature within reach during move
Stone Form (Standard; at-will)
Statue (Resist 25 all, no actions except Minor to leave stone form)
Skills: Stealth +12
Str +9 Dex +7 Wis +7
Con +7 Int +3 Cha +4

Dwarf Warlord, Level 12 Soldier (Leader)
Medium Natural Humanoid
Init +11; Senses perception +11
HP 83; Bloodied 41
AC 28; Fortitude 23 Reflex 21 Will 17
Speed 5
m +3 Battleaxe (Standard; at-will) * Weapon
+17 vs. AC; 1d12+8
r +3 Crossbow (Standard; at-will) * Weapon
Range 15/30; +15 vs. AC; 1d8+3
M Drive into Peril (Standard; Recharge 5) * Weapon
+17 vs. AC; 1d12+8 AND push 3 (no damage and push 1 on a miss). If enemy ends adjacent to an ally other than you, that ally can make an immediate basic melee attack against it
C Hold the line (Standard; Recharge 6)
Close burst 5; Allies get +4 AC untill end of this creature’s next turn.
Rally the Troops (Immediate; Recharge 4)
Range 5; target ally can use a healing surge
Skills: Endurance +10, Perception +11
Str +11 Dex +6 Wis +6
Con +8 Int +9 Cha +7

GOBLINOIDS

Hobgoblin Warcaster
Level 3 Controller (Leader)

Medium natural humanoid (goblin)
XP 150
Initiative: +5
Senses: Perception +4; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 13, Reflex 15, Will 14
Speed 6
Staff (Standard; at will) • Weapon
+8 vs. AC; 1d8+1 damage
Shock Staff (Standard; recharge 4,5,6) • Lightning, Weapon
+8 vs. AC; 2d10+4 lightning damage, and target is dazed until the end of goblin warcaster’s next turn.
Force Lance (standard, recharge 4,5,6) • Force
Range 5; +7 vs. Fortitude; 2d6+4 force damage, and the target slides 3 squares
Force Pulse (standard, recharge 4,5,6) • Force
Close Blast 5; +7 vs. Reflex; 2d8+4 force damage, and the target is pushed 1 square and knocked prone. Miss half damage, and the target is neither pushed nor knocked prone.
Hobgoblin Resilience (immediate reaction, when a hobgoblin suffers an effect a save can end; encounter) The hobgoblin warcaster makes an immediate save against the effect.
Alignment Evil Languages Common, Goblin
Skills: Arcana +10, Athletics +4, Stealth +10
Str 13 (+2) Dex 14 (+3) Wis 16 (+4)
Con 14 (+3) Int 19 (+5) Cha 13 (+2)
Equipment Robes, Staff

Hobgoblin Soldier
Level 3 Soldier

Medium natural humanoid (goblin)
XP 150
Initiative: +7
Senses
HP 47; Bloodied 23
AC 20 (22 with Phalanx Soldier);
Fortitude 18, Reflex 16, Will 16
Speed 5
Flail (standard; at will) • Weapon
+7 vs. AC; 1d10+4 damage, the target is slowed until the end of the hobgoblin soldier’s next turn, and the target is marked until the end of the hobgoblin soldier’s next turn.
Formation Strike (standard; at will) • Weapon
Requires Flail; +7 vs. AC; 1d10+4 damage, and the hobgoblin soldier shifts one square provided it ends in a space adjacent to another hobgoblin.
Hobgoblin Resilience (immediate reaction, when a hobgoblin suffers an effect a save can end; encounter) The hobgoblin soldier makes an immediate save against the effect.
Phalanx Soldier
The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it Alignment Evil Languages Common, Goblin
Skills: Athletics +12, Stealth +10
Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment Scale armor, heavy shield, flail

Hobgoblin Archer
Level 3 Artillery

Medium natural humanoid (goblin)
XP 150
Initiative +7
Senses Perception +8; low-light vision
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Speed 6
Longsword (standard; at will) • Weapon
+6 vs. AC; 1d8+2 damage
Longbow (standard; at will) • Weapon
Range 20/40; +9 vs. AC; 1d10+4 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against the target.
Hobgoblin Resilience (immediate reaction, when a hobgoblin suffers an effect a save can end; encounter) The hobgoblin soldier makes an immediate save against the effect.
Alignment Evil Languages Common, Goblin
Skills: Athletics +5, Stealth +12
Str 14 (+3) Dex 19 (+5) Wis 14 (+3)
Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment leather armor, longsword, longbow, quiver of 30 arrows

Kobold Archer, Level 2 Artillery
Small Natural Humanoid
Init +9; Senses Perception +2
HP 23; Bloodied 11
AC 16; Fortitude 11 Reflex 15 Will 13
Speed 6
m Dagger (Standard; at-will) * Weapon
+8 vs. AC; 1d3
r Shortbow (Standard; at-will) * Weapon
Range 10/20; +9 vs. AC; 1d4+4, see also Fragile Confidence
Easily Frightened
Fear effects get +2 attack against this creature
Fragile Confidence
Shorbow +5 attack untill attacked
Shifty (Minor; at-will)
Shift 1 square
Skills: Initiative +9
Str +0 Dex +4 Wis +2
Con +1 Int -1 Cha +0

UNDEADS

Skeleton Warrior
Level 3 Soldier

Medium natural animate (undead)
XP 150
Initiative +6
Senses Perception +3; darkvision
HP 45; Bloodied 22
AC 18; Fortitude 15, Reflex 16; Will 15
Immune disease, poison
Resist 10 necrotic
Vulnerable 5 radiant
Speed 5
Longsword (standard; at will) • Weapon
+10 vs. AC; 1d8+2, and the target is marked until the end of the skeleton warrior’s next turn, see also speed of the dead.
Speed of the Dead
When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage.
Alignment Unaligned Languages -
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (-3) Cha 3 (-3)
Equipment chainmail, light shield, longsword

Blazing Skeleton
Level 5 Artillery

Medium natural animate (undead)
XP 200
Initiative +6
Senses Perception +4; darkvision
Fiery Aura (Fire) aura 1; any creature starts its turn in the area takes 5 fire damage.
HP 53; Bloodied 26
AC 19; Fortitude 15, Reflex 18, Will16
Immune disease, poison
Resist 10 fire, 10 necrotic
Vulnerable 5 radiant
Speed 6
Blazing Claw (standard; at will) • Fire
+8 vs. AC; 1d4+1 damage, and ongoing 5 fire damage (save ends)
Flame Orb (standard; at will) • Fire
Range 10; +8 vs. Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save ends)
Alignment Unaligned Languages -
Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
Con 17 (+5) Int 4 (-1) Cha 6 (-0)

Boneshard Skeleton
Level 5 Brute

Medium natural animate (undead)
Initiative +5
Senses Perception +4; darkvision
HP 77; Bloodied 38, seen boneshard burst
AC17; Fortitude 16, Reflex 16, Will 15
Immune disease, poison
Resist 10 necrotic
Vulnerable 5 radiant
Speed 6
Scimitar (standard; at will) • Necrotic, Weapon
+9 vs. AC; 1d8+3 damage (crit 1d8+11) plus 5 necrotic damage (save ends).
Boneshard (standard; at will) • Necrotic
+9 vs. AC; 1d4+3 damage, and ongoing 5 necrotic damage (save ends)
Boneshard Burst (immediate reaction, when first bloodied and again when the boneshard skeleton is reduced to 0 hit point) • Necrotic
Close burst 3; +8 vs. Reflex; 2d6+3 necrotic damage.
Alignment Unaligned Languages -
Str 16 (+5) Dex 16 (+5) Wis 14 (+4)
Con 17 (+5) Int 3 (-2) Cha 3 (-2)

Skeletal Tomb Guardian, Level 10 Elite Brute
Medium Natural Animate (Undead)
Init +9; Senses darkvision; Perception +12
HP 112; Bloodied 56
AC 23; Fortitude 22 Reflex 23 Will 20
Speed 8
m Scimitar (Standard; at-will) * Weapon
+16 vs. AC; 1d8+6
M Twin Scimitars (Standard; at-will) * Weapon
Make two Scimitar attacks
M Bloodletting (Immediate, when an enemy becomes bloodied by a melee attack; at-will) * Weapon
A scimitar attack against that enemy
M Cascade of Steel (Standard; at-will) * Weapon
+16 vs. AC; 1d8+6 AND repeat. Maximum 4 attacks
M Looming Threat (Reaction, when an adjacent enemy shifts; at-will) * Weapon
A Scimitar attack against that enemy
M Sudden Riposte (Immediate, when an adjacent enemy misses with a melee attack; at-will) * Weapon
A scimitar attack against that enemy
Multiple Threats
Adjacent enemies are flanked
Str +6 Dex +11 Wis +7
Con +8 Int +2 Cha +5

Boneclaw
Level 14 Soldier

Large shadow animus (undead)
XP 1000
Initiative +15
Senses Perception +13; darkvision
HP 136; Bloodied 68, see also necrotic pulse
AC 30; Fortitude 24, Reflex 27, Will 25
Immune disease, poison
Resist 20 necrotic
Vulnerable 5 radiant
Speed 8
Claw (standard; at will)
Reach 3; +20 vs. AC; 1d12+6 damage.
Necrotic Pulse (immediate reaction, when first bloodied; encounter) • Healing, Necrotic
Close Burst 10; undead allies in the burst regain 10 hit points, and enemies in the burst take 10 necrotic damage.
Relentless Opportunist
If the boneclaw hits with an opportunity attack, it makes another opportunity attack against the same target the next time it provokes during its current turn.
Threatening Reach
The boneclaw can make opportunity attacks against all enemies within its reach (3 squares).
Alignment Unaligned Languages –
Skills Intimidate +16, Stealth +18
Str 17 (+10) Dex 23 (+13) Wis 12 (+8)
Con 16 (+10) Int 10 (+7) Cha 18 (+11)

Bodak Skulk
Level 16 Lurker

Medium shadow humanoid (undead)
XP 1400
Initiative +16
Senses Perception +10; darkvision
Agonizing Gaze (Fear, Necrotic) aura 5; a creature in the aura that makes a melee or ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 124; Bloodied 62
AC 29; Fortitude 29, Reflex 27, Will 29
Immunity disease, posion
Resist 15 necrotic
Vulnerable 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 6
Slam (standard; at will) • Necrotic
+21 vs. AC; 1d6+5 damage plus 2d6 necrotic damage, and the target is weakened until the end of the bodak skulk’s next turn.
Death Gaze (standard; encounter) • Necrotic
Range 10; targets a living creature; +19 vs. Fortitude; If the target is weakened, it is reduced to 0 hit points, otherwise the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Spectral Form (standard; at will)
The bodak skulk turns invisible and gains the insubstantial and phasing qualities. It can do nothing but move in spectral form, and it can return to its normal form as a free action.
Alignment Unaligned Languages -
Str 21 (+13) Dex 19 (+12) Wis 15 (+10)
Con 22 (+14) Int 6 (+6) Cha 23 (+14)

Bodak Reaver
Level 18 Soldier

Medium shadow humanoid (undead)
XP 2000
Initiative +16
Senses Perception +12; darkvision
Agonizing Gaze (Fear, Necrotic) aura 5; a creature in the aura that makes a melee or ranged attack against the bodak skulk takes 5 necrotic damage before the attack roll is made and takes a -2 penalty to the attack roll.
HP 175 Bloodied 87
AC 31; Fortitude 31, Reflex 30, Will 31
Immunity disease, posion
Resist 15 necrotic
Vulnerable 5 radiant; a bodak skulk that takes radiant damage cannot weaken a target until the end of its next turn.
Speed 5
Greataxe (standard; at will) • Necrotic Weapon
+23 vs AC; 1d12+6 damage (crit 2d12+18) plus 1d8 necrotic damage, and the target is dazed and weakened (save ends both).
Death Gaze (standard; encounter) • Necrotic
Range 10; targets a living creature; +20 vs. Fortitude; If the target is weakened, it is reduced to 0 hit points, otherwise the target takes 1d6+6 necrotic damage and loses 1 healing surge.
Death Drinker • Healing
If a living creature is reduced to 0 hit points within 5 squares of the bodak reaver, the reaver gains +1 bonus to attack rolls until the end of its next turn as well as 15 temporary hit points.
Alignment Unaligned Languages -
Str 22 (+15) Dex 21 (+14) Wis 16 (+12)
Con 23 (+15) Int 10 (+9) Cha 23 (+15)
Equipment plate armor, greataxe


OTHERS

Spined Devil
Medium Immortal Humanoid (Devil)

Level 6 Skirmisher
XP ?????
Initiative +5
Senses Perception +5, Nethersight
Speed 5 Fly 7
HP 57; Bloodied 28
AC 20; Fortitude 18, Reflex 18, Will 18
Resist 20 Fire
Claw (standard; at will)
+9 vs. AC; 2d4+4 damage.
Double Attack (standard; at will)
The spined devil makes two claw attacks.
Spine Rain (standard; at will)
Range 10; +9 Dex vs. Ref; 1d6+2 plus 2d6 Fire, and the target takes ongoing 5 poison damage and is slowed. (save ends both)
Alignment Evil Languages Supernal
Skills: Spot +10
Str 19 (+7) Dex 14 (+5) Wis 14 (+5)
Con 15 (+5) Int 15 (+5) Cha 15 (+5)

Hook Horror, Level 13 Soldier
Large Aberrant Beast
Init +11; Senses darkvision; Perception +15
HP 150; Bloodied 75
AC 30; Fortitude 27 Reflex 24 Will 23
Speed 6
m Claw (Standard; at-will)
Reach 2; +21 vs. AC; 1d10+8 AND Followup
Followup: +19 vs. Fort; Large or smaller; pull 1 AND Restrained. Only 1 at a time
M Feast (Standard; at-will)
+21 vs. AC; Restrained only; 3d10+8
M Fling (Standard; at-will)
+21 vs. Fort; Restrained only; 2d10+8 AND push 4 AND knock prone
Lethal
+4 attack against bloodied targets
Str +14 Dex +11 Wis +10
Con +12 Int +3 Cha +7

Young Black Dragon
Level 4 Solo Lurker

Large natural magical beast (aquatic, dragon)
XP 875
Initiative +11
Senses Perception +9; darkvsion
HP 280; Bloodied 140; see also bloodied breath
AC 24; Fortitude 19, Reflex 21, Will 18
Resist 15 acid
Saving Throws +5
Speed 7; fly 7 (clumsy), overland flight 10, swim 7
Action Points 2
Bite (standard; at will) • Acid
Reach 2; +10 vs. AC; 1d6+3 damage and ongoing 5 acid damage (save ends)
Claw (standard; at will)
Reach 2; +8 vs. AC; 1d4+3 damage.
Double Attack (standard; at will)
The dragon makes 2 claw attacks.
Tail Slash (immediate reaction, when a melee attack misses the dragon; at will)
The dragon uses its tail to attack the enemy that missed it; reach 2; +8 vs. AC 1d6+4 damage and the target is pushed 1 square.
Breath Weapon (standard, recharge 5,6) • Acid
Close blast 5; +7 vs. Reflex; 1d12+3 acid damage, and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both).
Bloodied Breath (immediate reaction, when first bloodied; encounter) • Acid
The dragon’s breath weapon recharges automatically, and the dragon uses it immediately.
Cloud of Darkness (standard; sustain minor; recharge 3,4,5,6) • Zone
Close burst 2; this power creates a zone of darkness that remains in place until the end of the dragon’s next turn. The zone blocks line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded.
Frightful Presence (standard; encounter) • Fear
Close burst 5; targets enemies; +5 vs. Will; the target is stunned until the end of the dragons’ next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends)
Alignment Evil Languages Draconic
Skills Nature +9, Stealth +17
Str 16 (+5) Dex 20 (+7) Wis 15 (+4)
Con 16 (+5) Int 12 (+3) Cha 10 (+2)

TRAPS

Crushing Rock
Level 2 Blaster Trap

XP 125
A giant boulder that follows the route indicated on the map.
Perception
No check is necessary to notice the crushing rock.
Trigger Initiative +5
The trap rolls initiative when the encounter begins. It has a speed 6.
Attack
Standard Action • Melee
Target: All creatures in the same space as the rock.
Attack +7 vs. Reflex
Hit: 2d6 damage, knock prone, and move that creature to the nearest open space of its choice.
Countermeasures
• A character who makes a successful Athletics check DC 10, or DC 20 without a running start, can jump over the rock’s square.
• An adjacent character to the rock can make a successful Strength check DC 19 to reduce the rock’s speed by 2. If the rock is reduced to 0 speed, it is disabled.

ENCOUNTERS

These appear to be some of the encounters in the dungeon delve.

Encounter 3: Unexpected Visitors
2 hobgoblin soldiers (level 3 soldiers)
2 hobgoblin archers (level 3 artillery)
1 hobgoblin warcaster (level 3 controller)

Encounter 4: The Big Boss
Set Up (Encounter Level 4)
2 kobold slingers (level 1 artillery)
1 kobold wyrmpriest (level 3 artillery)
2 kobold dragonshields (level 2 soldiers)
4 kobold minions (level 1 minions)
1 crushing rock (level 3 trap)

Encounter 5: Almost There…
Set Up (Encounter Level 4)
3 human berserkers (level 3 brutes)
1 human mage (level 4 artillery)
1 shadark-kai chainfighter (level 6 skirmisher)

A formatação dos monstros está um pouco diferente pois as estatísticas foram tiradas de várias fontes (cartas de DDM, páginas fotografadas do Monster Manual, e aventuras da D&D Exp).

Observações gerais:

  • Pelo visto os mortos-vivos todos são imunes a veneno. Isso parece óbvio, mas pra quem joga DDM 2.0 os mortos-vivos não tem nenhum tipo de imunidade. Deve ter sido um erro do livro de regras…
  • Rchrg #, ou seja recharge e um número qualquer – até agora vimos 5 e 6, significa que todo o turno a criatura rola um d6. Se sair o(s) número(s) indicado(s), a habilidade em questão é recarregada.
  • Necrotic (nec) é o dano maligno dessa edição. Radiant (rad) por outro lado é um tipo de ataque alinhado com as forças do bem (ui).
  • Todos os hobgoblins possuem a habilidade Hobgoblin Resilience, que permite ao personagem fazer um teste de resistência imediato contra um efeito do tipo save ends (que normalmente só pode ser resistido após ter tido efeito por um turno).
  • Algumas criaturas possuem letras antes dos seus ataques. Segundo as regras de DDM elas significam : [b] Basic (melee) attack, [M] Melee attack, [R] Ranged attack, [C] Close attack, [A] Area Attack.

E sobre alguns monstros específicos:

  • A característica Massive Damage do Chillborn é muito legal! O bicho perde mais da metade de seus pontos de vida em um só golpe e morre automaticamente. Quero ver isso em outras criaturas mais fracas!
  • Sobre o Kobold Archer, a iniciativa dele (+9) não condiz com seu bônus de Destreza, e a questão da perícia Initiative ainda esta sendo discutida, mas parece ser a teoria mais provável.
  • É, o Shadar-kai Chainfighter trouxe a baranguinha corrente de cravos de volta, que continua com reach 2 e causando 2d4 de dano básico. Ah sim, vendo pela habilidade Dance of Death, é bem provável que ela vai continuar sendo a melhor amiga dos powergamers!
  • Todos os hobgoblins estão excelentes, com muitos bônus para ataques em grupo e formações . Muito bom, finalmente estamos vendo uma representação mecânica da raça como a mais militarista e organizada dentro dos goblinóides.
  • A habilidade Earthpower Ram dos Gárgolas é muito foda! Um shift voador de 7 quadrados em linha reta, com um ataque em cada criatura no caminho! Prevejo muitas estátuas perigosas nas minhas aventuras…
  • Finalmente um warlord! Drive Into Peril é uma habilidade legal não apenas por permitir mudar a configuração do campo de batalha, mas também dar um ataque extra para um aliado, e Hold the Line dá +4 de CA para os aliados por um turno, piorzinha, mas deve ter seus momentos. Rally the Troops me parece mais útil, permitindo um aliado à distância usar a healing surge como uma ação imediata. Ideal para aqueles momentos em que parece que o companheiro não vai durar até seu próximo turno.
  • O Boneclaw é digno de respeito com seu reach 3, ótima Classe de Armadura, possibilidade de dar mais de um ataque de oportunidade e o necrotic pulse.
  • O Skeletal Tomb Guardian está satânico! Enquanto acertar seus ataques (o que não deve ser difícil com +16) ele pode atacar novamente, até um máximo de 4 ataques!
  • A olhada mortal dos Bodaks deu uma enfraquecida como esperado, afinal sabíamos que ataques de save or die não teriam vez na 4ª edição. Agora se a olhada acertar, o alvo cai com 0 pontos de vida. E mesmo se errar, o cara ainda toma um daninho e perde uma healing surge. Interessante.
  • Mesmo sendo de apenas 4° nível, o dragão negro jovem parece bem durão, e não foi sem motivo que matou mais da metade dos grupos de 1º nível (duh!) na aventura da D&D Experience. Tail Slash garante um ataque extra sempre que algum personagem errar um ataque contra ele, a Breath Weapon com d12 de dano também pode causar um belo estrago em uma rolagem de sorte e ainda dá uma penalidade de -4 na CA dos alvos, algo que combina perfeitamente com a habilidade de dar duas garradas todo turno, até porque elas são meio vesgas com apenas +8 para acertar. E sem falar nos 280 pontos de vida. Putz…
  • O mais legal da Crushing Rock, uma armadilha bem básica, são as Countermeasures que pemitem com testes de perícia e atributos afetar ou evitar os efeitos da armadilha. Muito interessante, quero ver nas armadilhas mais complexas, acho que vão ficar muito divertidas!

E finalmente a Wizards colocou as fichas dos seis personagens de primeiro nível em PDF no seu site. Claro que elas estão mais leves, bonitas e legíveis que as minhas : )

D&D Podcast: Monstros!

Saiu hoje o D&D Podcast #16, e como foi anunciado no #15, este fala exclusivamente sobre monstros. Para isso, Dave Noonan e Mike Mearls chamaram o James Wyatt, que esta coordenando o trabalho no novo Monster Manual e fizeram uma série de perguntas pro cara. Os destaques seguem abaixo:

Aos 1:30 James Wyatt fala sobre o critério que eles usaram para limar os monstros, e ele diz que o primeiro Monster Manual da quarta edição será composta por uma mistura de criaturas clássicas, outras surgidas durante a terceira edição e algumas inéditas. Alguns monstros foram deliberadamente deixados de fora, como os Gigantes de Gelo, para serem incluídos nos próximos Monster Manuals – segundo ele todos os Monster Manuals e Player’s Handbooks da quarta edição serão considerados “core”.

Aos seis minutos eles debatem as mudanças dos monstros, e o destaque entre elas é a diferenciação dos monstros humanóides, que nas edições anteriores eram muito parecidos, variando mais pelo seu Dado de Vida. Agora eles possuem estratégias e habilidades diferentes entre si – Gnolls lutam como uma matilha, hobgoblins são organizados como legionários, Goblins são esquivos e usam táticas de guerrilha. Os elementais também sofreram modificações, mas falaram pouco delas, provavelmente derivadas da fusão dos planos elementais.

Logo depois, aos oito minutos, são comentados os papéis dos monstros nos combates, semelhantes aos dos personagens dos jogadores. São eles: brutes (aguentam muito dano mas não são necessariamente difíceis de acertar) ; soldiers (formam a linha de frente de proteção dos membros mais fracos); controller, artillery e skirmirsh ou lurker .

Aos 10 minutos James Wyatt respondeu sobre a adaptação dos monstros já existentes para a nova edição, e disse que muitos monstros estão mecanicamente bem diferentes, ainda que permaneçam fiéis a seu conceito original. Eles priorizaram a mesma lógica que sugeriram na adaptação de personagens para a nova edição: não se prendam aos números e habilidades, mas ao conceito central do personagem.

Em 12:30 os três discutem que monstros têm um conceito interessante, masque foram mal desenvolvidos na terceira edição e Wyatt atira nos dragões! Segundo ele os dragões possuíam muitas habilidades e magias, mas eram difíceis de usar e geralmente não eram bons conjuradores. Parece que na nova edição os dragões não terão magia inata – a não ser é claro que adquiram níveis de classes conjuradoras.

Aos 18 minutos eles discutem as relações dos monstros entre si e com o mundo, e apontam para criaturas que na terceira edição teoricamente deveriam ser encontradas no mesmo habitat – como Azers e Gigantes do Fogo, mas que pela discrepância de seus CR um combate com as criaturas juntas era difícil de sair direito. Assim os Azers sofreram um upgrade, e terão CR que varia entre 14 e 17.

Aos 20 minutos James Wyatt da alguns exemplos de poderes e ataques de monstros interessantes. Ele cita três: Os dragões, que ao serem flanqueados ganham um ataque extra com a cauda como se fosse uma ação imediata; o Algoid, uma espécie de monstro formado por pequenas criaturas que muda de forma; e a Briar Witch, uma espécie de Dríade que possui a habilidade de se teleportar até dez quadrados desde que termine e comece seu movimento próxima a uma árvore.

Finalmente Noonan e Mearls fazem um desafio para o James Wyatt e pedem para ele montar um encontro para determinado grupo e ambiente em menos de um minuto. Alguns saem meio sem pé nem cabeça…

Essa edição do podcast deixou um pouco a desejar se comparada com a última. Poucos monstros foram revelados, ou alguma outra noticia realmente nova.

Rich Baker não é um capeta (ou um demônio)

O agora mais legal e bacana do que nunca James Wyatt postou em seu blog uma longa explicação do porque Forgotten Realms não vai ter seu avanço na timeline (de uns 100 anos eu acho) cancelado assim como seu irmão mais novo, e mais genial, Eberron teve ontem, e repudiando os ataques e ofensas ao Rich Baker – responsabilizado pelos fanáticos do cenário que não é tão legal como Eberron como principal causador da mudança.

As I said yesterday, I was very pleased to be the one who got to make the announcement about our change in plans for Eberron. I’m disappointed, though, that it has resulted in my being lauded as a hero while Rich Baker is being raked over the coals on the FR boards and mailing lists.

Rich spends more time on FR stuff than I do, and I spend more time on Eberron stuff than he does. But he and I are part of the same team, and we’re on the same page with the decisions that are being made.

To start with, his post about demons and devils: That’s not entirely his doing. The idea of distinguishing demons from devils is something that goes back to the very first stages of Fourth Edition design. Rich is part of the story team I lead, and I was a part of, and supportive of, every decision about demons and devils he made.

Similarly, he’s not the sole architect of the changes to the Forgotten Realms. Over two years ago, Rich, Bruce Cordell, and Phil Athans from our book department sat down together and hashed out the plan that’s beginning now to bear fruit. At GenCon 2005, the authors who are writing the novels that describe these changes (including Ed Greenwood) came to a top-secret meeting to discuss them. And in the end, it was a plan that was formulated and executed by our whole department, all the way up to Bill Slavicsek, and in consultation with the D&D Brand team.

The fact (unfortunate though it may be) is that Eberron and the Forgotten Realms are two different beasts.

Eberron is still a relatively new setting, and from the start it has taken a very PC-centered approach to events in the world. There aren’t a ton of high-level NPCs running around, doing the things that PCs should be doing. There haven’t been world-shattering events that altered the world and demanded timeline advancement. Its novel line has told stories within the context of the setting without dramatically altering the setting. And its lore consists of a campaign setting book and maybe a dozen sourcebooks.

The Forgotten Realms is steeped in tradition. The setting is nearly as old as D&D is, and its lore consists of thousands of pages of printed material. We recently had the great pleasure of publishing a Grand History of the Realms that was compiled by a devoted fan, turning his hard work into a beautiful product that serves as an excellent compendium of much of that lore. That history includes the Time of Troubles, which served to explain the transition from First Edition AD&D rules to Second Edition. Realms-shaking events have been a staple of the FR novel line, and we’ve worked hard in the past to make sure that events in novels and events in game product stay in sync with each other. (Judging by the fact that I still hear stories about City of the Spider Queen every time I go to GenCon, I have to figure that a lot of those efforts have been very successful.)

In the Forgotten Realms, we have to account for the fact that fans will get up in arms when the game changes how infravision (now darkvision) works, because it makes certain passages in the first Drizzt novels nonsensical. We have to consider how our changes to the cosmology will affect the story told in the War of the Spider Queen books.

And I’m not saying that’s a bad thing. We love FR—really, we do. And we’re making the changes we’re making because we love it.

FR fans, we do hear you, too.

Just last week, my team (me, Rich, Bruce, Chris Sims, and Chris Perkins, who’s my boss) had a long conversation about the changes we’re making to the Forgotten Realms. We asked ourselves some hard questions about the direction we’re taking, based on the questions you folks are raising. We discussed the directions that Rich and Bruce are exploring in the novels they’re writing now, and talked about making sure that the new FR still feels like the FR we all know and love.

So we’re not ignoring you. We just have to respond to you in a different way than we responded to the Eberron fans.

Partly that’s because, quite frankly, we haven’t started work on the new Eberron campaign setting. We’ve had meetings with Keith to talk about new directions, and he and I have both explored some new directions in our novels, but Eberron has a fundamentally different approach to its novel lines. He and I can tell our stories and let you tell your stories, and nobody has to worry about whether they’re the same stories. We can change our tentative plans for the new Eberron book a lot more easily than we can change our FR plans.

For the Forgotten Realms, the decision has been made. It wasn’t made in a vacuum, it wasn’t made without any input from outside these walls, and it wasn’t made lightly. We expected that there would be some outcry, especially during this period between when the word got out and when you get to see the new setting. But we’re still confident that this was the right decision, and pretty excited for you to see what we’re doing.

Why? Because our goal from the start has been to create the best Forgotten Realms campaign guide we could—the best setting for your game. It’s a setting that new players can approach with wonder, enjoying what’s there without worrying about what used to be. And it’s a setting that you established fans can approach with a renewed sense of wonder, recognizing the Realms that you love so much in its newest incarnation. We think you folks will enjoy the story of the transitions, the fantastic events that have changed the face of the world—but not its heart.

Hmm ok James, a gente entendeu que vocês são legais, mas não deixa de ser irônico – lembram que os fãs de FR comemoraram o lançamento do cenário como o primeiro da nova edição? Pois é, bacana demais, quero ver continuarem comemorando agora que o livro básico já esta parcialmente escrito e eles não vão voltar atrás na brilhante idéia de avançar a timeline em 100 anos e trucidar metade dos deuses. Eu prefiro que o Eberron saia em 2009 como eu gosto dele hoje, do que em 2008 patrocinado pelo Dr. Emmett L. Brown e seu DeLorean movido a plutônio.

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