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The Temple Between.pdf

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<strong>The</strong> <strong>Temple</strong> <strong>Between</strong><br />

APPENDIX I:<br />

NEW MONSTERS<br />

Harpy<br />

HARPIES USE THEIR SWEET SONGS to pacify victims<br />

before tearing them to pieces with their claws. For<br />

more on harpies in general, see the Monster Manual,<br />

page 154.<br />

Harpy screechers are closely related to the typical<br />

harpy, but they are a lot more potent—and hold a fearsome<br />

power in reserve.<br />

Harpy Screecher<br />

Level 9 Controller<br />

Medium fey humanoid XP 400<br />

Initiative +7 Senses Perception +6<br />

HP 96; Bloodied 48<br />

AC 23; Fortitude 20, Reflex 20, Will 22<br />

Resist 10 thunder<br />

Speed 6, fly 8 (clumsy)<br />

m Claw (standard; at-will)<br />

+14 vs. AC; 1d8 + 3 damage.<br />

C Alluring Song (standard; at-will) ✦ Charm<br />

Close burst 5; deafened creatures are immune; +15 vs. Will;<br />

the target is pulled 3 squares and immobilized (save ends).<br />

C Brutal Scream (standard; recharge ⚄ ⚅) ✦ Thunder<br />

Close burst 5; +15 vs. Fortitude; 1d6 + 5 thunder damage.<br />

Secondary Attack: Area burst 1 within 5; centered on<br />

a target hit by brutal scream’s primary attack; targets<br />

enemies only; +15 vs. Fortitude; 1d6 + 5 thunder damage<br />

and the target slides 3 squares.<br />

Alignment Evil Languages Common<br />

Skills Stealth +12<br />

Str 16 (+7) Dex 16 (+7) Wis 15 (+6)<br />

Con 16 (+7) Int 11 (+4) Cha 20 (+9)<br />

Harpy Screecher Tactics<br />

Like other harpies, screechers use alluring song to<br />

lure victims in close, and they prefer to fight from<br />

the ground rather than in the air. A harpy screecher<br />

uses brutal scream if foes clump together, not merely to<br />

cause great harm but to force them to disperse, hopefully<br />

leaving one or more in a vulnerable position.<br />

Harpy Lore<br />

In addition to the information given in the Monster<br />

Manual, a character knows the following information<br />

with a successful Arcana check.<br />

DC 20: Screechers are tougher relatives of normal<br />

harpies. <strong>The</strong>ir attacks appear to infuse the target<br />

with the harpy’s own deadly scream, forcing them to<br />

unleash it upon their allies.<br />

Homunculus<br />

HOMUNCULI ARE MINOR CONSTRUCTS created to guard<br />

specific places, objects, or beings. <strong>The</strong>y require no<br />

food or sleep, and they can maintain their watch<br />

indefinitely.<br />

<strong>The</strong> following types of homunculi, both dwarfcreated,<br />

follow the same rules as other homunculi<br />

(Monster Manual, page 156). Marching hammers are<br />

small bodies of iron—shaped vaguely like anvils—with<br />

squat legs and a pair of long, writhing arms that end<br />

in heavy, double-headed warhammers. Writhing<br />

chains are little more than their name implies—<br />

long, heavy chains that writhe, move, and strike like<br />

serpents.<br />

Marching Hammer<br />

Level 10 Brute<br />

Small natural animate (construct, homunculus) XP 500<br />

Initiative +4 Senses Perception +12; darkvision<br />

HP 129; Bloodied 64<br />

AC 23; Fortitude 23, Reflex 17, Will 19<br />

Immune disease, poison, sleep<br />

Speed 6<br />

m Hammer Hand (standard; at-will)<br />

+13 vs. AC; 3d6 + 5 damage.<br />

M Hammering Charge (standard; at-will)<br />

<strong>The</strong> marching hammer can use this power as a part of a<br />

charge; +13 vs. AC; 3d6 + 5 damage, plus target is<br />

knocked prone.<br />

Beat <strong>The</strong>m When <strong>The</strong>y’re Down<br />

<strong>The</strong> marching hammer deals 1d6 extra damage when<br />

attacking a prone enemy.<br />

Guard Area (see Monster Manual, page 156)<br />

A marching hammer can make a hammering charge attack<br />

against any creature in its guarded area, even if the power<br />

hasn’t recharged. If the marching hammer uses a charge<br />

attack to make its hammering charge, its speed increases to<br />

8 when making that charge.<br />

Alignment Unaligned Languages —<br />

Skills Perception +12<br />

Str 21 (+10) Dex 8 (+4) Wis 14 (+7)<br />

Con 19 (+9) Int 5 (+2) Cha 13 (+6)<br />

Marching Hammer Tactics<br />

Marching hammers are tasked with guarding a particular<br />

area. <strong>The</strong>y attack directly, moving in on the<br />

enemy—favoring foes already in their guarded area<br />

above those merely approaching it—and crushing<br />

them into pulp.<br />

December 2008 | DUNGEON 161<br />

66

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