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chronoplasm
03-06-2009, 07:12 AM
One-Armed Bandit Level 5 Artillery
Medium Fey Animate (Construct) XP 200
Initiative 4
HP 50; Bloodied 25
AC 17; Fortitude 17, Reflex 16, Will 18
Speed 5
Immune: disease, poison


Club (at-will, standard action) Weapon
+12 vs. AC; 1d6+4.
Cherry Bomb (at-will, standard action) Fire
Close blast 3; +10 vs. AC; 1d4+4 fire damage.
Slots (recharge 5-6, standard action)
Ranged 10; +10 vs. Reflex; 3d6+4 damage. If all three damage dice land on the same number, the one-armed bandit summons that many gold bug minions, each to an unoccupied square within 10 squares.
Disguise (at-will, minor action) Polymorph
The one-armed bandit changes its appearance to look like an ordinary slot machine. It can change back as a minor action.


Gold Bug Level 3 Minion
Tiny Fey Magical Beast (Insect)
Initiative: 4 Exp: 37
HP: 1; a missed attack never damages a minion.
AC: 17 Fortitude: 15 Reflex: 16 Will: 15
Speed 2, Fly 6

Bite (at-will, standard)
+8 vs. AC; 4 damage.
Disguise (at-will, minor action) Polymorph
The gold bug changes its appearance to look like an ordinary gold coin.


Roulette Wheel Level 4 Skirmisher
Medium Fey Animate (construct)
Initiative: 6 Exp: 175
HP: 55; Bloodied: 27
AC: 18 Fortitude: 16 Reflex: 16 Will: 17
Speed 0, Fly 8 (hover)
Immune: disease, poison


Ball (standard, at-will). Weapon
Ranged 10; +9 vs. AC; 1d6 + 4 damage.
Black (recharge 5/6, standard). Necrotic
+7 vs. Fortitude; 3d8 + 4 necrotic damage. If the attack roll lands on an even number, the target loses a healing surge. If the attack roll lands on an odd number, the target may spend a healing surge.
Red (recharge 5/6, standard). Radiant
+7 vs. Reflex; 3d8 radiant damage. If the attack roll lands on an odd number, the target takes a -2 penalty to attack rolls (save ends). If the attack roll lands on an even number, the target gains a +2 bonus to attack rolls until the end of the encounter.



Racer Elite Skirmisher 5 (Leader)
Medium Abberrant Magical Beast
Initiative: 6 Exp: 400
HP: 126; Bloodied: 63
AC: 21 Fortitude: 17 Reflex: 19 Will: 20
Action Points: 1
Speed: 8


Early Lead
Each creature that rolls a natural 20 on initiative this encounter gains an action point.
Bite (at-will, standard)
+10 vs. AC; 2d8 +4 damage.

Dr. Confoundo
03-06-2009, 09:13 AM
Gold Bug Level 3 Minion
Tiny Fey Magical Beast (Insect)
Initiative: 4 Exp: 37
HP: 1; a missed attack never damages a minion.
AC: 17 Fortitude: 15 Reflex: 16 Will: 15
Speed 2, Fly 6

Bite (at-will, standard)
+8 vs. AC; 4 damage.
Disguise (at-will, minor action) Polymorph
The gold bug changes its appearance to look like an ordinary gold coin.

This could also work out better as a swarm... that way you won't need to worry about map placement for a bunch of tiny minions.

teucer
03-06-2009, 10:13 AM
Ace
Level 3 Skirmisher
Small Fey Animate (Construct) XP 150
Initiative 3
HP 45; Bloodied 22
AC 17; Fort 15, Ref 15, Will 15
Speed: 6; Fly: 4
Vulnerable: 5 Fire; Immune: Poison

Papercut (at-will, standard action, melee basic)
+6 vs. Ref; 1d6 + 3 damage.
Other powers per suit


Spot card
Level (1/2 number) Minion
Small Fey Animate (Construct) XP per level
Initiative (level)
AC (level + 16); other defenses (level + 12)
Speed: 6; Fly: 4

Papercut (at-will, standard action, melee basic)
+(level + 5) vs. Ref; 3 + (level) damage
Other powers per suit


Jack
Level 6 Brute
Small Fey Animate (Construct) XP 250
Initiative 3
HP 85; Bloodied 42
AC 18; Fort 18, Ref 18, Will 18
Speed 6; Fly: 4
Vulnerable: 5 Fire; Immune: Poison

Longsword (at-will, standard action, melee basic)
+9 vs. AC; 1d8 + 6 damage
Sucker Shot (at-will, standard action)
+7 vs. Will; 1d8 + 6 damage
Other Powers per suit


Queen
Level 6 Artillery (leader)
Small Fey Animate (Construct) XP 250
Initiative 2
HP 55; Bloodied 27
AC 18; Fort 17, Ref 18, Will 19
Speed: 6; Fly: 4
Vulnerable: 5 Fire; Immune: Poison

Short Sword (at-will, standard action, melee basic)
+13 vs. AC; 1d6 + 4 damage (crit: 1d6 + 10)
Royal Decree (at-will, standard action) Arcane, Implement
Ranged 10; +11 vs. Will; 2d8 + 4 psychic damage
Battle Cry (recharge 5/6, standard action)
+11 vs. Ref; 1d6 + 4 psychic damage, and up to 3 allies within 5 squares may make melee basic attacks
Other Powers per suit
Equipment +1 Short Sword of (suit)


King
Level 6 Elite Soldier
Small Fey Animate (Construct) XP 500
Initiative 4
HP 164; Bloodied 82
AC 24; Fort 21; Ref 17; Will 20
Action Points: 1; Saving Throws: +2
Speed: 6; Fly: 4
Vulnerable: 5 Fire; Immune: Poison

Greatsword (at-will, standard action, melee basic)
+13 vs. AC; 1d10 + 4 damage
Trump (at-will, standard action)
Two attacks, each +13 vs. AC; 1d10 + 4 damage, and the target is knocked prone
Paper Whirlwind (immediate reaction; when first bloodied)
Close burst 3; +11 vs. Ref; 3d10 + 4 damage
Other Powers per suit

Suits: (Note that "roll as per melee basic" should have a +2 added in if the card's melee basic attack is Papercut.)

All Clubs: +1 AC, +1 Fort
Bash (at-will, standard action)
(roll as per melee basic) vs. AC, damage: Ace 2d6+3, 2-6 7, 7-10 9, face cards 2d8+4

Non-minions only:
Sudden Blow (recharge 5/6, move action)
The club makes a melee basic attack

All Diamonds: +1 Ref, +1 Will
Dazzle (2-10 at-will, non-minions encounter, standard action) Arcane, Implement
Close burst 2, (roll as per melee basic -2) vs. Will, damage: Ace 3d8+3, 2-6 10, 7-10 12, face cards 3d8+4; the target is dazed (save ends)

Non-minions only: All damage dealt is radiant (including damage that would otherwise be typed)
Diamond's Glory (recharge 5/6, move action)
The diamond teleports a number of squares equal to its level. Until the end of its next turn, it gains a +2 power bonus to all defenses.

All Hearts: +2 Will
Tug on the Heartstrings (at-will, standard action) Arcane, Implement
Ranged 10, (roll as per melee basic -2) vs. Will, damage: Ace 1d6 + 3, 2-6 6, 7-10 7, face cards 1d6 + 5; damage is psychic, and the target is pulled a number of squares equal to one-half the heart's level. Face cards only: the target is instead pulled 5 squares.
Scale and Slice (at-will, move action)
The heart flies four squares, then makes a melee basic attack against a creature it ends its move adjacent to.

Non-minions only:
Off With Her Head! (Ace and Jack: encounter, King and Queen: Recharge 5/6; standard action, only when bloodied)
Close Blast 5, (roll as per melee basic against each target in blast) vs. AC, 3d8 + 4 damage.

All Spades: +2 Ref
Flourishing Stab (at-will, standard action)
The Spade makes a melee basic attack and gains a power bonus to damage equal to one-half its level.
Tumble (2-10 at-will, non-minions recharge 5/6; move action)
The Spade shifts a number of squares equal to one-half its level. Non-minions only: the Spade ignores difficult terrain while making this move.

Non-minions only:
Scale and Sever (encounter, move action)
The Spade flies four squares, then makes a melee basic attack against a creature it ends its move adjacent to, rolling an extra damage die. (Ergo, the King of Spades would fly four squares, make a Greatsword attack, and, if it hits, do 2d10+4 damage instead of the normal 1d10+4.)


Joker
Level 4 Solo Skirmisher (leader)
Small Fey Animate (Construct) XP 875
Initiative 5
HP 212; Bloodied 106
AC 20; Fort 20, Ref 18, Will 16
Action Points: 2; Saving throws: +5
Speed: 7; Fly: 4
Immune: Poison

Papercut (at-will, standard action, melee basic)
+7 vs. Ref, 1d10 + 4 damage
Longsword (at-will, standard action, melee basic)
+9 vs. AC, 1d8 + 4 damage
Fifty-two pickup (at-will, standard action)
Close blast 5, +7 vs. AC, 2d10 + 4 damage
Sudden Blow (standard, move action)
The Joker makes a Papercut attack
Shining Glory (encounter, move action)
The Joker teleports 4 squares. Until the end of its next turn, it and its allies gain a +2 power bonus to all defenses.
Scale (encounter, standard action)
The Joker flies 4 squares, and then makes a Papercut attack.
Card Trick (encounter, standard action)
The Joker shifts, ignoring difficult terrain. A non-minion card of its choice appears in the square the Joker just vacated, and a number of hit points equal to that card's total are deducted from the Joker's HP.
Deal the Deck (encounter, standard action)
A card appears adjacent to the Joker and fights for it; the Joker does not lose hit points. To determine the card, roll 1d4 for the suit and 1d10 for the value, selecting an ace on a roll of 1.
Master of None (recharge 5/6 and when first bloodied, minor action)
The Joker recharges a spent encounter power.

STR 19 CON 13
DEX 16 INT 11
WIS 9 CHA 13

Equipment: +1 Longsword of the Deck

Tactics: the Joker will commonly spend a whole turn on two attacks, using Sudden Blow and then Fifty-Two Pickup. It will also periodically spawn other cards using Card Trick or Deal the Deck.


Magic Item!
Sword of (suit): short sword, enhancement bonus to attack and damage rolls, criticals: +1d6 per plus, level 3+
Deal the Deck (daily, standard action)
A number of cards equal to the enhancement bonus of the sword appear adjacent to the sword's wielder and fight for them. For each card, roll 1d10 and use the card of the sword's suit with that number, where a roll of 1 summons an Ace. A Sword of the Deck is a version of this item wherein each time the power is used the suit is rolled randomly.

chronoplasm
03-06-2009, 10:34 AM
Teucer:
That's pretty cool! The encounters build themselves; just draw four cards out of a 52 card deck and there you go.
Nice.

teucer
03-06-2009, 10:45 AM
Teucer:
That's pretty cool! The encounters build themselves; just draw four cards out of a 52 card deck and there you go.
Nice.

That was the thought. The spot cards are minions, though, so you'll want to draw extra cards if you pull some of those.

(Also, be aware: Not all cards with the same XP value are equally menacing. Just looking at what I came up with, I'm more afraid of the King of Spades than anybody else in the deck.)

chronoplasm
03-06-2009, 11:05 AM
Thanks!
Now I need some good casino themed skill challenges.

Heres an idea... maybe you bet gold on each skill check and succeed the skill challenge when the 'bank' goes broke.
Your thoughts?