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Created By
Surrealistik (talk)
Date Created: August 25, 2010
Status: Comment out unnecessary sections.
Editing: Please feel free to edit constructively!

Ghoster
Level 16 Elite Lurker
Medium natural humanoid (human)
XP 2,800
Initiative +20 Senses +14; darkvision
HP 309; Bloodied 154
AC 33; Fortitude 29, Reflex 31, Will 29
Saving Throws +2
Speed 8
Action Points 1
Basic Melee Attack Poisoned Dagger (Standard; At-Will) ♦ Poison
Attack: Melee 1 (one creature); +19 vs. AC

Hit: 6d4 + 10 damage. Target is afflicted with deathkiss venom (save ends).

Basic Ranged Attack Poisoned Superior Crossbow (Standard; At-Will) ♦ Poison
Attack: Ranged 20/40 (one creature); +19 vs. AC

Hit: 4d10 + 10 damage. Target is afflicted with deathkiss venom (save ends).

Close Attack Called Shot: Head (Standard; At-Will)
Requirement: The take aim power must be active against the target, or Ghoster must be making a melee basic attack with this power.

Effect: Ghoster makes a basic attack against the target against Reflex, with a -5 penalty to the attack roll if making a ranged basic attack, or a -3 penalty if making a melee basic attack. If the attack hits, it scores a critical hit, and the target is unconscious (save ends).

Close Attack Called Shot: Arm (Standard; At-Will)
Requirement: The take aim power must be active against the target, or Ghoster must be making a melee basic attack with this power.

Effect: Ghoster makes a basic attack against the target against Reflex, with a -4 penalty to the attack roll if making a ranged basic attack, or a -2 penalty if making a melee basic attack. If the attack hits, the target drops all items in the arm of Ghoster's choice, and any attack or damage rolls or skill or ability checks made with that arm take a -2 penalty, (save ends). Penalties inflicted with this attack stack.

Close Attack Called Shot: Leg (Standard; At-Will)
Requirement: The take aim power must be active against the target, or Ghoster must be making a melee basic attack with this power.

Effect: Ghoster makes a basic attack against the target against Reflex, with a -3 penalty to the attack roll if making a ranged basic attack, or a -1 penalty if making a melee basic attack. If the attack hits, the target falls prone, any attack or damage rolls or skill or ability checks made with that leg take a -2 penalty, and the target is slowed (save ends all). Penalties inflicted with this attack stack.

Close Attack Trick Shot (Standard; At-Will)
Requirement: The take aim power must be active against the target, or Ghoster must be making a melee basic attack with this power.

Effect: Ghoster makes a basic attack against the target against Reflex, with a -3 penalty to the attack roll if making a ranged basic attack, or a -1 penalty if making a melee basic attack. If the attack hits, Ghoster slides the target 3 squares, and the target falls prone.

Ranged Attack Tumbling Attack (Move; 4+)
Ghoster shifts his speed, then makes a basic attack.
Effect Take Aim (Standard)
Effect: Ghoster gains a +4 bonus on his next attack and damage roll versus a creature he can see within 40 squares. If that attack rolls dice for damage, increase its critical hit range by 1. This benefit ends when Ghoster moves, can no longer see the creature, or chooses a new creature for this attack. Bonuses from this power stack up to 3 times.
Ranged Attack Flash Bomb (Standard; 6 times per encounter.) ♦ Radiant, Thunder
Attack: Area burst 2 within 10 (creatures in burst other than Ghoster); +19 vs. Fortitude

Hit: 1d4 + 10 radiant and thunder damage. Target is blinded and deafened (save ends both). Miss: Half damage. All creatures have concealment against the target until the end of Ghoster's next turn.

Ranged Attack Smoke Bomb (Standard; 6 times per encounter.) ♦ Poison, Zone
Effect: Area burst 2 within 10; The burst creates a zone of thick noxious smoke. The zone is heavily obscured, and blocks line of sight. Any creature that ends its turn in the zone takes 10 poison damage and is slowed and dazed until the end of its next turn. At the end of each turn, increase the size of the burst by 1. When the size of the burst is greater than 3, the zone is lightly obscured, and any creature that ends its turn in the zone takes 5 poison damage and is slowed until the end of its next turn. When the size of the burst is greater than 5, the zone dissipates. Ghoster is immune to these effects.
Effect Landmine (Standard; 6 times per encounter.) ♦ Fire, Thunder, Zone
Effect: Ghoster creates a zone in an area burst 1 within 1 square that lasts until the end of the encounter. The zone is invisible to all creatures and non-magical. An Insight or Perception check (DC 34) allows a creature to spot the zone. Any creature other than Ghoster that enters the zone, or an area attack with the fire keyword that overlaps with the zone triggers the following attack as no action, using the zone's origin square as the attack's origin square:

Attack: Close burst 2 (creatures in burst); +19 vs. Reflex Hit: 5d12 + 10 thunder and fire damage and the target is knocked prone. If the attack roll exceeds the target's defense by 5 or more, the target is dazed and deafened (save ends). Miss: Half damage.

Melee Attack Deft Counterstab (Immediate Reaction; At-Will)
Trigger: Ghoster is missed by an enemy's melee attack.

Effect: Ghoster shifts 1 square and makes a melee basic attack against the target with combat advantage.

Trait Master Acrobat
Ghoster counts as shifting when he moves, and ignores difficult terrain.
Trait Sneak Attack
Ghoster deals 3d8 extra damage to any target he has combat advantage against.
Trait Agile
Ghoster can shift a total of 2 squares before and/or after an attack.
Trait Camouflage
Ghoster can make a stealth check in cover or concealment.
Trait Sniper
While hidden, if Ghoster misses all targets with a ranged attack, he remains hidden.
Trait Deathkiss Venom
The target takes ongoing 5 poison damage and is slowed (save ends all).

First Failed Saving Throw: The target takes ongoing 10 poison damage and is slowed and weakened (save ends all).

Second Failed Saving Throw: The target takes 20 ongoing poison damage and is slowed, weakened and dazed (save ends all).

Third Failed Saving Throw: The target takes ongoing poison damage equal to its healing surge value and is unconscious (save ends both).

Fourth Failed Saving Throw: The target takes ongoing poison damage equal to its bloodied value and is unconscious (save ends both).

Each Failed Saving Throw: The target takes a -2 penalty to the next saving throw against this effect to a maximum penalty of -6.

Alignment evil Languages Common
Skills Acrobatics +24, Athletics +16, Bluff +15, Endurance +19, Stealth +24, Thievery +24
Str 16 (+11) Dex 26 (+16) Wis 22 (+14)
Con 22 (+14) Int 14 (+10) Cha 14 (+10)





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