For the record, Brom has never painted anything I’ve hated. His work is moody, surreal, and gave Dark Sun and Nightbane their _edge_, y’know? His spooky paintings make you ask questions, and the answers to those questions are often monstrous and strange.
Also, I’m reading his book. It’s quite good.
So the questions I’m asking of Mr. Sadness the Clown here are thus:
1) Who are those people, and why do you have them dangling from barbed wire?
2) What does the key open?
3) The little bauble on you right side: what is that?
4) Where did the nails come from? That looks very uncomfortable.
My own answers to these questions are:
1) The young lady is a warforged wizard. She was specifically designed to look and act like a human girl, but there are still signs of her mechanical nature (she looks a little doll-like in places). The young gentleman is a damsel in distress. By the look of it, he is quite distressed right now.
2) The key opens a door that is actually a portal to a place where a dingus lives. The dingus in question is very important to the quest of our heroes. Alternatively, it opens nothing. That would be unfortunate.
3) The bauble on his right side is the monster’s pull-string. If you somehow manage to cut the string off, he has a short time to act before he powers down entirely. In the alternative situation in Answer 2, this is the real key.
4) The nails having nothing to do with this monster. The nails are a gift from the monster in the next room.
So what exactly is this guy capable of? I think, for one thing, dominate effects are in play. Because I like the interactions with players a little more, I’m going to suggest that my own “Possessed” status might be a better choice; players get to choose one action to perform, but the monster chooses the other two actions for them.
Barbed wire is slightly horrifying, so we’re going to have to work in ranged binding attacks that are sustainable and deal damage. The creature will also have horrifying minions that do it’s bidding which aren’t actually a part of the powerset, but more a question of encounter design. Having something of a spider’s web of possessed people trying to kill you can be pretty horrifying.
I’m also thinking that this creature is stationary. He’ll have one of Chris Sims’ donut auras that makes him nearly impossible to kill from range, so the player characters will need to wade through the minions (and maybe a lieutenant or two) to get to him.
Master of Puppets | Level 21 Solo Controller | ||
Medium shadow animate (construct, undead) | XP 16,000 | ||
HP 784; Bloodied 392 AC 32; Fortitude 36; Reflex 30; Will 39 Speed 0 Resist 15 poison, 15 shadow; Vulnerability 15 fire Saving Throws +5 against dazed and stunned effects; Action Points 2 | Initiative +15 Perception +15 Blindsight 10 | ||
Traits | |||
O Shadows of Protection • Aura 3 | |||
Attacks that originate from outside the aura deal half damage to creatures within the aura. | |||
O Shadows of Negation • Aura 6 | |||
Attacks that originate from outside the aura deal no damage to creatures within the aura. | |||
Standard Actions | |||
Barbed Whip • At-Will | |||
Attack: Range 20 (targets one creature); +24 vs. AC | |||
Hit: 2d10 + 12 primal damage and the target is slowed until the end of the Master of Puppets' next turn. . | |||
Barbed Tangles (artifice, primal) • At-Will | |||
Attack: Burst 1 within 10 (targets enemies in burst); +24 vs. AC | |||
Hit: 2d10 + 13 primal damage and the target is grabbed. The Master of Puppets can sustain this grab as a minor action. If the grab is maintained this way, the target takes an additional 1d10+8 damage. | |||
M The Master's Touch (reliable) • Encounter | |||
Attack: +27 vs. Will | |||
Hit: 4d10 + 8 damage, and the target takes ongoing damage equal to half its bloodied value (save ends). | |||
R Strings on Me (psychic, charm) • Recharge at the beginning of the master of puppets' turn, if no creature is possessed. | |||
Attack: Range 6 (targets a single creature); +27 vs. Will | |||
Hit: The targe is possessed (save ends). | |||
Move Actions | |||
Summon Puppets • At-Will | |||
Effect: Burst 4; The Master of Puppets summons 1d4 Puppet Minions into empty spaces within the burst. Until the end of the Master of Puppets' next turn, Puppet Minions summoned this turn gain a +2 power bonus to their speed. . | |||
Minor Actions | |||
Pull my String • Encounter | |||
Effect: Burst 1 (targets up to two Puppet Minions within burst.); The target dies. Master of Puppets gains 196 hit points. | |||
Triggered Actions | |||
• At-Will | |||
Trigger: The Master of Puppets is hit with a critical hit. | |||
Effect (Immediate Reaction): The Master of Puppets' string has been cut. It enters into the Berserker Stance. While in this stance, the Master of Puppets adds one die to the damage of all of its attacks and gets a +5 bonus to attack rolls. At the end of each turn, the Master of Puppets takes 75 artifice damage and until the end of the encounter cannot be healed. | |||
Str 20 (+15) | Dex 20 (+15) | Wis 20 (+15) | |
Con 20 (+15) | Int 20 (+15) | Cha 20 (+15) | |
Alignment Languages — | |||
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools. | |||
Puppet Minion | Level 21 Minion Brute | ||
Medium shadow animate (human) | XP 800 | ||
HP 1; a missed attack never damages a minion AC 33; Fortitude 33; Reflex 32; Will 32 Speed 6 | Initiative +13 Perception +12 | ||
Standard Actions | |||
m Craftsman's Hammer (weapon) • At-Will | |||
Attack: +24 vs. AC | |||
Hit: 12 damage. | |||
Move Actions | |||
Ain't Got No Strings • Encounter | |||
Effect: (Targets one creature.); The Puppet Minion shifts up to it's speed, beginning and ending the shift adjacent to the target. The target is immobilized (save ends). . | |||
Minor Actions | |||
Liar Liar • Recharge 4 5 6 | |||
Effect: The Puppet Minion gains reach 2 until the end of it's next turn. | |||
Str 25 (+17) | Dex 23 (+16) | Wis 22 (+16) | |
Con 18 (+14) | Int 12 (+11) | Cha 15 (+12) | |
Alignment evil Languages Common | |||
Equipment cultist robes, longsword | |||
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools. |