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4e_Monster_Manual_2 - Free

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FELL TAINT THOUGHT EATER TACTICSA fell taint thought eater closes and uses thoughtfogas many enemies as possible. Then it moves backand uses spirit haze until thought fog recharges.FELL TAINT WARP WENDERTHE FELL TAINT WARP WENDER SHIFTS about thebattlefield, making it difficult for foes to pin it down.-.11 Taint Warp WenderMedium aberrant magical beastnitiative+5HP 38; Bloodied 19Senses Perception+10AC 18; Fortitude 16, Reflex 16, Will 17Resist insubstantial; Vulnerable 5 psychicSpeed 1, fly 6 (hover)- Tendril Caress (standard; at-will) • Psychic-8 vs. Reflex; 1d6 + 4 psychic damage.* Psychic Transposition (standard; at-will) 4 Psychic,TeleportationLevel 4 ControllerXP 175Ranged 10; +8 vs. Will; 1d4 + 4 psychic damage, and the targetis dazed (save ends). First Failed Saving Throw: The fell taint warpwender swaps positions with the target.Taint Feeding (standard; at-will) • HealingTargets a helpless or unconscious creature; the fell taint warpwender loses insubstantial and its fly speed until the end of itsnext turn, and it makes a coup de grace against the target. If thewarp wender kills the target, it regains all of its hit points.Alignment Unaligned Languages -Str 11 (+2) Dex 16 (+5) Wis 17 (+5)Con 15 (+4) Int 6 (+0) Cha 12 (+3)FELL TAINTWARP WENDER TACTICSA fell taint warp wender attacks foes with psychic^ansposition, keeping as many dazed as possible. Ifsorely pressed, the warp wender uses a move action:o fly up after dazing a foe, making for a bruising fallsor an enemy that fails its saving throw.Fell taints come in a variety of types. Lashersmust close to attack. Pulsars LURK in the shadows ofhigh places, unleashing a flurry of mind-wreckinglight rays from their eyes when prey is near. Thoughteaters freeze their victims, consuming them at theirleisure.Dungeoneering DC 17: Fell taints originate inthe alien Far Realm. There they are relatively weakpredators, comparable to foxes in the world. Theyslip through weak points in the planar boundaries,seemingly finding them through instinct. Whenthey come to the world or to other planes, they actas beacons for more deadly beings from their dreadhome. Their presence alone thins the barriersbetween planes.ENCOUNTER GROUPSFell taints usually work only with their kind andother aberrant creatures of the Far Realm. Occasionallythey are found with nonintelligent beings orundead. These alliances of convenience feature littlecooperation and no communication.Level 1 Encounter (XP 525)• 1 fell taint thought eater (level 2 controller)4- 1 fell taint pulsar (level 1 artillery)4- 3 fell taint lashers (level 1 soldier)Level 3 Encounter (XP 750)4- 1 fell taint pulsar (level 1 artillery)4- 1 fell taint thought eater (level 2 controller)4- 3 phantom warriors (level 4 soldier, MM 116)Level 4 Encounter (XP 925)4 2 fell taint pulsars (level 1 artillery)4- 1 fell taint thought eater (level 2 controller)• 2 ochre jellies (level 3 elite brute, MM 202)FELL TAINTLOREDungeoneering DC 10:Fell taints are strange, aberrantpredators that kill by inflictngmadness, feeding on thethoughts and emotions theysteal from their foes.Dungeoneering DC 15:The alien fell taints are onlypartially real. Although someispect of them exists in theworld, the rest is formed by theminds of those who view them.Fell taints can live indefinitelywithout eating. Theysimply go dormant until a prospectivemeal comes near.______

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