Hazard Denizen

The Denizen

Hazard-Denizen Level 8 Solo Controller
Huge (Denizen) XP 1,750

Initiative +7

HP 368; Bloodied 184
AC 24; Fortitude 22, Reflex 20, Will 22
Saving Throws +5
Speed 6

Traits:
Hostile Environment; This creature ignores difficult and hazardous terrain.

Powers:
(Melee) Thrash (Minor; at-will) ♦ Basic attack
Target: One creature
Attack: 13 vs AC
Hit: 1d6
3 damage.

(melee) Enpowered Slam (Standard; recharge 56)
Target: one creature
Attack:11 vs Reflex
Hit: 2d8
5 damage, and the target is pushed 3 squares. The square the target was standing on becomes difficult terrain.
Miss: The target is pushed 1 square and the square they were standing on becomes difficult terrain.

(Melee) Crush (Standard; at-will)
Target: One creature
Attack: 13 vs AC
Hit: 2d6
5 damage and the target is knocked prone.

Quake Rush (Move; recharge 3456) ♦ Earthshattering Kaboom
This monster shifts 8 squares and may make a melee basic attacks against each enemy it passed adjacent to during the move.

Mended Earth (Minor; recharge 456) ♦ Earthshattering Kaboom
Effect: Remove a Shattered Earth trap. All creatures adjacent to it gain 15 hit points.

Earthshattering Kaboom (recharge at 184 and 92 hit points) ♦ Worldbreak
Action: No Action.
Requirements: Can be used at the start of this monsters turn when it is at or below 276 hit points.
Effect: Remove all dazed, stunned, immobilized, and unconscious conditions from this monster. Place 5 Shattered Earth traps on the map. For the next three rounds, this monster can use any power with the keyword “Earthshattering Kaboom” and may use Shattered Earth traps as a point of origin for all of its attacks..

Earth Arisen (At-Will;Immediate Reaction) ♦ Earthshattering Kaboom
Trigger: This monster takes at least 15 damage from an attack.
Effect: Summon a Shattering Mote minion on a square with a Shattered Earth trap.

Desperate Flailing (Free action)
Range: Close burst 3
Trigger: This monster becomes bloodied for the first time this encounter.
Target: Each creature in burst
Attack: 10 vs reflex
Hit: 2d6
4 damage. This monster gains 5 HP for each creature killed with this attack.
Miss: Half damage.

Earthshattering Kaboom Opening

Your denizen lets out an earsplitting yell, plunging its many arms into the ground as flames burst from below you.

Withdraw: (DC 20) You escape from the waves of energy pouring through the ground. Skill: Acrobatics or Athletics. Shattered Earth tiles are treated as difficult terrain to you instead of dangerous terrain.

Withstand: (DC 27) Though careful study of the mysteries of the Lands, you have learned the best ways to aid your allies. Skill: Skaian Lore Success: As a minor action, you may remove a Shattered Earth tile adjacent to you from the map.

Traps

*Shattered Earth *
Level 8 Minion Obstacle hazard 88 XP
Special:
The space this trap occupies is considered Hazardous terrain.

Attack
Action: standard
Initiative: 2
Range: Close Burst 1
Target: Each enemy in burst
Attack: +11 vs Reflex
Hit: 1d8
3 damage.
Effect: Roll 1d6 each time this trap is activated to determin its effect:
1. 2 damage to all creatures in close burst 1.
2: Heal all allies in close burst 1 for 5 health, and raises all of their defenses by 1 until the end of their next turn.
3: Summon a Shattered Earth trap within close burst 3.
4-6: Summon a Shattering Mote minion adjacent to this trap.

Countermeasures
Science: (DC 18) This trap may not make attacks.

Minions

Shattering Mote Level 8 Minion Artillery
Small XP 88

Initiative +8
HP: 1
AC 22; Fortitude 20, Reflex 20, Will 20
Speed 5

Traits:
Elemental: This creature treats hazardous terrain as if it was difficult terrain.

Powers:
(Melee) Spark (Standard; at-will) ♦ Basic attack
Attack: +13 vs AC
Hit: 6 damage.

(Ranged 10) Burn (Standard; at-will)
Attack: +10 vs Fort
Hit: The target takes 3 damage at the start of its next turn.
Sustain Standard: The target takes 3 damage.
Sustain Full: The target takes 3 damage and is marked.

Hazard Denizen

Homestuck RPG halfwing