Grave Walker
Grave Walker (Stage 1)
Earth Elemental, E Huge Elemental (Earth)
Legendary Monster, XP 5400
Level 6 (+4)
{{{Quote}}}
{{{Description}}}
Awareness
21
Senses
Tremorsense, Darkvision
Initiative 16/1d8
|
|
Morale
2
|
Defenses
AC
22/29
Touch
18
Fort
20
Reflex
17
Will
16
Resistances: Necrotic (Imm). Immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sleep, Sickened & Nauseated, and Energy Damage. Daze Resist (4).
Vulnerabilities: Takes Radiant damage
Defensive Actions
Perseverance
Advanced
Reactive
The Grave Walker may reroll a failed Saving Throw.
Attributes / Saving Throws
STR
30 / 39
DEX
12 / 21
CON
21 / 30
INT
9 / 15
WIS
14 / 20
CHA
11 / 17
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 45ft / 3
Burrow 45ft / 3
At-Will
Slam
+12 vs AC (ArN 6)
Standard REC 4 • Melee Reach 15ft • One creature
1d8 + 12 (avg 17) Bludgeoning damage (Crit 9%/16)
Earth Bind [Automatic Action]
Advanced
+10 vs Reflex
Automatic • Range 50ft • Up to a number of creatures within range equal to 1/2 the total number of opponents, in contact with the ground.
1d8 + 12 (avg 17) Bludgeoning damage
The very earth around the Grave Walker is subject to its whim. On a hit, the target is Confined [SE, ST 3d10 vs STR] as it becomes pulled waist deep into the earth at its feet. If the target is already Confined (through the use of this ability), the Saving Throw is not made worse for the existing effect. Instead the target takes damage (as normal) and is pulled under the ground into loose soil, is Restrained and Suffocating [SE, ST 3d10 vs STR].
Clobber
Advanced
+12 vs AC (ArN 6)
Standard REC 6 • Melee Reach 15ft • One Creature
4d8 + 12 (avg 30) Bludgeoning damage (Crit 9%/16)
The Grave Walker brings a Heavy fist down on his opponent. On a hit, the target is Stunned for 1d6 segments.
Earth Shake
[Supernatural] Advanced • Pot 1d8+4, MR No
+10 vs Fortitude
Standard REC 6 • Range 15ft • All creatures within range, in contact with the ground.
2d8 + 12 (avg 21) Bludgeoning damage
The Grave Walker stomps its feet, causing the very ground around it to shake furiously. On a hit, targets are knocked Prone. If the target is Restrained and Suffocating as a result of the Earth Bind ability, the target suffers double damage.
Exploding Headstone
[Magical] Advanced • Pot 1d8+4, MR No
+10 vs Reflex
Standard REC 2 • Range 50ft, Area 20ft from headstone • All creatures in area
4d8 + 30 (avg 48) Bludgeoning damage
The Grave Walker raises a giant 5ft square headstone in a location within range, which explodes in 10 segments, targeting all creatures within the area. On a miss, targets suffer half damage. (Demolition +15)
Special: If the Grave Walker creates a new headstone before the prior headstone explodes, the first headstone crumbles without effect.
1d8 + 12 (avg 17) Bludgeoning damage
Grapple +18
Overland Movement
30 mi/day
Qualities
- Legendary Creature: A Legendary Creature gains a +1 racial bonus to Morale and a +5 racial bonus to all Saving Throws. Also, the Legendary Creature does not lose the ability to use its "Automatic Actions" unless it is killed or rendered Unconscious.
- Corrupted Elemental: The Elemental's Corrupted nature makes it susceptible to Alignment Damage. (inc)
- Tremorsense: Gain a +2 Racial bonus to Touch and Awareness versus creatures in contact with the ground. Can perfectly perceive any creature in contact with the ground. (inc)
- Elemental Type: Damage Immunity to Necrotic, Radiant, and Alignment Damage (i.e. Holy, Vile, Entaxic, and Entropic). Also immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sleep, Sickened & Nauseated, and Energy Damage. (inc)
- Lifeless: Neither living, dead, nor undead. A lifeless creature does not need to sleep, eat, or breath.
- Natural Armor: AC +3/+10, Ref +1 (inc)
Skills: Balance R3 (+7), Climb R4 (+14), Stealth R4 (-2), Listen R3 (+7), Spot R2 (+5), Touch R3 (+9), Hunting R2 (+5), Orienteering R1 (+3), Survival R3 (+10), Investigate R1 (+3), Elemental Arts R2 (+5), Coercion R4 (+13), Manipulation R2 (+4), Bravery R4 (+11), Intuition R1 (+3), Suspicion R2 (+5)
Feats: Fast Initiative, Heavy Hitter
Philosophies: Rank 1 Mental, Rank 4 Physical, Rank 4 Elemental
Combat Training: Melee 1, Ranged 1, Parry 3, Fort 1, Reflex 1, Will 1
Wits: +3, Brawn: +24
Equipment: Gravestone Shield
Charm
0
Coercion
+13
Deception
0
Manipulation
+4
Persuasion
+1
Aloofness
0
Bravery
+11
Intuition
+3
Tolerance
+1
Suspicion
+5
Prejudices:
Motives: Corrupted Guardian
Grave Walker (Stage 2)
Earth Elemental, E Huge Elemental (Earth)
Legendary Monster, XP 5400
Level 6 (+4)
{{{Quote}}}
{{{Description}}}
Awareness
21
Senses
Tremorsense, Darkvision
Proximity
15ft
Necrotic Aura [Supernatural]
Initiative 16/1d8
|
|
Morale
2
|
Defenses
AC
18/25
Touch
15
Fort
20
Reflex
16
Will
16
Resistances: Necrotic (Imm). Immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sleep, Sickened & Nauseated, and Energy Damage. Daze Resist (4).
Vulnerabilities: Radiant (1.5x)
Attributes / Saving Throws
STR
30 / 39
DEX
12 / 21
CON
21 / 30
INT
9 / 15
WIS
14 / 20
CHA
11 / 17
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 45ft / 3
Burrow 45ft / 3
At-Will
Slam
+14 vs AC (ArN 6)
Standard REC 4 • Melee Reach 15ft
1d8 + 12 (avg 17) Bludgeoning damage (Crit 9%/16)
Raise Coffin [Automatic Action]
Advanced
+8 vs Reflex
Automatic • Range 50ft • Up to number of creatures within range equal to 1/2 the total number of opponents, in contact with the ground.
The Grave Walker causes coffins to raise from the ground, trapping his opponents. On a hit, the target is Restrained, suffering ongoing 10 Necrotic damage every 10 segments, and is trapped within the coffin [SE, ST 4d10 vs STR]. While trapped within a coffin, a creature cannot be targeted by powers or effects. The Coffin has a Durability Score of 10 and a creature may escape automatically if the coffin becomes Breached.
Bone Spear
Advanced
+12P vs AC (ArN 5)
Standard REC 6 • Range 100ft • One creature
4d8 + 12 (avg 30) Piercing damage (Crit 9%/12)
The Grave Walker flings a spear of Bone, skewering his opponent.
Wave of Bone
[Supernatural] Advanced • Pot 1d8+4, MR No
+10 vs Reflex
Standard REC 5 • Area 30ft Cone • All creatures in area, within 5ft of the ground
2d8 + 12 (avg 21) Piercing damage
A wave of bone spears lash up from the ground, stabbing those within their reach. On a miss, targets suffer half damage.
Electrifying Spikes
[Supernatural] Advanced • Pot 1d8+4, MR No
+10 vs Reflex
Standard REC 2 • Range 50ft, Area All creatures within triangle • All creatures in area
4d8 + 30 (avg 48) Lightning damage
Three spires of bone rise from the ground within range, and within 30ft of each other. After 10 segments, the area within the triangle created by the spires electrifies, attacking all creatures within. On a miss, targets suffer half damage.
Special: If the Grave Walker creates a second set of spikes before the prior spikes electrify, the prior set retreat into the ground without effect.
1d8 + 12 (avg 17) Bludgeoning damage
Grapple +20
Overland Movement
30 mi/day
Qualities
- Legendary Creature: A Legendary Creature gains a +1 racial bonus to Morale and a +5 racial bonus to all Saving Throws. Also, the Legendary Creature does not lose the ability to use its "Automatic Actions" unless it is killed or rendered Unconscious.
- Corrupted Elemental: The Elemental's Corrupted nature makes it susceptible to Alignment Damage. (inc)
- Tremorsense: Gain a +2 Racial bonus to Touch and Awareness versus creatures in contact with the ground. Can perfectly perceive any creature in contact with the ground. (inc)
- Elemental Type: Damage Immunity to Necrotic, Radiant, and Alignment Damage (i.e. Holy, Vile, Entaxic, and Entropic). Also immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sleep, Sickened & Nauseated, and Energy Damage. (inc)
- Lifeless: Neither living, dead, nor undead. A lifeless creature does not need to sleep, eat, or breath.
- Natural Armor: AC +3/+10, Ref +1 (inc)
Skills: Balance R3 (+9), Climb R4 (+16), Stealth R4 (+0), Listen R3 (+7), Spot R2 (+5), Touch R3 (+9), Hunting R2 (+5), Orienteering R1 (+3), Survival R3 (+10), Investigate R1 (+3), Elemental Arts R2 (+5), Coercion R4 (+13), Manipulation R2 (+4), Bravery R4 (+11), Intuition R1 (+3), Suspicion R2 (+5)
Feats: Fast Initiative, Heavy Hitter
Philosophies: Rank 1 Mental, Rank 4 Physical, Rank 4 Elemental
Combat Training: Melee 3, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +3, Brawn: +24
Equipment: None
Charm
0
Coercion
+13
Deception
0
Manipulation
+4
Persuasion
+1
Aloofness
0
Bravery
+11
Intuition
+3
Tolerance
+1
Suspicion
+5
Prejudices:
Motives: Corrupted Guardian