Energy Motes
The energy mote is a creature I stumbled upon in the DDI Adventure Tools. Originally from the SPEC 1-1 Shades of the Zhentarim, RPGA Adventure, they're level 1 minions, with a ranged radiant attack that explode when they die.
In a game that recently concluded, in Enworld's Living 4th Edition, I scooped these monsters up for my own purposes. Having never played Shades of the Zhentarim. I knew I wanted to have artificer based villain, and was looking for proper fodder. To me, energy motes are floating balls of energy, created and controlled through a form of electrokinesis.
I used the energy mote, pretty much as is, from the DDI, and added the phasing ability so they could shift through walls, and the floor.
I wanted them to hold up a full, interesting encounter, so I made two more, tougher versions to add variety. I present to you the Red Energy Mote, and the Purple Energy Mote. They have been slightly tweaked for better gameplay than the way I originally ran them.
Purple Energy Mote (Level 2 Controller)
Small natural animate (construct) XP 125
Initiative +3 Senses Perception +2
HP 36 Bloodied 18
AC 16 F 13 R 15 W 15
Speed Fly 6 (hover, phasing)
Traits
Tool of the Master The Purple Energy mote relays everything it can see back to its master, and can communicate telepathically to it's master up to 20 squares.
Standard Actions
[M] Energy Shock (radiant) * At-Will
Attack: Melee 1; +6 vs AC
Hit: 1d6+3 radiant damage, and the target is slowed (save ends)
[c] Energy Pulse (radiant) * At-Will
Attack: Close Burst 1; +6 vs Reflex'
Hit: 1d6+3 radiant damage, and the target is slowed (save ends)
Triggered Actions
[c] Kinetic Burst (Radiant) * At-Will
Trigger: Purple Energy Mote is reduced to 0 hp
Attack: Close Burst 3; +4 vs Reflex to any creature who is not a construct or living construct
Hit: 1d6 radiant damage and knocked prone
Effect: Constructs and living constructs in burst regain 6 hit points.
Alignment Unaligned Languages -
Str 12 (+2) Dex 15 (+3) Wis 12 (+2)
Con 13 (+2) Int 6 (-1) Cha 9 (+0)
Attack: Melee 1; +6 vs AC
Hit: 1d6+3 radiant damage, and the target is slowed (save ends)
[c] Energy Pulse (radiant) * At-Will
Attack: Close Burst 1; +6 vs Reflex'
Hit: 1d6+3 radiant damage, and the target is slowed (save ends)
Triggered Actions
[c] Kinetic Burst (Radiant) * At-Will
Trigger: Purple Energy Mote is reduced to 0 hp
Attack: Close Burst 3; +4 vs Reflex to any creature who is not a construct or living construct
Hit: 1d6 radiant damage and knocked prone
Effect: Constructs and living constructs in burst regain 6 hit points.
Alignment Unaligned Languages -
Str 12 (+2) Dex 15 (+3) Wis 12 (+2)
Con 13 (+2) Int 6 (-1) Cha 9 (+0)
Red Energy Mote (Level 2 Skimisher)
Small natural animate (construct) XP 125
Initiative +8 Senses Perception +2
HP 37 Bloodied 18
AC 16 F 13 R 15 W 15
Speed Fly 6 (hover, phasing)
Traits
Tool of the Master The Red Energy mote relays everything it can see back to its master, and can communicate telepathically to it's master up to 20 squares.
Standard Actions
[M] Energy Shock (radiant) * At-Will
Attack: Melee 1; +5 vs Reflex
Hit: 1d10+3 Radiant and the Red Energy Mote Shifts 1 Square
Triggered Actions
[c] Kinetic Burst (Radiant) * At-Will
Trigger: Red Energy Mote is reduced to 0 hp
Attack: Close Burst 2; +3 vs Reflex to any creature who is not a construct or living construct
Hit: 5 radiant damage
Effect: Constructs and living constructs in burst regain 5 hit points.
Alignment Unaligned Languages -
Str 12 (+2) Dex 21 (+6) Wis 12 (+2)
Con 13 (+2) Int 6 (-1) Cha 9 (+0)
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