Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Level 29 Daily Powers
Tarrasque
Daily * Primal, Implement, Polymorph, Wildshape, Stance
You sink deeply into yourself, letting nature transform your body.
Minor Action * Personal
Effect: You become a gargantuan sized creature of legend, the Tarrasque. You have the following abilities.
Defenses: +4 Fortitude - +5 bonus to saving throws
Special Defenses: Resist 5 All, - Immune Charm and Fear
Speed: 8, Burrow 8, Climb 8
Other: When you take this shape, you gain 70 Temporary HP.
Bite (Standard Action, At-Will): Reach 3 - - Strength +2 vs. AC - - 1d12 + Strength modifier damage and ongoing 15 damage (save ends).
Fury of the Tarrasque (Standard Action, Can’t use while bloodied), Recharge 5, 6): You makes a bite attack and one of the following attacks:
Rending Bite: Reach 3 - - Strength +2 vs. AC - - 3d12 + Strength modifier damage plus the target takes a –5 penalty to AC until the end of your next turn.
Tail Slap: Reach 3 - - Cannot use against the same target you attacked with your bite - - Strength vs. Fortitude - - 3d12 + Strength modifier damage and the target is pushed 4 squares and knocked prone.
Trample (Standard Action, At-Will): You can move up to your speed and enter enemies’ spaces. This movement provokes opportunity attacks, and you must end your move in an unoccupied space. When you enter an enemy’s space, you make a trample Attack: Strength vs. Reflex - - 1d12 + Strength modifier damage and the target is knocked prone.
Frenzy (Standard Action, Usable only while bloodied, At-Will): Close burst 3 - - You makes a bite attack against all creatures within the burst.
Ancient Blue Dragon
Daily * Primal, Implement, Polymorph, Wildshape, Stance, Lightning, Thunder
You sink deeply into yourself, letting nature transform your body.
Minor Action * Personal
Effect: You become a huge sized blue dragon. You have the following abilities.
Defenses: +4 Fortitude - +5 bonus to saving throws
Special Defenses: Resist 30 Lightning
Speed: 10, Fly 10 (Hover)
Other: When you take this shape, you gain 10 Temporary HP.
Gore (Standard Action, At-Will): Melee 3 - - Strength +2 vs. AC - - 2d6 + Strength modifier damage plus 2d6 lightning damage, and the target is pushed 3 squares and knocked prone.
Claw (Standard Action, At-Will) Melee 4 - - Strength +3 vs. AC - - 2d4 + Strength modifier damage.
Draconic Fury (Standard Action, At-Will): You makes a gore attack and two claw attacks.
Wingclap (Move Action, Recharge 5, 6): You flies up to 12 squares and attacks with your wings at the end of your move: Melee 4 - - Strength vs. Fortitude - - 3d8 + Dexterity modifier thunder damage. This attack does not provoke opportunity attacks.
Breath Weapon (Standard Action, Recharge 5, 6) You target up to three creatures with your lightning breath; the first target must be within 20 squares of you, the second target within 10 squares of the first, and the third target within 10 squares of the second; Strength vs. Reflex - - 3d10 + Strength modifier lightning damage. Miss: Half damage.
Thunderclap (Standard Action, At-Will): Close burst 3 - - Strength vs. Fortitude - - 2d10 + Strength modifier thunder damage and the target is stunned until the end of the your next turn. Critical Hit: As above, except that the target is stunned (save ends).
Ancient Red Dragon
Daily * Primal, Implement, Polymorph, Wildshape, Stance, Fire
You sink deeply into yourself, letting nature transform your body.
Minor Action * Personal
Effect: You become a huge sized red dragon. You have the following abilities.
Defenses: +4 AC, +4 Fortitude - +5 bonus to saving throws
Special Defenses: Resist 40 Fire
Speed: 12, Fly 10 (Hover)
Other: When you take this shape, you gain 40 Temporary HP.
Bite (Standard Action, At-Will): Melee 4 - - Dexterity +2 vs. AC - - 2d12 + Dexterity modifier damage plus 4d4 fire damage.
Claw (Standard Action, At-Will): Melee 4 - - Dexterity +3 vs. AC - - 2d12 + Dexterity modifier damage.
Double Attack (Standard Action, At-Will): You make two claw attacks.
Tail Strike (Immediate Reaction, when an enemy moves into a position where it flanks you; At-Will): you attack the enemy with your tail: Melee 4 - - Dexterity vs. Reflex - - 4d10 + Dexterity modifier damage and the target is pushed 3 squares.
Immolate Foe (Standard Action, Recharge 5, 6): Ranged 20 - - Dexterity vs. Reflex - - 4d8 + Dexterity modifier fire damage and ongoing 15 fire damage (save ends).
Breath Weapon (Standard Action, Recharge 5, 6): Close blast 5 - - Dexterity vs. Reflex - - 4d12 + Dexterity modifier fire damage and you make a secondary attack against the same target. Miss: Half damage.
Bloodied Breath (Free Action, when first bloodied; Encounter) Your breath weapon recharges, and you use it immediately.
Storm Titan
Daily * Primal, Implement, Polymorph, Wildshape, Stance, Lightning, Thunder
You sink deeply into yourself, letting nature transform your body.
Minor Action * Personal
Effect: You become a huge sized storm titan. You have the following abilities.
Defenses: +5 bonus to saving throws
Special Defenses: Resist 30 Lightning, Thunder
Speed: 8, Fly 8 (Hover), swim 8
Other: When you take this shape, you gain 35 Temporary HP.
Roaring Greatsword (Standard Action, Basic Attack): Melee 3 - - Dexterity +3 vs. AC - - 2d6 + Dexterity modifier damage plus 2d8 lightning and thunder damage.
Double Attack (Standard Action, At-Will): You makes two roaring greatsword attacks.
Hurl Thunderbolt (Standard Action, At-Will): Ranged 10 - - Dexterity vs. Reflex - - 3d6 + Dexterity modifier lightning and thunder damage and the target is pushed 3 squares and dazed (save ends).
Howling Winds (Standard Action, Recharge 4, 5, 6): Close burst 4 - - Dexterity vs. Fortitude - - 2d12 + Dexterity modifier thunder damage and the target is pushed 4 squares and knocked prone. Miss: Half damage, and the target is pushed 1 square.