Nerothab (4e Creature)

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A giant bat with a magical horn, a Nerothab is a terrible cave lurker that seeks prey in it's great lairs.

Lore[edit]

DC 15: Nerothabs are natural shadow creatures that lurk for prey in their caves, using their single magical horn to kill prey and eat it's raw flesh.

DC 22: Unlike other bats, Nerothabs are intelligent. They know to identify a strong target and flee from dangerous situations. It will kill and eat any other poor prey that comes to it's reach, however.

DC 30: The Nerothabs are Underdark creatures that eat whatever they can. They make themselves a lair, and sometimes other cave lurkers settle down there to take the Nerothab's leftovers.

Encounters[edit]

Nerothabs usually fight alone, but sometimes another cave lurker settles near the Nerothab to eat it's leftovers.

Encounter Examples

Level 17 Encounter (XP 8000)

  • 1 Nerothab (Level 15 Solo Artillery)
  • 2 Cyclops Crushers (MM2 P. 40) (Level 14 Brute)

Level 18 Encounter (XP 10000)

  • 1 Nerothab (Level 15 Solo Artillery)
  • 2 Centaur Ravagers (MM2 P. 30) (Level 12 Brute)
  • 2 Driders (Monster Vault P. 87) (Level 14 Soldier)

Nerothab[edit]

Nerothab
Level 15 Solo Artillery
Huge Natural Magical Beast
XP 6000
HP 800; Bloodied 400 Initiative +13
AC 29; Fortitude 29, Reflex 30, Will 26 Perception +12
Speed 4 (Clumsy), Fly 6 Darkvision
Immune Poison Resist 10 Necrotic
Vulnerable 5 Radiant
Saving Throws +5; Action Points 2
Traits
Lusking Shadows ♦ Aura 10
Enemies in the aura take a -2 penalty to ranged attack rolls.
Standard Actions
Basicmelee.png Stab ♦ At-Will
Attack: Melee 3 (one creature); +20 Vs. AC
Hit: 2d10 + 12 damage.
Basicranged.png Hornray ♦ At-Will
Attack: Ranged 20 (one creature); +18 Vs. Reflex
Hit: 2d8 + 14 damage, and the target is slowed (Save ends).
Ranged.png Horn Fury ♦ At-Will
Effect: The Nerothab makes 2 Hornray attacks.
Area.png Necroball (Necrotic)♦ At-Will
Attack: Burst 1 within 10 (creatures in burst); +18 Vs. Reflex
Hit: 1d8 + 12 necrotic damage.
Minor Actions
Ranged.png Shadow's Horns ♦ Recharge D6 (5).png D6 (6).png
Attack: Ranged 10 (one creature); +18 Vs. Fortitude
Hit: 2d10 + 18 damage and the target is immobilized (Save ends).
Miss: The target is slowed (Save ends).
Triggered Actions
Close.png Blinding Shadows ♦ Encounter
Trigger: When an attack bloodies the Nerothab
Attack: (Immediate Reaction): Burst 3 (creatures in burst); +18 Vs. Fortitude
Hit: The target is blinded (Save ends). Aftereffect: The target takes a -2 penalty to attack rolls (Save ends).
Miss: The target takes a -2 penalty to attack rolls (Save ends).
Skills Stealth +18
Str 18 (+11) Dex 23 (+13) Wis 20 (+12)
Con 20 (+12) Int 17 (+10) Cha 19 (+11)
Alignment Unaligned Languages -
Equipment
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More information...

The Nerothab keeps away from melee while it uses Necroball and Horn Fury as much as it can, only using Shadow's Horns on a dangerous striker. It uses one action point early on combat to make 2 Horn Fury attacks and does this again when bloodied.


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