Wildmen (4e Creature)

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The Wildmen roam the plains south of the Grey Downs and along the winter river. Their kind is known far and wide for their use of magic and rituals having to do with blood, bones, and reanimating the dead. While the tactics of Wildmen seem to vary from class to class, each member of their clans is just as ruthless as the next.

Wildman Lurker[edit]

A basic wildman infantry, weak but effective in large groups and especially with shamans at their side.

Wildman Lurker
Level 7 Skirmisher
Medium Natural Humanoid
XP 125
Initiative 4 Senses Perception +8
HP 56; Bloodied 27
AC 18; Fortitude 16, Reflex 20, Will 18
vulnerable 5 acid
Speed 6
Dash
Effect: The Lurker shifts 3 spaces
Basicmelee.png Stab
Hit: d8 +6
Effect: The Lurker lunges and stabs the enemy with a sharpened bone;+9 vs. AC
Resurrection
Effect: If the lurker is downed and a Shaman is alive in the same encounter the lurker comes back in its next turn with half of the health it last started with when it got back up
Skills Stealth +8, Athletics +9
Str 16 (+4) Dex 14 (+3) Wis 14 (+3)
Con 15 (+3) Int 10 (+1) Cha 12 (+2)
Alignment evil Languages common
Equipment Hide Armor

Wildman Shaman[edit]

A powerful mage that deals with necromancy and resurrection, usually found in the back of a small squadron of lurkers, raising them again and again so that they can continue fighting.

Wildman Shaman
Level 8 Controller
Medium Natural Humanoid
XP 225
Initiative 4 Senses Perception +8
HP 72; Bloodied 36
AC 13; Fortitude 20, Reflex 17, Will 20
vulnerable 5 acid
Speed 5
Bone Slide
Effect: The shaman pushes creatures 3 spaces back
Bone Blast
Hit: d6 5 times
Miss: Half damage
Effect: The shaman barrages a target with bones;+8 vs. AC 5 times
Bloodshed
Effect: The shaman targets one enemy with illusory magic that causes them to feel as though their blood is seeping through their skin, the target is immobilized for 2 turns and takes 10 psychic damage
Skills Stealth +8, Athletics +9
Str 12 (+2) Dex 14 (+3) Wis 16 (+4)
Con 15 (+3) Int 14 (+3) Cha 12 (+2)
Alignment evil Languages common
Equipment Cloth Armor

Bloodcursed Wildman Chieftan[edit]

As you walk into the chamber, an important looking wildman sits on the ground in a meditative pose. A councilman stands beside him offering words of advice as he tells of your party's advancement through the temple. The man looks at you, his eyes seemingly filled with blood, he pushes the councilman aside and slowly stands. This appears to be the chief, although he looks rather weak and frail to be a leader of the Wildmen. He picks up a walking stick and slowly shambles toward your party. As he comes into view you see that his body is lined with scars, stitches, cuts, and deep gashes. He slowly and weakly raises a knife from his belt, pointing it at you and then to himself. He drops his staff, holds the handle backwards with two hands and forcefully plunges it between his ribs, twisting it into his body. He falls to his knees as his councilman rushes to his aid. He reaches up and pulls the councilman's heart straight from his chest. The chieftain screams into the air and pounds his fist on the stone floor in anger as blood drips from his chest. His back suddenly erupts in a bloody mess as eight sharp bones form messily from his spine. As he transitions to walking on all fours his muscles seem to grow, two smaller clusters of spiked bones appear at his shoulders. He screams in agony as his teeth recede to make room for sharper and more vicious ones. You see before you now a seemingly unstoppable beast covered in blood and bones.

Bloodcursed Wildman Chieftan
Level 11 Solo
Large Natural Humanoid
XP 750
Initiative 6 Senses Perception +8
HP 259; Bloodied 129
AC 20; Fortitude 12, Reflex 18, Will 10
vulnerable 2 divine
Speed 7
Melee.png Barreling Charge ♦ 5,6
Hit: d4 +8 and they are susceptible to the bloodcurse
Miss: they are knocked out of the way
Effect: The chieftain charges toward the enemies, moving his speed and attacking each creature on the way;+9 vs. AC
Basicmelee.png Back Slam
Hit: d10 +6, or d12 +8 with combat advantage and they are susceptible to the bloodcurse
Miss: Half damage
Effect: The chieftain either throws the target against the wall or on the floor and then slams his back against them, impaling them on his spines and knocking them prone;+6 vs. AC
Piercing Scream
Effect: The chieftain screams into the air, immobilizing all targets;+5 vs. Will
Skills Stealth +8, Athletics +9
Str 20 (+6) Dex 14 (+3) Wis 10 (+1)
Con 19 (+5) Int 6 (-2) Cha 8 (-1)
Alignment evil Languages common
Equipment

Bloodcurse[edit]

If one or more characters has been hit by a bloodcursed enemy, he/she is susceptible to the bloodcurse. At the end of the encounter, roll a die according to how many players were hit to see which obtains the curse. When a player is afflicted with the bloodcurse, until they are cured, each time they dip below half health in an encounter, they will go through a similar transformation to the chieftain. When a player is transformed they gain a +2 bonus to strength and AC, a +1 bonus to speed and reflex, and a -2 penalty to intelligence, charisma, wisdom, and will

Wildman Tactics[edit]

Wildmen generally take a very aggressive approach to fighting, preferring to surround their enemies and deal damage up close. Although if they feel that their shaman is being threatened they will quickly form a defensive pattern around him/her. The shamans will do everything in their power to recover their lost allies. Once a basic Wildman falls in battle, a shaman will resurrect it, healing its wounds just enough for it to battle again. Wildmen do not have any sort of government or rules, simply that they will give allegiance to whomever is the strongest.

Wildman Lore[edit]

A character knows the following information with a successful nature check.

Nature DC7: The Wildmen are deadly foes, keeping mostly to the shadows to take their enemies by surprise.

Nature DC12: Wildmen have long threatened the small villages along the winter river, pillaging and destroying anything not strong enough to keep them out.

Nature DC17: The Wildmen revere their strongest members, and even their adversaries. If you were to best their leader in combat it is possible that their admiration and allegiance would be to you in their stead.

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