Tuesday, September 27, 2011

Diablo Series: Gloom

Glooms are small, batlike demons, resembling tiny humanoids with horns, wings, and a tail. They tend to act as spies, informants, and messengers for other demons, though they can also be encountered alone or in small, scavenging flocks. Like the bats they resemble, they prefer to lair in dark, undisturbed places, preferably underground.


Gloom Lore (Dungeoneering, Arcana):

DC 20: these small demons are very agile in the air, and strong and vicious for a creature their size. Their smallness and dexterity makes them difficult targets, and their gliding speed allows them to close the distance before their victims can even defend themselves. More powerful glooms have other abilities, such as short-ranged teleportation and the power to conjure lightning.


Gloom (Level 2 Lesser Skirmisher) (62 XP)
Tiny Elemental Humanoid (demon)
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Initiative +7 Perception +8 (darkvision)
HP 19
AC 16 Fortitude 14 Reflex 16 Will 14
Speed 4; fly 6

Resist 10 variable (1/encounter)
Vulnerable a lesser monster is instantly killed by a critical hit.
Saves a lesser monster automatically fails all saving throws.
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Passive
-
Small Target
Glooms receive a +2 bonus to defenses against ranged attacks.
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Standard Actions
-
basic melee attack Claws (at will):
One target within 1; +7 vs. AC; 8 damage.
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Rapid Charge
Charge; the gloom can charge up to 12 squares, and receives +5 to hit rather than the usual +1.
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Alignment Chaotic Evil
Languages Abyssal
Str 8 (+0) Con 14 (+3) Dex 18 (+5) Int 8 (+0) Wis 14 (+3) Cha 14 (+3)


The basic gloom is among the weakest of demons, armed only with claws, wings, and nastiness.


Blink (Level 8 Lesser Skirmisher) (175 XP)
Tiny Elemental Humanoid (demon)
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Initiative +11 Perception +12 (darkvision)
HP 35
AC 22 Fortitude 20 Reflex 21 Will 20
Speed 4; fly 6

Resist 10 variable (2/encounter)
Vulnerable a lesser monster is instantly killed by a critical hit.
Saves a lesser monster automatically fails all saving throws.
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Passive
-
Small Target
Glooms receive a +2 bonus to defenses against ranged attacks.
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Standard Actions
-
basic melee attack Bloodletting Claws (at will):
One target within 1; +13 vs. AC; 14 damage.
Combat Advantage: ongoing 5 damage (save ends).
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Rapid Charge
Charge; the gloom can charge up to 12 squares, and receives +5 to hit rather than the usual +1.
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Immediate Actions
-
Reactive Blink (reaction; when hit by an attack; at will);
The blink teleports to a vacant square within 2. Unlike most immediate actions, this can be used as often as the creature gets hit.
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Alignment Chaotic Evil
Languages Abyssal
Str 10 (+4) Con 18 (+8) Dex 20 (+9) Int 8 (+3) Wis 16 (+7) Cha 14 (+6)


This breed of gloom is a bit stronger, having evolved in the darkness of the Abyss. Their claws are serrated, causing massive bleeding when they cut, and they can teleport a few meters away from harm, making them even more mobile. Blinks are more likely to be part of demonic armies than the common gloom.


Dark Familiar (Level 18 Lesser Skirmisher) (1,000 XP)
Tiny Elemental Humanoid (demon)
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Initiative +20 Perception +17 (darkvision)
HP 67
AC 32 Fortitude 29 Reflex 31 Will 29
Speed 4; fly 6

Resist 20 variable (2/encounter)
Vulnerable a lesser monster is instantly killed by a critical hit.
Saves a lesser monster automatically fails all saving throws. 
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Passive
-
Small Target
Glooms receive a +2 bonus to defenses against ranged attacks.
____________
Standard Actions
-
basic melee attack Bloodletting Claws (at will):
One target within 1; +23 vs. AC; 20 damage.
Combat Advantage: ongoing 5 damage and target gains vulnerable 5 to electricity (save ends).
-
Electric Touch (at will):
Melee; one target within 2; +21 vs. Reflex; 20 electricity damage and target is dazed (save ends).
-
Rapid Charge
Charge; the gloom can charge up to 12 squares, and receives +5 to hit rather than the usual +1.
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Immediate Actions
-
Reactive Blink (reaction; when hit by an attack; at will);
The blink teleports to a vacant square within 2. Unlike most immediate actions, this can be used as often as the creature gets hit.
-
Death Shock (reaction; when reduced to 0 hp);
Close burst 1; targets enemies within the burst; +21 vs. Reflex; 10 electricity damage.
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Alignment Chaotic Evil
Languages Abyssal
Str 10 (+9) Con 22 (+15) Dex 28 (+18) Int 16 (+12) Wis 18 (+13) Cha 20 (+14)


Some glooms have a psychic link with a more powerful evil master. These dark familiars are unusually loyal for demons, not to mention stronger, having an electrifying attack.


Tactics

Glooms of all three flavors use essentially the same tactics; Rapid Charge out of the cover of darkness, then gang up on a single enemy and try to bring it down. If the glooms have a chance to surprise their enemies, they'll try to make the opening charge from several directions, trying to hit the same one or two targets with as many attacks as possible. Blinks will use their Defensive Blink to keep the enemy flanked (allowing them to inflict ongoing damage), or to back up out of reach for another Charge. Dark Familiars move in and out of the enemies' reach every round, alternating Electric Touch attacks from a square away with close quarters Claws once the electricity has dazed the foe.

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