So I’ve been working on a number of 13th Age monsters in my spare time. I am really liking what I’ve done so far. However, there are a few that I would like feedback on how to tighten them up, particularly on the body slump ability. I would really appreciate your feedback. Note: this isn’t edited yet, so the verbage may be a little rough.
This enormous, fanged, stubby horned, clawed, razor-backed, ugly quadruped bears a skin of living rock.
Huge 13th level wrecker [aberration]
C: Bite +18 vs AC—100 damage
Natural odd hit: Starak can make a free buried alive attack.
Jawbone impale +18 vs AC (2 attacks)—90 damage
Natural 16+: Target’s speed is hampered until the end of the starak’s next turn.
R: Earth spike +18 vs AC—180 damage
Natural 12+ hit: Starak can make a free knock flying attack.
[Special trigger] Knock flying +18 vs PD—Unless the target can fly, the target is hurrled into the air and falls back to the ground, dealing 50 damage
Natural even hit: Target is hampered until the end of the starak’s next turn.
Natural 18+: Target is knocked into the far away range increment.
Acid immunity: A starak does not take acid damage.
Burrow: As the standard monster ability (see the 13th Age Core Rulebook, Chapter 7).
Foot stomp (all nearby enemies) +18 vs PD—target is stuck and vulnerable until the end of the starak’s next turn
[Special trigger] Buried alive +18 vs PD—Starak uses its pointy nose to move some of the earth and deposit the target in the hole before covering the target back up, dealing 50 ongoing damage. The target must start making last gasp saves as it is crushed by the mounds of dirt on top of it. The ongoing damage continues until either the target has succeeded his last gasp save (where it digs itself out) or the target is rescued (requiring another character to succeed a hard save to undig the character) or the target dies.
Download Book of Beasts: Monsters of the Great Druid for your 13th Age/Archmage game today at DriveThruRPG/RPGNow.com and d20PFSRD.com