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Leonardo Teenage Mutant Ninja Wereturtle Level 10 Soldier Medium natural humanoid (shapechanger) XP 500 Initiative +10 Senses

Perception +14; low-light vision HP 106; Bloodied 53 Regeneration 10 Damage Resistance 5 (when in Dire or hybrid form) AC 25: Fortitude 23, Reflex 21, Will 22 Immune swamp sickness; Vulnerable silver (if Leo takes damage from a silver weapon, his regeneration does not work next turn) Speed 6; swim 8 in unique humanoid or dire turtle form mBite (minor (unusable in human form); at-will) Disease +16 vs. AC; 1d4 + 5 damage, and is exposed to swamp sickness. mKatana (Standard; At-Will) Weapon +16 vs. AC; 1d10+9 damage and the target is marked until the end of Leonardos next turn. mUnarmed Attack (minor; At-Will) +16 vs. AC; 6 damage, the target is marked until the end of Leonardos next turn, and Leonardo can shift two squares. mSlash and Cut (Standard; At-Will) Weapon Leonardo can make two katana attacks and shift one square after each of the attacks. Each target is marked until the end of Leonardos next turn. mBody Blow (Standard; At-Will) Weapon +16 vs. AC; 1d10+9 damage, the target is marked until the end of Leonardos next turn, and make a secondary attack. Secondary attack: +14 vs. Fortitude; 6 damage and the target is pushed 2 squares. rLongbow (standard; at-will) Weapon Ranged 20/40; +16 vs. AC; 1d10+3 damage and the target is marked until the end of Leonardos next turn. mThe Water Cut (standard; encounter) Weapon Close Burst 1; +16 vs. AC; 1d10+9 damage and Leonardo can shift 4 squares and make a secondary attack. Secondary attack: +16 vs. AC; 1d10+9 damage, the target is slowed (save ends), and is marked until the end of Leonardos next turn. mThe Fire and Stones Cut (standard; encounter) Weapon Two Attacks;+16 vs. AC; 3d10+9 damage and the target is marked until the end of Leonardos next turn. mTo Stab at the Face (standard; encounter) Weapon +16 vs. AC; 4d10+9 damage, the target is Blinded and Immobilized (SE), and the target is marked until the end of Leonardos next turn. Miss: Half damage and the target is blinded until the end of Leonardos next turn mThere are Many Enemies (standard; encounter) Weapon Special: Leonardo can shift six squares and make three attacks at any point during his movement; +16 vs. AC; 2d10+9 damage and the target is marked until the end of Leonardos next turn. mOne Cut (standard; encounter) Weapon +14 vs. Fortitude; 5d10+9 damage, the target is helpless, takes ongoing 10 damage (save ends both), and the target is marked until the end of the encounter. mThree Ways to Parry (encounter; immediate reaction) Weapon Trigger: Leonardo is hit with a melee attack. Effect: Leonardo must make an attack vs. the targets reflex. If he hits, the triggering attack misses and Leonardo can make a secondary attack. Secondary attack: +16 vs. AC; The target takes ongoing 10 damage (save ends) and the target is marked until the end of Leonardos next turn. mShadowslip (encounter; immediate interrupt) Teleport, Weapon Trigger: Leonardo is hit with an attack. Effect: Leonardo takes no damage from the attack, teleports up to six squares away, has total concealment, and can make a secondary attack. Secondary attack: +16 vs. AC; 3d10+9 damage and the target is marked until the end of Leonardos next turn. cKiai (minor; encounter) Fear Close Blast 5 (only targets enemies); +14 vs. Will; Target is Dazed (save ends) and the target is marked until the end of Leonardos next turn. Steal into the Shadows (move; encounter) Shadow, Teleport Effect: Leonardo creates a close burst 2 cloud of shadow that grants total concealment and blinds all within. Leonardo can teleport to any unoccupied square within 10 squares that he had line of sight to and can make a stealth check. Change Shape (minor; at-will) Polymorph- A wereturtle can alter its physical form to appear as a dire turtle or a unique humanoid (see MM glossary). Skills Acrobatics +13, Athletics +16, History +13, Insight +12, Perception +14, Stealth +12 Str 23 (+11) Dex 16 (+8) Wis 19 (+9) Alignment Good Languages Common Con 18 (+9) Int 17 (+8) Cha 15 (+7) Equipment: Quiver (30 arrows), Shadowrift Katana You can pass through the shadowfell to nearby locations when you use this blade, but doing so will cost you Level 12 +3 13,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d6 damage Power (At-Will + Teleportation): Free Action. Trigger: You hit an enemy that is granting you combat advantage. Effect: You take 5 damage and teleport 2 squares. Adamantine Katana This glossy black blade pierces the toughest shells. Lvl 13 +3 17,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d10 damage Property: Untyped damage done with this weapon ignores a number of points of resistance equal to twice the weapons enhancement bonus. Supreme Skirmishers Bow Perfectly balanced and infused with arcane energy, this bow allows you to fight with unmatched grace. Level 15 +3 25,000gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d6 damage Power (Encounter): Free Action. Trigger: You make a ranged basic attack using this weapon. Effect: You make a ranged at-will attack using this weapon instead. Vizard of Night Vision This blue satin eye-mask provides you with darkvision. Level 14 Item Slot: Head 21,000 gp Property: Gain darkvision. Boots of Striding and Springing These enchanted boots increase your speed if you wear light armor or no armor and enhance your jumping capability. Level 14 Item Slot: Feet 21,000 gp Property: Gain a +1 item bonus to speed when wearing light or no armor. Property: Gain a +2 item bonus to Athletics checks made to jump. Hewards Handy Haversack This ordinary-looking black leather backpack is surprisingly light. Wondrous Item Level 10 5,000 gp Property: This backpack can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a handy haversack is a minor action. Swamp Sickness Level 8 Disease Endurance stable DC 20, improve DC 24 The target is cured.<- Initial Effect: The target takes a 2 penalty to Fortitude and Reflex defense. <-> When the target is taking ongoing damage or being affected by a condition that a save can end, the target is slowed as well. If the target is already slowed or immobilized, the target takes ongoing 5 psychic damage instead. -> Final State: The target is slowed and cannot be free of the condition until it improves. If slowed, restrained, or immobilized in combat, the target is considered helpless and takes ongoing 10 psychic damage until a save ends the condition.

Raphael Teenage Mutant Ninja Wereturtle Level 10 Soldier Medium natural humanoid (shapechanger) XP 500 Initiative +11 Senses Perception +7; low-light vision HP 108; Bloodied 54 Regeneration 10 Damage Resistance 5 (when in Dire or hybrid form) AC 26: Fortitude 24, Reflex 23, Will 21 Immune swamp sickness; Vulnerable silver (if Raph takes damage from a silver weapon, his regeneration does not work next turn) Speed 6; swim 8 in unique humanoid or dire turtle form mBite (minor (unusable in human form); at-will) Disease +16 vs. AC; 1d4 + 5 damage, and is exposed to swamp sickness. mSai (Standard; At-Will) Weapon +16 vs. AC; 1d6+8 damage and the target is marked until the end of Raphaels next turn. mUnarmed Attack (minor; At-Will) +16 vs. AC; 5 damage, the target is marked until the end of Raphaels next turn, and he can shift two squares. mDouble Strike (Standard; At-Will) Weapon Leonardo can make two sai attacks on the same target. If both attacks hit, the target is dazed until the end of Raphaels next turn. Hit or not, the target is marked until the end of Raphaels next turn. mWrist Hook(Standard; At-Will) Weapon +16 vs. AC; 1d6+8 damage, the target is marked until the end of Raphaels next turn, and the target is grabbed until the end of Raphaels next turn. Special: A target that is grabbed by this maneuver grants a +2 to Raphaels next attack against it. rThrown Sai (standard; at-will) Weapon Ranged 10/20; +16 vs. AC; 1d6+11 damage and the target is marked until the end of Raphaels next turn. mWeapon Catch (standard; Recharge 4, 5, 6) Weapon Requires both sai; +14 vs. Reflex; Raphael catches a weapon the target is holding and prevents the target from attacking with it and is effectively grabbed (escape ends). Sustain minor: The grab continues until the end of Raphaels next round. mDisarm(standard; encounter) Weapon Requires both sai; +14 vs. Reflex; Raphael catches a weapon the target is holding and can either pocket it (requiring a minor action) or throw it 1d6 squares away. mWeapon Break (standard; encounter) Weapon Requires both sai; +14 vs. Reflex; Raphael catches a weapon the target is holding and forces the target to save or their weapon is broken (weapons gain a bonus equal to their enchantment). mSancho Sai (standard; encounter) Weapon Raphael can make three melee or ranged attacks with his sai without provoking opportunity attacks; +16 vs. AC; 2d6+8(thrown +11) damage and the target is marked until the end of Raphaels next turn. mHobbel (standard; encounter) Weapon +14 vs. Fortitude; 3d6+8 damage, the target is immobilized, takes ongoing 10 damage (save ends both), and the target is marked until the end of the encounter. Aftereffect: The target is slowed (save at -2 ends). *mTrap and Throw (standard; encounter) Weapon +14 vs. Fortitude; The target is slid 4 squares and Raphael can make a secondary attack if the target can be slid into another opponent or solid object. Secondary Attack: +14 vs. Secondary targets Reflex (no roll necessary to slide target into inanimate object); Both targets take 1d10+6 damage, fall prone and are marked until the end of Raphaels next turn. mWrist-strike Parry (encounter; immediate reaction) Weapon Trigger: Raphael is hit with a melee attack. Effect: Raphael must make an attack vs. the targets reflex. If he hits, he takes half damage from the attack only and can make a secondary attack. Secondary attack: +16 vs. Fortitude; 1d6+8 damage, the target drops the weapon it attacked with, and is marked until the end of Raphaels next turn. mShadowslip (encounter; immediate interrupt) Teleport, Weapon Trigger: Raphael is hit with an attack. Effect: Raphael takes no damage from the attack, teleports up to six squares away, has total concealment, and can make a secondary attack. Secondary attack: +16 vs. AC; 3d6+8 damage and the target is marked until the end of Raphaels next turn. cKiai (minor; encounter) Fear Close Blast 5 (only targets enemies); +14 vs. Will; Target is Weakened (save ends) and is marked until the end of Raphaels next turn. Hindering Leap (move; encounter) Zone Effect: Raphael creates a close burst 3 zone of difficult terrain filled with caltrops that forces those moving through it to make a DC 20 Dexterity check or take 5 damage and become slowed until the end of their next turn. He can then jump to any unoccupied square outside the zone and shift six squares. The zone persists until the end of the encounter Change Shape (minor; at-will) Polymorph- A wereturtle can alter its physical form to appear as a dire turtle or a unique humanoid (see MM glossary). Skills Acrobatics +14, Athletics +15, Bluff +13, Intimidation +13, Stealth +12 Streetwise +16 Str 20 (+10) Dex 18 (+9) Wis 15 (+7) Alignment Good Languages Common Con 20 (+10) Int 14 (+7) Cha 17 (+8) Equipment: Herbal Poultice (1 Dose Lvl 13), Jolt flasks (3 Flasks Lvl 10), Climbing Kit, Manriki gusari (6), Tinderbox, Waterskin, Potion of Vitality (1), Potion of Vigor(1 Lvl 9) *Staggering Sai When you hit with this weapon, you send your foes lurching headlong whichever way you wish. Lvl 12 +3 13,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d6 damage, and the target is knocked prone. Property: When you use a power with the weapon keyword that slides a target, you can add this weapons enhancement bonus to the number of squares the target slides. Power (Daily): Free Action. Use this power when you hit with the weapon. Slide the target a number of squares equal to the weapons enhancement bonus. Tyrants Weapon This harsh-looking weapon lets you capitalize on your enemies vulnerabilities. Lvl 13 +3 17,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d6 damage, and the target is knocked prone. Power (Daily): Minor Action. Until the end of your next turn, your attacks with this weapon deal an extra 3d6 damage to a target that is blinded, prone, restrained, or helpless. Sai of Thrown Force This weapon is much more dangerous when thrown. Lvl 14 +3 21,000 gp Enhancement: +3 to attack rolls and damage rolls and the target is dazed. Property: The range of this sai is extended to 10/20. Property: When thrown, this weapon does an additional 3 points of damage. Power (Daily): Free Action. Trigger: This sai is used to hit with a ranged attack. Effect: The target is Stunned (save ends), pushed 3 squares, and is knocked prone. Mask of Focus This red dragonscale mask helps you to shake off getting slammed by a hard hit. Item Slot: Head Lvl 13 Property: Gain a +3 item bonus to saving throws against effects that make you dazed and/or stunned. Power (Daily): Immediate Interrupt. Use this power when an attack would make you dazed or stunned. Spend two healing surges to not be dazed or stunned by that attack. Bloodsoaked Bracers Your spilled blood causes these studded leather bracers to tremble with power. Lvl 10 5,000 gp Item Slot: Arms Power (Daily): Minor Action. Use this power while you are bloodied. Gain a +5 power bonus to melee damage rolls until the end of the encounter or until you are no longer bloodied, whichever comes first.

Michelangelo Teenage Mutant Ninja Wereturtle Level 10 Skirmisher Medium natural humanoid (shapechanger) XP 500 Initiative +16 Senses Perception +12; low-light vision HP 106; Bloodied 53 Regeneration 10 Damage Resistance 5 (when in Dire or hybrid form) AC 24: Fortitude 22, Reflex 24, Will 23 Immune swamp sickness; Vulnerable silver (if Mike takes damage from a silver weapon, his regeneration does not work next turn) Speed 6; swim 8 in unique humanoid or dire turtle form mBite (minor (unusable in human form); at-will) Disease +15 vs. AC; 1d4 + 5 damage, and is exposed to swamp sickness. mNunchaku (Standard; At-Will) Weapon +15 vs. AC; 1d6+6 damage mUnarmed Attack (minor; At-Will) +15 vs. AC; 3 damage and Michelangelo can shift two squares. mWhirling Strikes (Standard; At-Will) Weapon Michelangelo can make three nunchaku attacks on up to three different targets and can shift one square after each attack. mCartwheel Attack(Standard; At-Will) Weapon Michelangelo can shift three squares and make two nunchaku attacks at any point during his move; +15 vs. AC; 1d6+8 damage. Special: A target that is hit with both attacks during this maneuver is dazed until the end of Michelangelos next turn. rShuriken(standard; at-will) Weapon Two Attacks; Ranged 5/10; +15 vs. AC; 1d4+8 damage. mMirror Image Assault (standard; encounter) Illusion, Weapon Special: This power creates 4 mirror images of Michelangelo within a close burst 3 that are considered minions with one hit point (and share all the same defenses) and last until the end of Michelangelos next turn. They can each move 6 squares and make one basic attack on Michelangelos turn; +14 vs. Will; 1d6+4 damage Sustain Standard: The mirror images can each move 6 squares and make one basic attack. Mike can make one basic attack. Sustain Minor: The mirror images remain until the end of Michelangelos next turn (they cannot attack, but can still flank). mHurricanes Path (standard; encounter) Weapon Close Burst 1; +15 vs. AC; 2d6+6 damage to each target and Michelangelo can shift six squares and make a secondary attack. Secondary Attack: Close Burst 1; +15 vs. AC; 1d6+9 damage to each target mCLUNK! (standard; encounter) Weapon +13 vs. Fortitude; 4d6+8 damage and the target is stunned (save ends). First failed save: The target is unconscious (save at -2 ends). Second failed save: The target is considered to be Dying (but keeps their current hit points) and must make saves vs. death (save at -2 ends). Aftereffect: Target is Weakened (save ends). mKnee Smash (standard; encounter) Weapon +13 vs. Fortitude; 4d6+6 damage and the target is slowed until the end of the encounter. mChoke Hold (standard; encounter) +13 vs. Fortitude; 2d6+8 and you can maintain the choke (a minor action) until the end of the next round to cause the grappled opponent to fall unconscious (save ends). Sustain Minor: You keep a hold of the opponent, choking them, automatically doing the above amount of damage. They are considered grabbed. mBang the Drum (encounter; immediate reaction) Weapon Trigger: Michelangelo is hit with a melee attack. Effect: Michelangelo must make a nunchaku attack vs. the targets reflex. If he hits, he can make a secondary attack. Secondary attack: +15 vs. AC; 1d6+6 damage and Michelangelo can make a tertiary attack. Tertiary attack: +13 vs. Fortitude; Target is Stunned (save at -2 ends). mShadowslip (encounter; immediate interrupt) Teleport, Weapon Trigger: Michelangelo is hit with an attack. Effect: Michelangelo takes no damage from the attack, teleports up to six squares away, has total concealment, and can make an attack; +15 vs. AC; 3d6+6 damage. cMetsubishi (standard; encounter) Weapon Close blast 5; +13 vs. Fortitude; Targets are blinded (save at -2 ends) and Michelangelo can shift 6 squares. cKiai (minor; encounter) Fear Close Blast 5 (only targets enemies); +13 vs. Will; Target is Slowed (save ends). Cowabunga!!! (standard; encounter) Zone Effect: Michelangelo can move 12 squares. If any enemies make an attack of opportunity against him, he takes half damage and suffers no other effects, and can make two nunchaku attacks against them. If both attacks hit, that opponent is dazed (save ends) and is knocked prone. Change Shape (minor; at-will) Polymorph- A wereturtle can alter its physical form to appear as a dire turtle or a unique humanoid (see MM glossary). Skills Acrobatics +15, Athletics +13, Bluff +15,Insight +12, Perception +12, Stealth +15, Streetwise +15, Thievery +18 Str 17 (+8) Dex 21 (+10) Wis 18 (+7) Alignment Good Languages Common Con 18 (+9) Int 12 (+6) Cha 20 (+10) Equipment: Herbal Poultice (3 Doses Lvl 13), Potion of Vitality (2), Disguise Kit, Thieves Tools, Metsubishi, Blinding Powder Refill (3), Belt Pouch (20pp, 40gp, 10sp) Phasing Shuriken This shuriken phases in and out of reality when thrown, slipping through cover as if it werent there. Lvl 14 +3 21,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d6 damage Property: Your ranged attacks with this shuriken ignore the penalty to attack rolls for cover or superior cover. Hideous Nunchaku These battered and bloodstained sticks of rough ironwood are connected with a gnarly length of spiked chain. Lvl13 +3 17,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d6 damage Property: You gain an +3 Item bonus to Intimidate checks. Power (Daily Fear, Weapon) Free Action. Trigger: You use this weapon to reduce an enemy to 0 hit points. Effect: You make an attack against each enemy in a close burst 1: Charisma + 2 + 3 bonus vs. Will: on a hit, the target takes a -2 penalty to attack rolls and if the target ends its turn in a square adjacent to you. It becomes dazed (save ends both). Farslayer Nunchaku As you swing this flail through the air, wounds magically appear on enemies beyond your normal reach. Lvl 13 +3 17,000 gp Enhancement: Attack rolls and damage rolls Critical: +3d6 damage Power (At-Will): Standard Action. Make a melee basic attack with this weapon against a target up to 5 squares away from you. Mask of the Survivor This orange leather eyemask gives you the ability to stabilize even near death and rise when all hope is lost. Item Slot: Head Level 14 21,000 gp Property: You roll two death saving throws, taking the higher result. Power (Daily): Immediate Reaction. Trigger: You fail a death save. Effect: You can spend a healing surge. Amulet of False Life This dark blue amulet with a crimson center increases your defenses and can be activated to grant you temporary hit points. Lvl 14 +3 21,000 gp Item Slot: Neck Enhancement: +3 to Fortitude, Reflex, and Will Power (Daily): Minor Action. Use this power when you are bloodied to gain temporary hit points equal to your healing surge value. Windrider This 4-foot long plank of gold inlaid shadowtop is covered with intricate and strange runes that allude to the heavens. Wondrous Item Level 14 21,000 gp Power (At-Will): Move Action. A character on a windrider can mentally command it to fly 9 squares. The windrider has a maximum altitude of 3 squares. If no rider is upon it, it hovers in place a 1/2 foot above the ground if it is laid flat or sits on the ground if it is stood up. The windriders flight isnt entirely stable; while on the board, a rider takes a 4 penalty to AC and Reflex defenses. The windrider can carry one Medium or Small character of no more than 350 pounds. If more than 350 pounds are placed on it, the board (and all it carries) falls to the ground, and the character and all objects the windrider was holding take falling damage.

Donatello Teenage Mutant Ninja Wereturtle Level 10 Brute Medium natural humanoid (shapechanger) XP 500 Initiative +5 (25) Senses Perception +6; low-light vision HP 134; Bloodied 67 Regeneration 10 Damage Resistance 5 (when in Dire or hybrid form) AC 22: Fortitude 25, Reflex 22, Will 22 Immune swamp sickness; Vulnerable silver (if Don takes damage from a silver weapon, his regeneration does not work next turn) Speed 6; swim 8 in unique humanoid or dire turtle form mBite (minor (unusable in human form); at-will) Disease +16 vs. AC; 1d4 + 5 damage, and is exposed to swamp sickness. mNine Foot Staff *(Standard; At-Will) Weapon Melee 2; +13 vs. AC; 1d10+10 damage mUnarmed Attack (minor; At-Will) +13 vs. AC; 7 damage and Donatello can shift one square. rHand Crossbow (Standard; At-Will) Weapon Range 10/20; +13 vs. AC; 1d6+3 damage (Crit. Target is Restrained until end of Dons next turn). mDouble Strike* (Standard; At-Will) Weapon Melee 2; Donatello can make two staff attacks on one or two different targets. If both attacks hit, the target is pushed 2 squares. mThrust and Strike*(Standard; At-Will) Weapon +13 vs. AC; 1d10+10 damage, the target is pushed 2 squares and Donatello can make a secondary attack. Secondary attack: +11 vs. Fortitude; 10 damage. mWhipping Swing* (standard; encounter) Weapon Close burst 2; +13 vs. AC; 1d10+10 damage and the target is marked until the end of Donatellos next turn. mPendulum Smash* (standard; encounter) Weapon Melee 2; +11 vs. Reflex; 1d10+10 damage, the target is effectively grabbed (escape ends), can be slid anywhere within two squares and can make a secondary attack if the target can be slid into another opponent or solid object. Secondary Attack: +11 vs. Secondary targets Reflex (no roll necessary to slide target into inanimate object); Both targets take 1d10+10 damage and fall prone. Sustain minor: The grab continues until the end of Donatellos next round. mHeadsplitter* (standard; encounter) Weapon Melee 2; +13 vs.AC; 4d10+10 damage and the target is knocked prone and stunned (save ends). mPole Vault Launch* (immediate interrupt; encounter) Weapon Trigger: Donatello is charged. Effect: Donatello makes the following attack: +13 vs. Reflex vs. the charging opponent; The target is slid up to five squares in the direction of the charge is knocked prone and takes 3d10+10 damage if it doesnt hit a solid object like a wall or column or takes 4d10+10 damage if it does. If there is another enemy in the path, Don can make another attack roll of +11 vs. the secondary targets Reflex. If it hits, both the secondary target and the primary target take 2d10+10 damage and both are knocked prone. mToppling Gale* (standard; encounter) Weapon Close Burst 2; +11 vs. Reflex; 2d10+10 damage and the target is knocked prone and dazed (save ends). mThroat Stab* (standard; encounter) Weapon +11 vs. Fortitude; 3d10+10 damage, the target is Stunned, and takes ongoing 10 damage (save ends both). Aftereffect: The target is slowed and weakened (save at -2 ends both). mFlying Hammer* (standard; encounter) Weapon Effect: Donatello can slide (jump) 6 squares in a straight line (and can safely pass through unoccupied squares) to make the following attack; +13 vs. AC; 5d10+10 damage and the target is dazed (save at -2 ends). rManriki Gusari (standard; encounter) Weapon Close Burst 5; Three targets; +11 vs. Reflex; The target is Restrained (save ends) and is knocked prone. Aftereffect: The target is slowed (save ends). Effect: Donatello can shift 8 squares. cHold Off the Enemy*(standard; encounter) Weapon Close blast 5; +13 vs. AC; 2d10+10 damage and the target is pushed 2 squares and knocked prone mWarding Parry* (encounter; immediate reaction) Weapon Trigger: Donatello is hit with a melee attack. Effect: Don must make a +11 staff attack vs. the targets Fortitude. If he hits, he takes no damage or conditions from the attack and can make a secondary attack. Secondary attack: +13 vs. Fortitude; 1d10+10 damage, the target is pushed up to 5 squares, and is knocked prone. mShadowslip* (encounter; immediate interrupt) Teleport, Weapon Trigger: Donatello is hit with an attack. Effect: Don takes no damage from the attack, teleports up to six squares away, has total concealment, and can make a secondary attack. Secondary attack: +13 vs. AC; 3d10+10 damage and the target is marked until the end of Donatellos next turn. cKiai (minor; encounter) Fear Close Blast 5 (only targets enemies); +14 vs. Will; Target is Immobilized (save ends). Change Shape (minor; at-will) Polymorph- A wereturtle can alter its physical form to appear as a dire turtle or a unique humanoid (see MM glossary). Skills Acrobatics +10, Athletics +17, Dungeoneering +14, Endurance +20, Intimidation +14, Stealth +15 Str 24 (+12) Dex 10 (+5) Wis 12 (+6) Alignment Evil Languages Common Equipment: Herbal Poultice (1 Dose Lvl 13), Con 24 (+12) Int 10 (+5) Cha 13 (+6) Jolt flasks (3 Flasks Lvl 10), Climbing Kit, Manriki gusari (6), Tinderbox, Waterskin, Potion of Vitality (1), Potion of Vigor(1 Lvl 9), bolt case (25 bolts) Withering Nine Foot Staff Each blow with this long staff weakens armor and resolve. Level 13 +3 17,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d6 damage * Property: Each time you hit with this weapon in melee, your target takes a cumulative 1 penalty to AC. The target can make a saving throw to end the entire penalty, but it can receive the penalty again with future attacks. Mask of the Acrobat This purple velvet mask helps its wearer to twist and turn to avoid danger. Item Slot: Head Level 14 21,000 gp Property: When you make an Acrobatics check, you roll twice and use either result. Entrapping Hand Crossbow A bolt fired from this small crossbow keeps your mark from wandering off. Level 12 +3 13,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d6 damage or the target is restrained until the end of your next turn. Boots of Stealth The soft leather soles and down lining of these supple boots quiet your footsteps. Lvl 13 17,000 gp Item Slot: Feet Property: Gain a +4 item bonus to Stealth checks. Rhino Bracers These grey leather bracers let you charge with the strength of a great beast using more powerful attacks than you normally could. Item Slot: Arms Level 15 25,000 gp Power (Encounter): Free Action. Trigger: You charge an enemy. Effect: You can use an at-will melee attack power instead of a melee basic attack against that enemy.

Splinter Wererat Level 10 Elite Lurker (Leader) Medium natural humanoid (shapechanger) XP 1000 Initiative +15 Senses Perception +15; low-light vision HP 188; Bloodied 94 +2 to saves Action Point O Regeneration 10 (if Splinter takes damage from a silver weapon, his regeneration doesnt function on his next turn) AC 27; Fortitude 22, Reflex 27, Will 25 Immune filth fever (see below) Speed 6, climb 4 (not in human form) mNinja-to (standard; at-will) Weapon +15 vs. AC; 1d6 + 4 damage. m Bite (minor; at-will) Disease +15 vs. AC; 1d4 + 2 damage, and the target contracts filth fever (see below). mFurious Attack (standard; at-will) Weapon Effect: Splinter can make any two at-will attacks against the same opponent or two different opponents. mUnarmed Attack (minor; At-Will) +13 vs. AC; 1d4 damage, Splinter can shift three squares and make a stealth check. mOmote to Ura (Standard; At-Will) Weapon +13 vs. Reflex; 8 damage, Splinter shifts to any square adjacent to the target and gains combat advantage against the target until the end of his next turn. mFrom the Shadows (Standard; At-Will) Weapon Requirement: Splinter must be hidden from the targets of this attack. Range 15; Splinter can attack up to three separate targets with this power; +13 vs. Reflex; 1d4+9 damage and Splinter can make a new stealth check to remain hidden. mBleed Dry (standard; encounter) Weapon Requirement: Must have combat advantage on target. +13 vs. Reflex; 5d6+8 damage and ongoing 10 damage (save at -2 ends). mAtemi (standard; encounter) +13 vs. Fortitude; 2d8 damage and the target is knocked unconscious (save ends). If the target takes any damage, it is no longer unconscious. Miss: Half damage and the opponent is Dazed until the end of Splinters next turn. cBlinding Barrage (standard; encounter) Weapon Close blast 3; Requirement: Splinter must be wielding a shuriken. +13 vs. AC; 2d4 +9 damage, and the target is blinded until the end of your next turn. Miss: Half damage, and the target is not blinded. cHindering Leap (move; encounter) Zone Effect: Splinter creates a close burst 3 zone of difficult terrain filled with caltrops that forces those moving through it to make a DC 20 Dexterity check or take 5 damage and become slowed until the end of their next turn. He can then jump to any unoccupied square outside the zone and shift six squares. The zone persists until the end of the encounter. cMetsubishi (standard; encounter) Poison, Weapon Close blast 5; +13 vs. Fortitude; Targets take ongoing 10 Poison damage (save at -2 ends) and Splinter can shift 6 squares. aLight into Darkness (standard; encounter) Radiant, Shadow, Zone Area burst 2 within 15; +13 vs. Reflex; 2d6+8 Radiant damage and the target is Blinded (save ends). Effect: The area of effect becomes a zone of shadow that blocks line of sight to any creature within, but also does 5 Shadow damage to those that start their turn within the zone. The zone lasts until the end of the encounter. aDark Fog (standard; sustain minor; encounter) Zone Area burst 4 within 10; creates a zone of darkness that blocks line of sight (creatures with darkvision ignore this effect). This zone lasts until the end of the encounter. aWall of Shadows (standard; encounter) Cold, Conjuration, Implement, Shadow, Teleportation Area wall 5 within 10 squares Effect: You conjure a wall of darkness that lasts until the end of your next turn. The wall can be up to 2 squares high, and it blocks line of sight for creatures other than you. Any creature that enters the wall or starts its turn there takes 1d6 + your Dexterity modifier cold damage. If you are in the wall or adjacent to it, you can use a move action to teleport to another square in the wall or adjacent to it. Sustain Minor: The wall persists. Ninpo Sabaki (move; at-will) Teleportation Splinter can teleport 10 squares. Enemies adjacent to Splinter before he teleports are dazed until the end of his next turn. Splinter automatically gains combat advantage against creatures he teleports adjacent to and can make one basic attack. Mind Over Matter (minor; twice per encounter) Healing Close Burst 5; Splinter or ally can make a save and regain 20 hit points. Invisibility (standard; recharge 5, 6) Illusion Splinter turns invisible until he attacks. Change Shape (minor; at-will) Polymorph Splinter can alter his physical form to appear as a dire rat or a unique human (see Change Shape, MM page 280). He loses his bite attack in human form. Combat Advantage The wererat deals an extra 2d6 damage on melee attacks against any target it has combat advantage against. Skills Bluff +13, Healing +15, Insight +15, Perception +15, Stealth +16, Streetwise +13, Thievery +16 Str 10 (+5) Dex 22 (+11) Wis 20 (+10) Alignment Evil Languages Common Con 16 (+8) Int 20 (+10) Cha 17 (+8) Equipment: Herbal Poultice (3 Doses Lvl 13), Tanglefoot Bags (3 Bags Lvl 12), Thieves Kit, Breathing Tube Sheath (ninja-to), Tinderbox, Waterskin, Potion of Vitality (1), Metsubishi, Poison Powder Refill (4) Paralyzing Shuriken This throwing star is enameled with stylized images of poisonous snakes and drips with toxic venom. Lvl 13 +3 17,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d6 damage Power (Daily Poison): Free Action. Use this power when you hit with this weapon. The target is immobilized and weakened until the end of your next turn. Blade of Night When the wielder of this ninja-to strikes at an enemys vulnerable spot, he magically blinds the target as well. Lvl 12 +3 13,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: The target is blinded until the end of your next turn. Power (Daily Zone): Minor Action. Use this power to create a zone in a close burst 2. The zone blocks line of sight and lasts until the end of your next turn. Assassins Shuriken A favored weapon of rogues and assassins, this plain-looking blade contains the power to inject a deadly poison. Lvl 13 +3 17,000 g Enhancement: +3 to attack rolls and damage rolls Critical: Ongoing 7 poison damage (save ends) Power (Daily Poison): Free Action. Use this power when you hit with this weapon. The target takes ongoing 10 poison damage and is slowed (save ends both). Impaling Shuriken This weapon can fire clear through one creatures body and penetrate another creature behind it. Lvl 13 +3 17,000 gp Enhancement: Attack rolls and damage rolls Critical: +3d8 damage Property: Once per round, when an attack with this weapon reduces a target to 0 hit points or fewer, you can make a ranged basic attack against another creature adjacent to the target of the first attack. Shadow Hound Hide Armor Crafted from the hide of a massive shadow hound, this armor lets you fade away from danger when you suffer a grievous wound. Level 12 +3 13,000 gp Enhancement: +3 to Armor Class Power (Daily) Immediate Reaction. Trigger: You become bloodied. Effect: You become Insubstantial until the end of your next turn. Mantle of Shadow The wearer of this cloak blends into the shadows so well, he seems to be nothing but darkness itself. Lvl 14 +3 21,000 gp Item Slot: Neck Enhancement: +3 to Fortitude, Reflex, and Will Property: Gain an +3 item bonus to Stealth checks in dim light or darkness

Property: If the wearer has normal vision, he gains low light vision. If he has low light vision, he gains Darkvision. Power (Daily Teleport): Minor Action. Requirement: You must be in an area of dim light or darkness. Effect: Teleport 3+ your wisdom bonus in squares and gain concealment until the end of your next turn. Usagi Yojimbo Wererabbit Level 10 Artillery/Skirmisher Medium natural humanoid (shapechanger) XP 500 Initiative +17 Senses Perception +8; low-light vision HP 106; Bloodied 53 Regeneration 10 (if Usagi takes damage from a silver weapon, his regeneration doesnt function on his next turn) AC 24; Fortitude 23, Reflex 25, Will 22 Immune Blinding Sickness (see DMG p.49) Speed 6 (8 in rabbit form) mKatana (standard; at-will) Weapon +15 vs. AC; 1d10 + 5 damage; see also blood rage. mWakazashi (standard; at-will) Weapon +15 vs. AC; 1d6 + 5 damage; see also blood rage. mDaikyu (standard; at-will) Weapon Range 25/50; +17 vs. AC; 1d10 + 9 damage. mBite (standard; at-will) Disease +15 vs. AC; 1d6 + 4 damage, and the target takes ongoing 5 damage (save ends) and contracts blinding sickness (see below) mUnarmed Attack (minor; At-Will) +13 vs. AC; 1d4+2 damage and Usagi can shift one square. mMad Dash (standard; at-will) Weapon Effect: Usagi can shift two squares before each attack. One or two targets; One katana attack, one wakizashi attack. Special: If both attacks are used on the same target, Usagi grants combat advantage until the end of his next turn. rDead Eye (standard; at-will) Weapon Range 50; +19 vs. AC; 1d10 damage. rCalled Shot (standard; encounter) Weapon Range 25/50; +17 (20) vs. AC; 2d10+9 damage Special: If no creatures are adjacent to the target, Usagi adds +3 to the attack roll and damage. mHeavens Vengeance (immediate reaction; encounter) Weapon Trigger: An enemy attacks an ally. Effect: Usagi can leap up to 8 squares through occupied squares ignoring attacks of opportunity and makes the following attack against the triggering enemy; +15 vs. AC; 3d10+5 rRabbit Ears (standard; encounter) Weapon Requirement: Targets must be at least five squares apart. Two targets; Range 25/50; +17 vs. AC; 2d10+9 damage mRiccochet Rabbit (standard; encounter) Weapon Effect: Usagi can shift six squares and make a katana attack. Special: Usagis secondary attack depends on his unmodified damage roll: 1-3= 2 square shift 4-6= 3 square shift 7-9=3 square shift 10=5 square shift If Usagi can reach a new enemy within that range, he can make a basic attack with his wakizashi. If he can reach a new target with his wakizashi damage roll, he can attack again with his katana and so on. No single target can be attacked more than once with this power. rDeath Rain (standard; encounter) Weapon Area burst 2 within 25; Only targets enemies; +17 vs. AC; 1d10 damage and the target takes 5 ongoing damage and is dazed (save at -2 ends both) rHeart Stopper (standard; encounter) Weapon Range 50; +15 vs. Fortitude; Target takes ongoing 10 damage (save at -2 ends). First failed save: Ongoing 15 damage (save at -2 ends). Second failed save: Ongoing 20 damage (save at -2 ends). cOne Against Many (standard; encounter) Weapon Close Burst 1; +15 vs. AC; 2d10+5 damage Effect: Usagi can shift 6 squares, even through opponents. cKiai (standard; encounter) Force Close Blast 3; +13 vs. Fortitude; 1d8+4 Force damage, pushed 4 squares, and the target is dazed until the end of Usagis next turn. Steel the Mind (minor; encounter) Healing Effect: Usagi gains 26 hit points, 13 temporary hit points and can make a save. I Make My Own Fate (immediate reaction; encounter) Trigger: Usagi makes a roll he doesnt like. Effect: He can reroll (adding a +3) and keeps the better of the two. Sidestep (immediate reaction; encounter) Trigger: Usagi is hit with an attack. Effect: Usagi makes a +11 roll vs. the opponents Reflex defense. If he succeeds, he takes no damage. If he fails, he takes half damage. Hop (move; recharge 5, 6) Effect: Usagi jumps 6 squares. This movement does not provoke attacks of opportunity and he can pass through occupied squares. Change Shape (minor; at-will) Polymorph Usagi can alter its physical form to appear as a dire rabbit or a unique human (see Change Shape, page 280). He cannot use its bite attack in human form and cannot make weapon or unarmed attacks in rabbit form. Skills Acrobatics +16, Athletics +12, Bluff +12, Endurance +14, Insight +13, Intimidate +12, Stealth +16, Thievery +19 Str 15 (+7) Dex 23 (+11) Wis 16 (+8) Alignment Good Languages Common Con 18 (+9) Int 14 (+7) Cha 14 (+7) Equipment Large belt pouch, Armor/Weapons Kit, Armorcloth, Straw Jingasa, Disguise Kit, Straw Rain Cloak, Belt Pouch (12 pp, 34 gp, 11 sp, 24 cp), Quiver w/ 30 arrows Mithral Scalemail This mithral armor shines like polished silver. Most who use it claim it has saved them on more than one occasion. Lvl 14 +3 21,000 gp Enhancement: +3 to AC Power (Daily): Immediate Reaction. Use this power when a melee or ranged attack hits you. Take half damage. Shirai no Yumi (Bringer of Death) Deathrain Daikyu This great bow harnesses the power of death itself. Lvl 13 +3 17,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d8 Necrotic damage Power (At-Will Necrotic): Free Action. All damage dealt by this weapon is Necrotic damage. Another free action returns the damage to normal. Power (Daily Necrotic): Standard Action. Area burst 2 within 25; Enhancement bonus+ Level Bonus+ Dexterity Bonus+ Weapon Proficiency Bonus (2) vs. Fortitude; Target takes 10 ongoing Necrotic damage (save ends). Yagi no Eda ("Willow Branch") Bloodthirsty Katana This weapon drinks the blood of its victims. Lvl 13 +3 17,000 gp Enhancement: Attack rolls and damage rolls Critical: +3d10 damage Property: Gain a +1 item bonus to attack rolls against bloodied targets, and add an item bonus equal to the enhancement bonus of this weapon to damage rolls against bloodied targets. Aoyagi ("Young Willow") Quick Wakizashi You can use this weapon to attack with preternatural speed. Lvl 13 +3 17,000 gp Enhancement: +3 to attack rolls and damage rolls Critical: +3d6 damage Power (Daily): Free Action. Use this power when you hit a target with this weapon. Make a basic attack with this weapon against a target of your choice. Battlestrider Greaves This enchanted leg armor increases your speed when wearing heavy armor. Item Slot: Feet Level 12 13,000 gp Property: Gain a +1 item bonus to speed while wearing heavy armor. Amulet of False Life This dark blue amulet with a crimson center increases your defenses and can be activated to grant you temporary hit points. Lvl 14 +3 21,000 gp Item Slot: Neck Enhancement: +3 to Fortitude, Reflex, and Will

Power (Daily): Minor Action. Use this power when you are bloodied to gain temporary hit points equal to your healing surge value.

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