4E Monsters Part II(Acarva)

Jul 15, 2009 19:50

Acarva Level 6 Lurker
Medium Elemental Magical Beast(Demon)
Initiative +10 Senses: Perception +9, Darkvision
Hit Points: 58 Bloodied: 29
AC: 20 Fortitude: 18 Reflex: 18 Will: 17
Resist: 5 Necrotic 5 Poison
Speed 6 Swim 6

Claw: Standard, At Will, Melee Basic Attack: +11 vs. AC 1d8+4 damage

Ravenous Bite: Requires Combat Advantage, At Will: +11 vs. AC 2d6+4 damage and the target is weakened(save ends). The Acarva regains 5 hit points if this attack deals damage.

Amphibious Lurker: While in water the Acarva gains a +4 bonus to stealth checks.

Alignment: Chaotic Evil Languages: Abyssal Skills: Stealth +12
Str. 19 Dex. 16 Con. 16. Int. 9 Wis. 11 Cha. 9
Equipment: None

Tactics: The Acarva isn't fancy. It hides in the water until something gives it combat advantage and then comes out and bites which deals damage, weakens the target, and lets the Acarva get in a bit of healing to boot. It's specifically designed to be played in an area with aquatic terrain and pair up with monsters that will let it abuse it's ravenous bite.
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