Hall of Infinite Doors

CREATURES AND ENCOUNTERS:

CREATURES: (any non-character enemy)

Demons:

Imp
HP: 20
Attack Rate: 1
Attack: Firebolt level III- 3d6 damage
Melee Attack: 1d6 + 6
Armor: 1
Level Equivalent: Level 3 Sorcerer

Schir
HP: 29
Attack Rate: 1
Melee Attack: 1d6 + 16
Armor: 2
Level Equivalent: Level 4 Sorcerer

Hell Hound
HP: 50
Attack: Fireball Level II- 3d6 + 10
Attack Rate: 1
Melee Attack: 1d6 + 11
Armor: 3
Level Equivalent: Level 5 Sorcerer with +1 ability point

Demon Brawler
HP: 85
Melee Attack: 1d6 + 20
Attack Rate: 2
Armor: 5
Level Equivalent: Level 8 Sorcerer with +3 toughness

Serpent
HP: 77
Attack: Thunderbolt 3d20
Melee Attack: 1d6 + 12
Attack Rate: 2
Armor: 4
Abilities: Lightning Level 3, toughness level 3, mage armor level 4, magic weapon level 1
Level Equivalent: Level 9 Sorcerer +6 ability points

Pain Demon
HP: 170
Attack: Hatred 10d6 (5d6 damage to self)
Melee Attack: 1d6 + 11
Attack Rate: 3
Armor: 3
Abilities: Mage Armor Level 3, Toughness Level 10, Hatred Level 5
Level Equivalent: Level 11 Sorcerer + 5 toughness, also may regenerate between battles.

Succubus
HP: 70
Attack: Enervation 6d6 (Heal 6d6 Succubus), Weaken (Level 2 x 2) -4 Armor
Melee Attack: 1d6 + 19
Attack Rate: 3
Armor: 4
Level Equivalent: Level 13 Sorceress + 7 ability points
Special: Standard attack is enervation + two weaken spells against a single creature. As creature loses 6d6 life its armor is reduced by 4. Alternatively it attacks with 3 melee attacks.

Overlord
HP: 200
Attack: Firestorm 4d20 + 40
Melee Attack: 1d6 + 24
Attack Rate: 4
Armor: 6
Abilities: Level 4 firestorm, level 6 mage armor, level 3 magic weapon, level 8 toughness, level 4 healing (4d6)
Level Equivalent: Level 15 Sorcerer + 12 ability points

Dark Lord
HP: 265
Attack: Destruction Level 1 (500 hp total, takes 1 full turn to cast, does not effect creatures over level 20), Horrid Wilting Level 2 (10d6 maximum per round), Bone Spirit Level 5 (1d20 + 25), or Weaken Level 2 (-2 armor)
Melee Attack: 1d6 + 35
Attack Rate: 5
Armor: 15
Abilities: Destruction Level 1, Horrid Wilting Level 2, Bone Spirit Level 5, Magic Weapon Level 5, Invulnerability, Level 2 Healing (2d6), Level 2 Weaken , Level 3 Toughness
Level Equivalent: Level 20 Sorcerer + 18 Ability Points

Nightmare Lord
HP: 443
Attack: Level 10 Enervation 10d6 damage and 10d6 heal, Weaken Level 5 (-5 target armor), Loathing Level 5 (50d6 damage to Nightmare Lord and its target)
Melee Attack: 1d6 + 41
Attack Rate: 6
Armor: 15
Abilities: Level 10 Enervation, Level 5 Weaken, Magic Weapon Level 5, Invulnerability, Toughness Level 8
Special: Tentacles of Darkness- may make a ranged melee attack that deals normal melee damage, enervates the target, and weakens them, only taking 2 rounds rather than 3
Children of the Night- May summon wraith as a 3 round action
Level Equivalent: Level 26 Sorcerer + 30 Ability Points


Undead:

Zombie
HP: 12
Melee Attack: 1d6 +3
Attack Rate: 1
Armor: 0
Level Equivalent: Level 1 Sorcerer

Ghoul
HP: 30
Melee Attack: 1d6 +9
Attack Rate: 1
Armor: 0
Level Equivalent: Level 3 Sorcerer

Skeleton Warrior
HP: 25
Melee Attack: 1d6 + 19
Attack Rate: 1
Armor: 1
Level Equivalent: Level 4 Sorcerer

Wight
HP: 30
Melee Attack: 1d6 +11
Enervation: 2d6 damage, heal 2d6 damage
Attack Rate: 2
Armor: 1
Level Equivalent: Level 5 Sorcerer
(Note, Slam attack enervates, dealing both melee and enervation)

Ghast
HP: 75
Melee Attack: 1d6 + 22
Attack Rate: 2
Armor: 0
Abilities: Toughness Level 5, Magic Weapon Level 5
Level: Level 7 Sorcerer + 3 ability points

Vampire
HP: 82
Attack: Enervation Level 5- 5d6 damage to enemy, heals that amount
Attack Rate: 2
Melee Attack: 1d6 + 17
Armor: 5
Level Equivalent: Level 11 Sorcerer +5 ability points

Wraith
HP: 65
Attack Rate: 2
Melee Attack: 1d6+24 + Enervation Level 3- 3d6 damage, heals that amount
Armor: 7
Other: Ethereal Strike, Ignores Target Armor
Level Equivalent: Level 12 Sorcerer + 8 ability points


Various Creatures:

Giant Rat
HP: 6
Attack Rate: 1
Melee Attack: 1d6 + 1
Armor: 0
Level Equivalent: Level .5 Sorcerer

Wild Dog
HP: 12
Attack Rate: 1
Melee Attack: 1d6 + 4
Armor: 0
Level Equivalent: Level 1 Sorcerer

Spirit Wolf
HP: 26
Attack Rate: 1
Melee Attack: 1d6 + 12
Armor: 0
Level Equivalent: Level 3 Sorcerer

Owl Bear
HP: 43
Attack Rate: 2
Melee Attack: 1d6 + 15
Armor: 2
Level Equivalent: Level 6 Sorcerer

Gargoyle
HP: 77
Attack Rate: 2
Melee Attack: 1d6 + 18
Armor: 10
Level Equivalent: Level 9 Sorcerer + 5 armor

Griffin
HP: 125
Attack Rate: 3
Melee Attack: 1d6 + 16
Armor: 3
Level Equivalent: Level 10 Sorcerer

Giant Spider
HP: 148
Attack Rate: 3
Attack: Venomous Stinger (kills target with less than 100 hitpoints), takes full turn
Melee Attack: 1d6 + 17
Armor: 3
Abilities: Slay Living, Toughness Level 8, Magic Armor Level 3, Magic Weapon Level 2
Level Equivalent: Level 11 Sorcerer + 7 ability points

Willow Wisp:
HP: 75
Attack: Enervation 3d6 (heals 3d6)
Attack Rate: 5
Melee Attack: 1d6 + 14
Armor: 8
Abilities: Ethereal Strike, Enervation Level 3, Mage Armor Level 8, Haste Level 2
Level Equivalent: Level 14 sorcerer + 8 ability points


Cult Members:

Novice
HP: 10
Attack: Level 3 Firebolt 3d6
Attack Rate: 1
Melee Attack: 1d6+ 1
Armor: 0
Level Equivalent: Level 1 Sorcerer

Acolyte
HP: 30
Attack: Level 2 Lightning 2d20
Attack Rate: 1
Melee Attack: 1d6 + 4
Armor: 2
Equipment: Wand + 1 Lightning
Level Equivalent: Level 4 Sorcerer

Poachers:

Poacher
HP: 40
Attack: Shot Gun (once ever other turn) 5d6
Melee Attack: 1d6 + 3
Attack Rate: 1
Armor: 1
Equipment: Hunter's Jacket, Shot Gun
Abilities: Force Field Level 1, Weapon Mastery Short Range Level 3, Stem Cell Treatment Level 2 (heal 2d6)
Level Equivalent: Level 3 Technologist

Poacher Boss
HP: 60
Attack: 14d6 once ever 3 rounds
Melee Attack: 1d6+7
Attack Rate: 2
Armor: 2
Equipment: Hunter's Jacket, Double Barreled Shot Gun
Abilities: Short Range Weapon Mastery Level 5, Force Field Level 2, Stem Cell Treatment Level 2
Level Equivalent: Level 7 Technologist

Poacher General
HP: 173
Attack: Magnum 2d6 + 15 x 2
Melee Attack: 1d6 + 24
Attack Rate: 3
Armor: 6
Equipment: 2 magnums, predator jacket
Abilities: Level 5 Pistol Mastery, Gunslinger, Enhanced Force Fields Level 1, Hand to Hand Combat Training
Level Equivalent: Level 12 Technologist





Soldiers:

Standard Infantry
HP: 30
Attack: Assault Rifle 1d12 + 9
Melee Attack: 1d6 + 3
Armor: 2
Equipment: Assault Rifle
Level: 3

Engineer
HP: 15
Melee Attack: 1d6 + 3
Armor: 0
Equipment: Repair Wrench +5 repair (Repairs 10d6 per turn)
Special: Can be garrisoned inside of vehicles, repair them and is protected. This includes vehicles that do not normally garrison troops
Level: 3


Medic
HP: 40
Attack: Pistol 1d6
Melee Attack: 1d6 + 5
Armor: 3
Equipment: Bullet Proof Vest, Pistol
Special Abilities: Stem Cell Treatments- Heal 5d6 per round, may be conferred to others
Level: 5

Flame Soldier
HP: 50
Attack: Flame Thrower 2d6 + 5d6 fire damage to area
Melee Attack: 1d6 + 5
Armor: 5
Attack Rate: 1
Equipment: Flame Thrower, Light Body Armor
Level: 6 (reduced attack rate)


Officer
HP: 60
Attack: Magnum 2d6 + 15
Melee Attack: 1d6 + 14
Attack Rate: 2
Armor: 4
Equipment: Kevlar Armor, Magnum
Abilities: Level 1 stem cell injections, Hand to Hand Combat, Level 5 Pistol Mastery, Force Shields Level 1
Level: 7

Rocket Soldier
HP: 97
Attack: Rocket Launcher 1d20 + 60
Melee Attack: 1d6 + 9
Attack Rate: 2
Armor: 5
Equipment: Rocket Launcher, Kevlar Armor
Abilities: Explosive Weaponry Mastery Level 5, Explosives Training, Stem Cell Glands x1, Force Shields Level 2
Level: 9

Chemical Soldier
HP: 105
Attack: Chemical Sprayer 7d10 to all in short range vicinity
Melee Attack: 1d6 + 10
Attack Rate: 2
Armor: 5
Equipment: Chemical Sprayer, Kevlar Armor
Abilities: Chemical Weapons Training, Short Range Weapons Mastery Level 5, Stem Cell Glands x 1, Force Shields Level 2, Special: -1 attack rate, 50% resistance to chemical damage
Level: 10

Ninja
HP: 178
Melee Attack: 1d6 + 52
Attack Rate: 3
Armor: 13
Equipment: Ninja Armor
Abilities: Enhanced Force Fields Level 2, Hand to Hand Combat Training, Bionic Implants Level 1, Stem Cell Glands Level 2
Level: 13

Commando
HP: 189
Attack: Chain Gun 1d20 + 20 or Improved Grenade Launcher 8d6
Melee Attack: 1d6 + 28
Attack Rate: 3
Armor: 8
Equipment: Chain Gun, Grenade Launcher, Heavy Body Armor
Abilities: Enhanced Force Shield L1, Stem Cell Glands x 2, Automatic Weapons Mastery Level 5, Grenade Level 3, explosives training, Hand to Hand Combat Training
Level: 14

Sentinel
HP: 311
Attack: 5d6 + 66
Attack Rate: 4
Melee Attack: 1d6 + 36
Armor: 10
Equipment: Plasma Enhanced Assault Rifle, Sentinel Armor, Health Packs
Abilities: Advanced Weapons Mastery, Level 8 (it is uncapped) automatic weapons mastery, Hand to Hand combat training, Deadly Accuracy, Level 2 Stem Cell Glands
Level: 18

Vehicles (Non living, immune to enervation and any attacks that only effect living creatures)

Humvee
HP: 300
Armor: 5
Attack: Machine Gun Turret 5d6
Special: May hold up to four soldiers who are protected inside it and may shoot out ports, their attacks are added to its attacks.

APC
HP: 1000
Armor: 10
Attack: None
Special: Holds up to 8 soldiers who may attack from within it and are protected from fire. When destroyed all soldiers within it die.

Light Tank
HP: 500
Armor: 8
Attack: Cannon 5d20
Engineer Capacity: 1

Heavy Tank
HP: 800
Armor: 12
Attack: Duel Cannon 5d20 x 2
Engineer Capacity: 2

Rocket Storm Tank
HP: 1000
Armor: 15
Attack: 12 rockets, 1d20 + 10 each
Engineer Capacity: 2

Apocalypse Tank
HP: 2500
Armor: 40
Attack: Duel Mega Cannons 20d20 x 2 (fire once every other round), Rockets 1d20 + 10 x 6 (fire every round)
Engineer Capacity: 5


Light Mech Walker
HP: 600
Armor: 10
Attack: 6 chain guns, 1d20 each, 3 on each arm.
Engineer Capacity: 0


Heavy Mech Walker
HP: 1200
Armor: 20
Attack: 2 missiles, 3d20 +120 each, once per 3 turns, 4 rockets, 1d20 + 10 each, every turn
Engineer Capacity: 2


Gun Turrets:

Machine Gun Nest
HP: 100
Armor: 3
Attack: Machine Gun 2d20
Engineer Capacity: 0

Bunker
HP: 1500
Armor: 20
Attack: Units Inside
Special: Garrisons up to 6 infantry, may fire out from it

Cannon Turret
HP: 1000
Armor: 15
Attack: Cannon 5d20
Engineer Capacity: 3

Gattling Cannon
HP: 1000
Armor: 15
Attack: Gattling Gun 1d20 x 10
Engineer Capacity: 3
Note: Each 1d20 dealt separately, armor applies to each, made for taking out many lightly armored units

Chemical Turret
HP: 1000
Armor: 15
Attack: 2 Chemical Sprays 5d10 x 2
Engineer Capacity: 3

Missile Turret
HP: 2000
Armor: 25
Attack: Missile 10d20 + 100
Engineer Capacity: 5

Fortress
HP: 5000
Armor: 50
Attack: Garrisoned Units Inside
Capacity: 20 units

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