
Boss! Celestia
By:
Chinook 
on
Feb 15th, 2014 | syntax:
None | size: 1.26 KB | hits: 22 | expires: Never
Princess Celestia Stage 1
http://i.imgur.com/N9ZXJjp.png?1
Every boss needs good music: http://www.youtube.com/watch?v=gVjjPbQMpFA
HP: 90/90
AC: 14
Dmg: 2d6+2 (2d20+-2)
Init: +4
Crit Range: 19-20
Spells:
-Solar Burst: Celestia Flies up into the sky (AKA out of melee range) and casts a giant, bright fireball which needs all in all three turns. Firs turn to fly up, second turn to prepare it (PCs roll a standart die to not get blinded) and third turn, throws it down at all the innocent bastarts who failed their die, dealing 1d12+4 dmg. (Recharge 8 rounds)
-Solar Beam: A bright, golden beam swipes over the ground, hitting everyone for 1d6+2 who failes a dodge roll. (Recharge 4 rounds)
-Dark Magic: Imprisons a random PC in a ring of dark Crystals for one round. After that, he or another ally has to roll a standart die in their turn to free him. (Recharge 4)
Princess Celestia Stage II (Solar Flare) (When stage I runs out of HP)
http://i.imgur.com/b5wM374.jpg
http://www.youtube.com/watch?v=BUBATLiCcNA
HP: 45
AC: 14
Dmg: 2d6+2 (2d20+-2) + 1d4 fire damage per hit
Init: +4
Spells: ''
Philomena: 1d4