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Boss! Celestia

By: Chinook on Feb 15th, 2014  |  syntax: None  |  size: 1.26 KB  |  hits: 22  |  expires: Never
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  1.        
  2.  
  3.     Princess Celestia Stage 1
  4.     http://i.imgur.com/N9ZXJjp.png?1
  5.     Every boss needs good music: http://www.youtube.com/watch?v=gVjjPbQMpFA
  6.      
  7.     HP: 90/90
  8.     AC: 14
  9.     Dmg: 2d6+2 (2d20+-2)
  10.     Init: +4
  11.     Crit Range: 19-20
  12.      
  13.     Spells:
  14.      
  15.     -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)
  16.      
  17.     -Solar Beam:    A bright, golden beam swipes over the ground, hitting everyone for 1d6+2 who failes a dodge roll. (Recharge 4 rounds)
  18.      
  19.     -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)
  20.      
  21.      
  22.      
  23.     Princess Celestia Stage II (Solar Flare) (When stage I runs out of HP)
  24.     http://i.imgur.com/b5wM374.jpg
  25.     http://www.youtube.com/watch?v=BUBATLiCcNA
  26.      
  27.     HP: 45
  28.     AC: 14
  29.     Dmg: 2d6+2 (2d20+-2) + 1d4 fire damage per hit
  30.     Init: +4
  31.     Spells: ''
  32.     Philomena: 1d4