April 24, 2009

Word of Wizards - Excerpts: MM2 Pod Demon

Monster Manual 2 Excerpts: Pod Demon
Today's excerpt takes a look at an interesting demon that is possibly linked with the Chained God; the Pod Demon.

A Pod Demon is a Level 15 Elite Artillery that has a variable resistance of 15 which it can use twice per encounter. At the start of its turn, a Pod Demon creates a Spawn known as a podspawn within 2 squares of it unless it already has four. It can also Generate Podspawn (standard; recharges when first bloodied) in any unoccupied square within a close burst 2 until it reaches four. Any enemy that is caught within the burst will have to evade with their Reflex or take 3d6+5 poison damage.

A Podspawn is a Level 15 Minion Skirmisher that shares the resistance of its progenitor Pod Demon. The podspawn also gains combat advantage against enemies that have entered its Dangerous Proximity which affects adjacent enemies. This makes it easier for its Corroding Slime (standard; at-will) to hit against the target's AC and deal 12 acid damage.

Podspawns also have a strategic value to a Pod Demon. Sometimes in order to gain a better position in combat, a Pod Demon may Transfer Essence (move; at-will) to a podspawn. This allows a Pod Demon to switch positions with a podspawn within 10 squares. A podspawn is also a walking living mine. A pod demon may choose to Detonate Minion (minor 1/round; recharge 5,6) within range 10 that makes the podspawn explode and deal 1d8+3 poison damage to all enemies adjacent to it.

Other times, a Pod Demon creates a new podspawn to be used as ammunition to bombard enemies in range or when there are in place. For ranged attacks, a Pod Demon may Fling Podspawn (standard; at-will) that deals 2d6+5 acid damage in an area burst 1 within 10 squares. Once in close range, it can Spew Podspawn (standard; at-will) that deals the same damage to those within a close burst 3.

By itself, the pod demon still should not be underestimated. It has a Slam attack that can deal 1d6+5 and 5 ongoing poison damage (save ends) and any opponent that grants it Combat Advantage will take an extra 2d6 damage from its attacks.

I have to say that this is a really interesting monster and would like to see how it runs in combat. It's also quite tough for an artillery so it's quite good on its own and since it also pumps out its own minion on every turn, makes it a complete encounter by itself.

What do you think of the pod demon?

No comments: