Done:
Twilightsparkle
Fluttershy
Parasprites
Rainbow dash
Royal Guard (Unicorn)
Yet to be done:
Applejack
Pinkie pie
Rarity
Discord
Luna
Celestia
Royal guard (Pegasus)
Diamond dogs
Timber wolves
Zecora
Queen Chrysalis
Shining Armor
Changeling
Cadence
----
Twilightsparkle
Spoiler
Twilightsparkle. Level 20 controller (leader)
Medium natural magical beast, (pony)
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Initiative: +17. Senses: perception +16, truesight
Aura: 4 magic, all allies in aura have their aura's effects boosted by 2. All enemies take ongoing 5 radiant damage.
Hp: 180; bloodied: 40
AC: 30; fortitude 35, reflex 33, will 40
Saving throws +2
speed: 8
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Melee- hooves (standard; at-will)
+23 vs. AC, 1d8 + 7 damage
------------
Melee- piercing charge (standard; at-will)
Twilightsparkle makes a charge attack: +15 vs. AC; 4d8 + 5 damage, and the target is pushed 1 square and knocked prone.
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Melee- horn touch (minor; encounter)•healing
An adjacent ally can spend a healing surge or make a saving throw against one effect that a save can end.
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Ranged-Beam (standard; at-will)
Ranged 10;+30 vs. AC; 2d8 + 9 radiant damage
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Area- twilight wisp (standard; at will)•charm
Area burst 5 within 10;+18 vs. Will; dancing lights appear in the origin square, and the target is pulled 3 squares toward the origin square.
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Twilight teleport(standard; encounter)•teleportation
Close burst 5; affects willing allies only; the target is teleported 5 square, appearing in an unoccupied space in twilightsparkle's line of sight.
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Teleport(move; encounter)•teleportation
Twilightsparkle can teleport 5 squares.
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Alignment: lawful good languages: common
Skills: Arcana +30
Str: 22 (+11) Dex: 28 (+14)
Wis: 28 (+18) con: 20 (+14)
Int: 29 (+17) cha: 27 (+14)
Twilightsparkle. Level 20 controller (leader)
Medium natural magical beast, (pony)
----------
Initiative: +17. Senses: perception +16, truesight
Aura: 4 magic, all allies in aura have their aura's effects boosted by 2. All enemies take ongoing 5 radiant damage.
Hp: 180; bloodied: 40
AC: 30; fortitude 35, reflex 33, will 40
Saving throws +2
speed: 8
----------
Melee- hooves (standard; at-will)
+23 vs. AC, 1d8 + 7 damage
------------
Melee- piercing charge (standard; at-will)
Twilightsparkle makes a charge attack: +15 vs. AC; 4d8 + 5 damage, and the target is pushed 1 square and knocked prone.
-----------
Melee- horn touch (minor; encounter)•healing
An adjacent ally can spend a healing surge or make a saving throw against one effect that a save can end.
--------------
Ranged-Beam (standard; at-will)
Ranged 10;+30 vs. AC; 2d8 + 9 radiant damage
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Area- twilight wisp (standard; at will)•charm
Area burst 5 within 10;+18 vs. Will; dancing lights appear in the origin square, and the target is pulled 3 squares toward the origin square.
--------------
Twilight teleport(standard; encounter)•teleportation
Close burst 5; affects willing allies only; the target is teleported 5 square, appearing in an unoccupied space in twilightsparkle's line of sight.
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Teleport(move; encounter)•teleportation
Twilightsparkle can teleport 5 squares.
-----------
Alignment: lawful good languages: common
Skills: Arcana +30
Str: 22 (+11) Dex: 28 (+14)
Wis: 28 (+18) con: 20 (+14)
Int: 29 (+17) cha: 27 (+14)
Rainbow dash
Spoiler
Rainbow dash. Level 20 soldier
Medium natural magical beast (pony)
-------------
Initiative: +17. Senses: perception +14
Aura: 2 loyalty; all allies in aura have +3 to attack rolls
Hp: 185; bloodied: 92
AC: 35; fortitude: 36, reflex 38, will 32
Speed: 8, flying: 10, overland flight: 20
-----------
Melee- kick (standard; at-will)
+25 vs. AC; 1d8 + 7 damage
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Melee- flyby attack (standard; at-will)
Rainbow dash flies up to 10 squares and makes one melee basic attack at any point during the movement. Rainbow dash doesn't provoke opportunity attacks when moving away from the target of the attack.
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Melee-Sonic rainboom (standard; at-will)• radiant
Rainbow dash makes a flyby attack using her overland flight speed and then uses sonic rainboom slam on the target.
(recharge: after using flyby attack 2 more times)
------------
Sonic rainboom slam (standard; after using sonic rainboom)•radiant
+30 vs. AC; 1d10 + 10 damage plus 1d8 radiant damage.
Rainbow dash's flying speed is doubled.
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Alignment: good languages: common
Skills: athletics +28
Str: 20 (+18) Dex: 22 (+16)
Wis: 18 (+13) con: 18 (+15)
Int: 18 (+10) cha: 20 (+18)
Rainbow dash. Level 20 soldier
Medium natural magical beast (pony)
-------------
Initiative: +17. Senses: perception +14
Aura: 2 loyalty; all allies in aura have +3 to attack rolls
Hp: 185; bloodied: 92
AC: 35; fortitude: 36, reflex 38, will 32
Speed: 8, flying: 10, overland flight: 20
-----------
Melee- kick (standard; at-will)
+25 vs. AC; 1d8 + 7 damage
-----------
Melee- flyby attack (standard; at-will)
Rainbow dash flies up to 10 squares and makes one melee basic attack at any point during the movement. Rainbow dash doesn't provoke opportunity attacks when moving away from the target of the attack.
---------
Melee-Sonic rainboom (standard; at-will)• radiant
Rainbow dash makes a flyby attack using her overland flight speed and then uses sonic rainboom slam on the target.
(recharge: after using flyby attack 2 more times)
------------
Sonic rainboom slam (standard; after using sonic rainboom)•radiant
+30 vs. AC; 1d10 + 10 damage plus 1d8 radiant damage.
Rainbow dash's flying speed is doubled.
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Alignment: good languages: common
Skills: athletics +28
Str: 20 (+18) Dex: 22 (+16)
Wis: 18 (+13) con: 18 (+15)
Int: 18 (+10) cha: 20 (+18)
Fluttershy
Spoiler
Fluttershy Level 20 Lurker
(subject to change)
Medium natural magical beast (pony)
----------------------------
Initiative +13.
Senses:perception +4
Aura: 2 kindness, all enemies in aura have -3 to attack rolls.
Hp: 173; bloodied: 86
AC: 16; fortitude 20, Reflex 29, Will 32
Vulnerable: 10 fear, 5 charm
Speed 5, fly 5 (clumsy), overland flight 8
----------------------
Melee- kick (standard; at-will)
+20 vs. AC; 1d8 + 5 damage
----------------------
Ranged- hush now, quite now(standard; at will) • sleep
Ranged 8; +22 vs. Will; the target falls unconscious (save ends)
----------------------
The STARE (standard; at-will) • charm, fear
Ranged 10; +22 vs. Will; the target is slowed and moves away from fluttershy by the safest route possible. Second use: target is immobilized.
---------------------
Alignment: lawful good. Languages: common
Skills: Animal empathy +30, Hide +5
Str: 19 (+4). Dex: 16 (+8)
Wis: 16 (+4) con: 15 (+3)
int: 17 (+3) cha: 22 (+5)
Fluttershy Level 20 Lurker
(subject to change)
Medium natural magical beast (pony)
----------------------------
Initiative +13.
Senses:perception +4
Aura: 2 kindness, all enemies in aura have -3 to attack rolls.
Hp: 173; bloodied: 86
AC: 16; fortitude 20, Reflex 29, Will 32
Vulnerable: 10 fear, 5 charm
Speed 5, fly 5 (clumsy), overland flight 8
----------------------
Melee- kick (standard; at-will)
+20 vs. AC; 1d8 + 5 damage
----------------------
Ranged- hush now, quite now(standard; at will) • sleep
Ranged 8; +22 vs. Will; the target falls unconscious (save ends)
----------------------
The STARE (standard; at-will) • charm, fear
Ranged 10; +22 vs. Will; the target is slowed and moves away from fluttershy by the safest route possible. Second use: target is immobilized.
---------------------
Alignment: lawful good. Languages: common
Skills: Animal empathy +30, Hide +5
Str: 19 (+4). Dex: 16 (+8)
Wis: 16 (+4) con: 15 (+3)
int: 17 (+3) cha: 22 (+5)
Parasprites
Spoiler
Parasprite swarm level 8 controller
Medium natural beast (swarm)
--------
Initiative +9. Senses: perception +5
Swarm attack: aura 1; the parasprite swarm makes a basic attack as a free action against each enemy that begins it's turn in the aura.
Hp: 88; bloodied: 44
AC: 20; fortitude 20, reflex 18, will 18
Resist: half damage from melee attacks; vulnerable 10 against close and area attacks.
Speed: 8, fly 10
-----------------
Melee-Swarm of hunger (standard; at will)
+12 vs. Reflex; 1d8
Melee- devour (standard; at will while bloodied)
+8 vs. Reflex; first failed save: the target looses a random item for one turn (save ends) (the DM may choose to not use this attack or change the effect) second failed save: the target looses a random item till the end of the encounter (save ends) third failed save: the item is destroyed (save ends)
---------------
Alignment: unaligned languages: -
Str: 18 (+9) Dex: 16 (+7) Wis: 15 (+7) Con: 18 (+6) Int: 1 (-1) cha: 10 (+4)
Parasprite swarm level 8 controller
Medium natural beast (swarm)
--------
Initiative +9. Senses: perception +5
Swarm attack: aura 1; the parasprite swarm makes a basic attack as a free action against each enemy that begins it's turn in the aura.
Hp: 88; bloodied: 44
AC: 20; fortitude 20, reflex 18, will 18
Resist: half damage from melee attacks; vulnerable 10 against close and area attacks.
Speed: 8, fly 10
-----------------
Melee-Swarm of hunger (standard; at will)
+12 vs. Reflex; 1d8
Melee- devour (standard; at will while bloodied)
+8 vs. Reflex; first failed save: the target looses a random item for one turn (save ends) (the DM may choose to not use this attack or change the effect) second failed save: the target looses a random item till the end of the encounter (save ends) third failed save: the item is destroyed (save ends)
---------------
Alignment: unaligned languages: -
Str: 18 (+9) Dex: 16 (+7) Wis: 15 (+7) Con: 18 (+6) Int: 1 (-1) cha: 10 (+4)
Royal Guard (Unicorn)
Spoiler
Royal Guard (Unicorn) Level 20 Soldier
Medium natural magical beast, (pony)
----------
Initiative: +17. Senses: perception +16,
Hp: 120; bloodied: 60
AC: 30; fortitude 40, reflex 37, will 38
Saving throws: +1
speed: 7
----------
Melee- Hooves (standard; at-will)
+23 vs. AC, 1d8 + 7 damage
------------
Melee- piercing charge (standard; at-will)
Royal guard makes a charge attack: +15 vs. AC; 4d8 + 5 damage, and the target is pushed 1 square and knocked prone.
-----------
Combat advantage
Royal Guard makes an extra Hooves attack against any enemy it has combat advantage against.
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Invisibility (minor; encounter)•Illusion
The Royal Guard and one ally within 10 squares of it turn invisible until the end of The Royal Guard's next turn
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Alignment: Lawful Good languages: common, telepathy 10
Skills: Arcana +8, dungeoneering +20
Str: 16 (+7) Dex: 13 (+5)
Wis: 15 (+5) con: 13 (+5)
Int: 18 (+4) cha: 18 (+5)
(I feel like I should have gave him a ranged attack)
Royal Guard (Unicorn) Level 20 Soldier
Medium natural magical beast, (pony)
----------
Initiative: +17. Senses: perception +16,
Hp: 120; bloodied: 60
AC: 30; fortitude 40, reflex 37, will 38
Saving throws: +1
speed: 7
----------
Melee- Hooves (standard; at-will)
+23 vs. AC, 1d8 + 7 damage
------------
Melee- piercing charge (standard; at-will)
Royal guard makes a charge attack: +15 vs. AC; 4d8 + 5 damage, and the target is pushed 1 square and knocked prone.
-----------
Combat advantage
Royal Guard makes an extra Hooves attack against any enemy it has combat advantage against.
-----------
Invisibility (minor; encounter)•Illusion
The Royal Guard and one ally within 10 squares of it turn invisible until the end of The Royal Guard's next turn
-----------
Alignment: Lawful Good languages: common, telepathy 10
Skills: Arcana +8, dungeoneering +20
Str: 16 (+7) Dex: 13 (+5)
Wis: 15 (+5) con: 13 (+5)
Int: 18 (+4) cha: 18 (+5)
(I feel like I should have gave him a ranged attack)
Edited by Zalgo, 30 September 2012 - 10:22 AM.













