4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
SHOCKER LIZARD--- Level 3 Artillery
Small natural magical beast (reptile); XP 150
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Initiative +3; Senses Perception +2
HP 37; Bloodied 18
AC 15; Fortitude 14; Reflex 16; Will 14
Resist lightning 10
Speed 7, climb 4, swim 4
--- [Melee basic] Bite (standard; at will): +6 vs. AC; 1d4 damage.
[Ranged] Lightning Stroke (standard; at will) Lightning: Range 8; +8 vs. Reflex; 2d6+3 lightning damage and target is dazed until the end of its next turn.
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Alignment unaligned; Languages -
Str 10; Dex 15; Wis 12
Con 13; Int 2; Cha 6
SHOCKER LIZARD SWARM--- Level 9 Controller This swarm consists of dozens of tiny little blue shocker lizard hatchlings, swarming with electrical energy.
Medium natural magical beast (reptile, swarm)--- XP 400
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Initiative +6; Senses Perception +6 Cloak of Electricity (Lightning) aura 3; at the start of the shocker lizard swarm’s turn, attack each target in the aura: +11 vs. Reflex; Hit: 1d8+5 lightning damage and target is slowed (save ends)
HP 96; Bloodied 48
AC 23; Fortitude 20; Reflex 20; Will 18
Resist lightning 10
Speed 7, climb 4, swim 4
--- [Melee] Electric Bites (standard; at will) Lightning: The shocker lizard swarm makes three bite attacks against one, two or three adjacent opponents: +14 vs. AC; 1d8 lightning damage.
[Area] Cooperative Bolt (standard; encounter) Lightning: Burst 4 within 16; +13 vs. Reflex; 3d8+5 damage and target is stunned (save ends).
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Alignment unaligned; Languages -
Str 14; Dex 15; Wis 12
Con 16; Int 2; Cha 6
YELLOW SHOCKER LIZARD--- Level 12 Artillery
Medium natural magical beast (reptile)--- XP 700
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Initiative +12; Senses Perception +x, special senses
HP 97; Bloodied 48
AC 24; Fortitude 24; Reflex 26; Will 21
Resist lightning 10
Speed 7, climb 4, swim 4
--- [Melee basic] Bite (standard; at will): +15 vs. AC; 1d6+2 damage plus 5 lightning damage.
[Ranged] Lightning Stroke (standard; at will) Lightning: Range 8; +17 vs. Reflex; 3d6+5 lightning damage and target is dazed until the end of its next turn.
[Area] Shock Pulse (standard; encounter) Lightning: Close burst 4; +15 vs. Reflex; 3d8+5 lightning damage plus target is pushed 1 square and dazed (save ends).
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Alignment unaligned; Languages -
Str 15; Dex 23; Wis 16
Con 19; Int 2; Cha 6
Your yellow shocker lizard is missing his defenses.
Other than that, the lizards look pretty good. I may put them to good use later in my game.
__________________ 4th Ed Chars Fallen:
Spoiler:
Gavin Ward - Male Human Warlord 1 - The party started a bar fight. The fellow who escaped brought his bandit buddies back and they killed Gavin (and nearly three other party members). He bled out while lying on the floor.
4th Ed Kills:
Spoiler:
Cornell Butterworth - Male Human Wizard 1 - Knocked unconscious by a kobold dragonshield the fighter ignored, then done in by the kobold wyrmpriest's acid breath.
Lithia - Female Elven Ranger 11 - Contracted mummy rot, which eventually did her in.
Brendan Stetlan - Male Human Fighter 4 - Knocked unconscious in combat, then thrown to the wolves.
Vindicator Mindartis Valenae - Eladrin Paladin 5 - Dropped by a githzerai monk (L6 elite), and killed when the rogue threw him off the balcony to try and get his body to safety.
Vongar - Male Dwarf Paladin 1 - Fell in battle after defeating Irontooth, but not his bodyguard.
Straef - Male Elf Ranger 1 - Fell in battle to Irontooth's Wyrmpriest.
Thanks, Jester! I love 'em. My players will hate you...
Just need to throw in some wimpy level 5 minion shocker lizards who add an extra 2 lightning damage to each adjacent shocker lizzard's attacks, and there's an entire encounter, right there...
__________________ "I took a risk... and I ended up in the bag of holding" -the player of Ian Whitefire (deceased)
YOUNG ANKHEG--- Level 3 Artillery
Medium natural beast--- XP 150
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Initiative +5; Senses Perception +8, tremorsense 12
HP 38; Bloodied 19
AC 15; Fortitude 15; Reflex 17; Will 15
Resist acid 10
Speed 6, burrow 4 (tunneling)
--- [Melee basic] Bite (standard; at will) Acid: +10 vs. AC; 1d8+2 damage plus ongoing 5 acid (save ends).
[Ranged] Spit Acid (standard; at will) Acid: Range 8; +8 vs. Reflex; 1d6+5 acid damage, plus ongoing 5 acid.
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Alignment unaligned; Languages -
Skills Perception +8, Stealth +10
Str 14; Dex 19; Wis 14
Con 14; Int 2; Cha 7
ANKHEG AMBUSHER--- Level 4 Lurker
Medium natural beast--- XP 175
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Initiative +10; Senses Perception +9, tremorsense 12
HP 44; Bloodied 22
AC 18; Fortitude 16; Reflex 18; Will 15
Resist acid 10
Speed 6, burrow 4 (tunneling)
--- [Melee basic] Bite (standard; at will) Acid: +8 vs. AC; 1d8+2 damage plus ongoing 5 acid (save ends).
[Melee] Death from Below (standard; encounter) Acid: When the ankheg ambusher is lurking underground and senses a target directly above it; +8 vs. AC; 2d8+2 damage plus ongoing 5 acid, and target is pushed 1 square and knocked prone. The squares adjacent to the ankheg become difficult terrain (until cleared).
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Alignment unaligned; Languages -
Skills Perception +9, Stealth +11
Str 15; Dex 19; Wis 14
Con 14; Int 2; Cha 7
SEWER ANKHEG--- Level 7 Brute
Medium natural beast; XP 300
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Initiative +5; Senses Perception +x, special senses
HP 98; Bloodied 49
AC 19; Fortitude 21; Reflex 18; Will 18
Resist acid 10
Speed 6, burrow 4 (tunneling)
--- [Melee basic] Bite (standard; at will) Acid: +10 vs. AC; 1d8+5 damage plus ongoing 5 acid (save ends).
[Ranged] Spit Acid (standard; encounter) Acid: Range 8; +8 vs. Reflex; 5d4 acid damage, plus ongoing 5 acid.
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Alignment unaligned; Languages -
Str 20; Dex 15; Wis 14
Con 18; Int 2; Cha 7
ANKHEG EARTHSHAKER--- Level 15 Lurker
Large natural beast--- XP 1200
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Initiative +10; Senses Perception +11, tremorsense 12
HP 114; Bloodied 57
AC 29; Fortitude 29; Reflex 25; Will 26
Resist acid 10
Speed 6, burrow 4 (tunneling)
--- [Melee basic] Bite (standard; at will) Acid: +20 vs. AC; 1d8+6 damage plus ongoing 10 acid (save ends).
[Ranged] Spit Acid (standard; encounter) Acid: Range 8; +18 vs. Reflex; 5d6 acid damage, plus ongoing 10 acid.
[Melee] Death from Below (standard; encounter) Acid: When the ankheg earthshaker is lurking underground and senses a target directly above it; +20 vs. AC; 2d8+6 damage plus ongoing 10 acid, and target is pushed 1 square and knocked prone. The squares adjacent to the ankheg become difficult terrain (until cleared).
Temblor Move (move; recharge 5 6): When the ankheg earthshaker is lurking underground; the ankheg burrows 4. The squares above its movement become difficult terrain and the ankheg makes an attack against each creature in at least one of those squares: +18 vs. Reflex; Hit: target is knocked prone.
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Alignment unaligned; Languages -
Str 24; Dex 16; Wis 18
Con 18; Int 2; Cha 7
GIANT PRAYING MANTIS--- Level 3 Soldier
Large natural beast--- XP 150
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Initiative +3; Senses Perception +3
HP 47; Bloodied 23
AC 18; Fortitude 17; Reflex 16; Will 14
Speed 5
--- [Melee basic] Claw (standard; at will): Reach 2; +10 vs. AC; 1d6+3 damage.
[Melee] Mantis Strike (standard; at will): The giant praying mantis makes two attacks on the same target: +8 vs. AC; 1d6+3 damage. If both attacks hit, the target is dazed until the end of its next turn.
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Alignment unaligned; Languages -
Str 18; Dex 15; Wis 14
Con 15; Int 1; Cha 4
For a 7th level brute, the sewer ankheg seems a bit weak.
The earthshaker is awesome. Makes me think of the movie Tremors.
Though, hm. The Mantis, I'm thinking, could have a grab attack with a follow up bite. But as it stands, looks good. It should have a decent stealth (perhaps a clumsy fly speed).
For a 7th level brute, the sewer ankheg seems a bit weak.
It's the ongoing 5 acid damage that made me turn down its normal damage, but you may be right. Since we've hardly played 4e so far, I'm not entirely proficient with tweaking the numbers yet.
Quote:
Originally Posted by Rechan
The earthshaker is awesome. Makes me think of the movie Tremors.
Glad you like it! That one was my favorite of the ankhegs.
Quote:
Originally Posted by Rechan
Though, hm. The Mantis, I'm thinking, could have a grab attack with a follow up bite. But as it stands, looks good. It should have a decent stealth (perhaps a clumsy fly speed).
Ooh, you're right, they fly- I forgot.
I think I'll leave that off, though, based on increased size.
I thought about the followup bite for the mantis, but decided to go with dazed until next turn instead. But I could prolly be easily persuaded to switch back (or make another variant!)
FIRENEWT BRAVO--- Level 3 Soldier
Medium natural humanoid (fire, reptile)--- XP 150
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Initiative +5; Senses Perception +3
HP 47; Bloodied 23
AC 19; Fortitude 18; Reflex 15; Will 15
Resist fire 5; Vulnerable cold 5
Speed 6
--- [Melee basic] Broadsword (standard; at will) Weapon: +10 vs. AC; 1d8+3 damage, plus target is marked until the end of the firenewt bravo’s next turn.
Fire Breath (minor; encounter) Fire: Close blast 3; +8 vs. Reflex; 1d6+3 fire damage plus ongoing 5 fire.
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Alignment evil; Languages Draconic
Skills Athletics +10, Intimidate +6
Str 19; Dex 14; Wis 14
Con 15; Int 13; Cha 10
---
Equipment chain armor, broadsword
FIRENEWT PYROMANCER--- Level 3 Artillery
Medium natural humanoid (fire, reptile)--- XP 150
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Initiative +3; Senses Perception +x, special senses
HP 39; Bloodied 19
AC 19; Fortitude 20; Reflex 19; Will 21
Resist fire 5; Vulnerable cold 5
Speed 6
--- [Melee basic] Staff (standard; at will) Weapon: +10 vs. AC: 1d6+2 damage.
[Ranged] Pyroclastic Blast (standard; at will) Fire: Range 6; +8 vs. Reflex; 1d6+3 damage plus 1d6 fire.
Immolate (standard; encounter) Fire: Burst 2 within 10; +6 vs. Reflex; 3d6 fire damage, plus 5 ongoing fire.
Fire Breath (minor; encounter) Fire: Close blast 3; +8 vs. Reflex; 1d6+3 fire damage plus ongoing 5 fire.
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Alignment evil; Languages Draconic
Skills Athletics +10, Intimidate +6
Str 14; Dex 14; Wis 14
Con 15; Int 13; Cha 18
---
Equipment armor, shield, weapon, other gear
FIRENEWT CAVALIER--- Level 4 Skirmisher
Medium natural humanoid (fire, reptile)--- XP 175
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Initiative +5; Senses Perception +x, special senses
HP 58; Bloodied 29
AC 18; Fortitude 18; Reflex 14; Will 15
Resist fire 10; Vulnerable cold 5
Speed 6
--- [Melee basic] Lance (standard; at will) Weapon: Reach 2; +9 vs. AC; 1d10+3 damage.
[Melee] Spirited Charge (standard; at will) Weapon: Only when making a mounted charge; requires lance; +10 vs. AC; 1d10+5 damage, and target is pushed 1 square.
Spur Mount (minor; recharge 5 6): Only when mounted; the firenewt’s mount gains +2 speed until bloodied or the end of the encounter.
Fire Breath (minor; encounter) Fire: Close blast 3; +8 vs. Reflex; 2d6+3 fire damage plus ongoing 5 fire.
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Alignment evil; Languages Draconic
Skills Athletics +10, Intimidate +6
Str 20; Dex 12; Wis 15
Con 18; Int 12; Cha 10
---
Equipment chain armor, broadsword
GIANT STRIDER--- Level 3 Skirmisher (Mount)
Large natural beast--- XP 150
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Initiative +5; Senses Perception +3
HP 54; Bloodied 27
AC 16; Fortitude 18; Reflex 16; Will 15
Resist fire 10
Speed 10
--- [Melee basic] Bite (standard; at will): +8 vs. AC; 1d10+2 damage, and target is pushed one square.
Striding Mount (while mounted; at will): The giant strider may shift one extra square whenever it shifts.
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Alignment unaligned; Languages Draconic
Skills Athletics +8
Str 15; Dex 14; Wis 14
Con 22; Int 5; Cha 7
GIANT WASP--- Level 3 Lurker
Medium natural beast--- XP 150
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Initiative +7; Senses Perception +1
HP 39; Bloodied 19
AC 17; Fortitude 15; Reflex 17; Will 12
Speed 3, fly 8
--- [Melee basic] Sting (standard; at will): +8 vs. AC; 1d10+3 damage.
[Melee] Paralyzing Sting (standard; recharge 5 6) Poison: Only with combat advantage; +8 vs. AC; 1d10+3 damage, plus followup attack: +6 vs. Fortitude; Hit: target is immobilized (save ends); Miss: target is slowed (save ends).
Implant Eggs (standard; encounter): Only against an immobilized target; the giant wasp injects its eggs into the target; treat this as a disease that the victim is automatically infected with (see below).
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Alignment unaligned; Languages -
Skills Stealth +10
Str 15; Dex 19; Wis 10
Con 15; Int 1; Cha 4
GIANT WASP EGG INFESTATION--- Level 3 Disease
Special Notes: Any attempt to use the Heal skill to replace a saving throw causes the victim to lose a healing surge after his extended rest is complete (because the techniques used to attempt to treat the eggs are necessarily invasive).
Endurance improve DC 19, maintain DC 16, worsen DC 15 or lower
Cured < Initial Effect < > Worsening Condition > Final State
Cured: The victim’s body breaks down any eggs or larva remaining in his system, and he is cured.
Initial Effect: The victim is slowed (until cured) by the painful swelling of the eggs in its body and the toxins running through its system. It also loses a healing surge (until cured).
Worsening Condition: The victim is immobilized by pain and venom. It loses all healing surges.
Final State: The eggs inside the victim’s body hatch and the larva devour it from within, killing it.
SHADOW--- Level 3 Lurker
Medium shadow humanoid (undead)--- XP 150
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Initiative +9; Senses Perception +3, darkvision
HP 38; Bloodied 19
AC 15; Fortitude 15; Reflex 17; Will 15
Immune disease, poison
Resist insubstantial; Vulnerable radiant 10
Speed 6
--- [Melee basic] Draining Touch (standard; at will) Necrotic: +8 vs. Reflex; 1d8 necrotic damage and target is weakened (save ends).
[Melee] Spring from the Shadows (standard; at will) Necrotic: Only with combat advantage; +10 vs. AC; 1d12 necrotic damage and target is weakened and immobilized; First save: target is weakened (second save ends).
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Alignment chaotic evil; Languages Common
Skills Stealth +10
Str 5; Dex 19; Wis 14
Con 14; Int 7; Cha 14
SLOW SHADOW--- Level 11 Controller
Medium shadow humanoid (undead)
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Initiative +7; Senses Perception +7, darkvision
HP 115; Bloodied 57
AC 25; Fortitude 23; Reflex 25; Will 23
Resist insubstantial; Vulnerable radiant 10
Speed 6
--- [Melee basic] Slowing Touch (standard; at will) Necrotic: +16 vs. AC; 1d12 necrotic damage and target is slowed (save ends).
[Melee] Leaping Shadows (standard; encounter) Necrotic: The slow shadow shifts 6 squares and makes 2 slowing touch attacks at any points along the path of its shift.
Freezing Burst (standard; recharge 6) Cold: Close burst 4; +13 vs. Reflex; 3d8+5 cold damage.
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Alignment chaotic evil; Languages Common
Skills Stealth +10
Str 8; Dex 22; Wis 14
Con 19; Int 10; Cha 19
BONESNAPPER--- Level 3 Brute
Medium natural beast (reptile)--- XP 150
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Initiative +1; Senses Perception +2
HP 60; Bloodied 30
AC 15; Fortitude 18; Reflex 13; Will 14
Speed 6
--- [Melee basic] Bite (standard; at will): +6 vs. AC; 2d6+3 damage.
[Melee] Bone-Crushing Bite (standard; at will): +6 vs. AC; 2d6+3 damage and target takes a -2 penalty to attacks (save ends).
[Melee] Bone-Cracking Bite (standard; encounter): +4 vs. Fortitude; 3d8+3 damage and target takes a -2 penalty to attacks and Fortitude defense (until it spends a healing surge).
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Alignment unaligned; Languages -
Str 21; Dex 10; Wis 12
Con 20; Int 2; Cha 7
ELDER BONESNAPPER--- Level 20 Brute
Large natural beast (reptile)--- XP 150
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Initiative +14; Senses Perception +16
HP 240; Bloodied 120
AC 32; Fortitude 35; Reflex 29; Will 32
Speed 7
--- [Melee basic] Bite (standard; at will): +23 vs. AC; 3d8+7 damage.
[Melee] Bone-Crushing Bite (standard; at will): +23 vs. AC; 3d8+7 damage and target takes a -2 penalty to attacks (save ends).
[Melee] Bone-Cracking Bite (standard; encounter): +21 vs. Fortitude; 4d12+7 damage and target takes a -2 penalty to attacks and Fortitude defense (until it spends a healing surge).
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Alignment unaligned; Languages -
Str 30; Dex 18; Wis 23
Con 30; Int 2; Cha 12
N.B. The "Mad Wraith" in the MM appears to be an allip conversion. I'll leave my version up here for posterity, but that one is better, to be honest. And in the Monster Manual to boot!
ALLIP--- Level 3 Controller
Medium shadow humanoid (undead)--- XP 150
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Initiative +3; Senses Perception +x, special senses Insane Muttering aura 6; attacks all living things in the aura at the start of the allip’s turn: +7 vs. Will; Hit: 1d6+3 psychic damage and Target takes a basic attack on its closest ally, if possible; Miss: half damage.
HP 46; Bloodied 23
AC 17; Fortitude 15; Reflex 15; Will 17
Immune disease, poison; Resist insubstantial; necrotic 5, psychic 5; Vulnerable radiant 10
Speed fly 6
--- [Melee basic] Megrim Touch (standard; at will) Psychic: +7 vs. Reflex; 1d10+3 psychic damage.
[Melee] Maddening Touch (standard; at will) Psychic: +7 vs. Will; 1d6+3 psychic damage plus followup attack: +7 vs. Will; Hit: target moves its speed and attacks its closest ally; Miss: target is dazed until the end of its next turn.
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Alignment Chaotic evil; Languages
Str 4; Dex 15; Wis 3
Con 14; Int 5; Cha 19