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!
Mantrap may be better as a hazard
Tri-flower frond may be better as a hazard
Higher Level Monsters On the List
Aurumvorax [I'll prolly do this one around 12th level]
Cockatrice [? 8th level]
Crimson Death [16th level or thereabouts?]
Eye Killer [5th level!]
Su-Monster [6th level?]
Vampiric mist [11th level or thereabouts?]
GIANT CRAB--- Level 4 Soldier
Medium natural beast (aquatic)--- XP 175
---
Initiative +6; Senses Perception +4
HP 59; Bloodied 29
AC 20; Fortitude 18; Reflex 16; Will 16
Speed 5
--- [Melee basic] Claw (standard; at will): +11 vs. AC; 2d8+4 damage.
Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
---
Alignment unaligned; Languages -
Str 16; Dex 15; Wis 15
Con 19; Int 1; Cha 5
CRAB SWARM--- Level 7 Skirmisher
Medium natural beast (aquatic, swarm)--- XP 175
---
Initiative +8; Senses Perception +6 Swarm Attack aura 1; the crab swarm makes a basic attack against each creature that begins its turn within the aura
HP 80; Bloodied 40
AC 21; Fortitude 19; Reflex 21; Will 19
Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks.
Speed 6
--- [Melee basic] Swarm of Crabs (standard; at will): +12 vs. AC; 1d8+5 damage and ongoing 5 damage (save ends).
---
Alignment unaligned Languages -
Str 7 Dex 20 Wis 16
Con 16 Int 1 Cha 6
MONSTROUS CRAB--- Level 9 Skirmisher
Medium natural beast (aquatic)--- XP 400
---
Initiative +9--- Senses Perception +7
HP 98; Bloodied 49
AC 23; Fortitude 24; Reflex 20; Will 21
Speed 5
--- [Melee basic] Claw (standard; at will): +14 vs. AC; 2d8+5 damage, plus a medium or smaller target is grabbed (until escape).
[Melee] Crush (standard; at will): Only against a grabbed target; +12 vs. Fortitude; 1d12+5 damage and target is stunned (save ends).
Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
---
Alignment unaligned; Languages -
Str 23; Dex 16; Wis 17
Con 18; Int 1; Cha 5
CARCASS CRAB--- Level 15 Lurker
Huge natural beast (aquatic)--- XP 1200
---
Initiative +11; Senses Perception +11 Spines aura 1; attacks all creatures at the start of the carcass crab’s turn; +18 vs. AC; 2d4+4 damage plus ongoing 5 poison.
HP 114; Bloodied 57
AC 27; Fortitude 30; Reflex 26; Will 26
Speed 6
--- [Melee basic] Claw (standard; at will): +20 vs. AC; 2d8+6 damage, plus a large or smaller target is grabbed (until escape).
[Melee] Crush (standard; at will): Only against a grabbed target; +18 vs. Fortitude; 2d6+6 damage and target is stunned (save ends).
Battlefield Camouflage (move; at will): Only on a battlefield or other scene containing dead bodies; the carcass crab knocks battlefield debris and corpses up around it, covering its move. The carcass crab moves three squares and makes an attack on each creature from which it would provoke an opportunity attack: +16 vs. Will; Hit: the target cannot take an opportunity attack for the crab’s movement.
Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
---
Alignment unaligned; Languages -
Skills Stealth +11 (+17 on a battlefield)
Str 26; Dex 19; Wis 19
Con 18; Int 1; Cha 11
SIEGE CRAB--- Level 20 Soldier
Gargantuan natural beast (aquatic)--- XP 2800
---
Initiative +17; Senses Perception +16
HP 191; Bloodied 95
AC 34; Fortitude 36; Reflex 31; Will 33
Resist cold 10, poison 10, weapons 10
Speed 6
--- [Melee basic] Claw (standard; at will): +27 vs. AC; 3d6+8 damage.
[Melee] Trample (standard; recharge 6): The siege crab moves 6 squares, attacking any creature whose space it moves through: +23 vs. Fortitude; 3d10+7 damage, plus target is knocked prone.
Disgorge Troops (minor; at will): The siege crab can carry up to 16 medium or small creatures, or up to 4 large creatures, within it. It can disgorge them as a minor action. The troops must have an unoccupied square adjacent to the crab to appear in.
If the siege crab is slain, any troops within it are automatically disgorged, and may appear in the crab’s space (as it is now dead).
Stability: If an effect would knock a crab prone, it receives an immediate saving throw to maintain its footing.
---
Alignment unaligned; Languages -
Skills Endurance +21
Str 30; Dex 20; Wis 23
Con 23; Int 2; Cha 7
KENKU SNEAK--- Level 4 Lurker
Medium natural humanoid--- XP 175
---
Initiative +10; Senses Perception +4, low-light vision
HP 43; Bloodied 21
AC 18; Fortitude 16; Reflex 19; Will 16
Speed 6
--- [Melee basic] Katar (standard; at will) Weapon: +9 vs. AC; 1d6+2 damage (critical hit: 1d6+8).
[Melee] Sly Jab (standard; at will) Weapon: +7 vs. Reflex; 1d6+2 damage (critical hit: 1d6+8).
Ventriloquist Distraction (minor; encounter): Targets one creature adjacent to the kenku; +7 vs. Will; Hit: the kenku gains combat advantage against the target.
Combat Advantage: A kenku sneak deals an extra 2d6 points of damage when it has combat advantage.
---
Alignment unaligned; Languages Common, Kenku
Skills Stealth +11
Str 15; Dex 19; Wis 14
Con 13; Int 16; Cha 15
---
Equipment leather armor, katar
KENKU SNIPER--- Level 4 Artillery
Medium natural humanoid--- XP 175
---
Initiative +6; Senses Perception +4
HP 43; Bloodied 21
AC 16; Fortitude 16; Reflex 18; Will 16
Speed 6
--- [Melee basic] Rapier (standard; at will) Weapon: +11 vs. AC; 1d8+2 damage.
[Ranged basic] Longbow (standard; at will) Weapon: +11 vs. AC; 1d10+4 damage.
[Ranged] Sniper Shot (standard; at will) Weapon: Only with combat advantage; +11 vs. AC; 2d10+4 damage.
Ventriloquist Distraction (minor; encounter): Targets one creature adjacent to the kenku; +9 vs. Will; Hit: the kenku gains combat advantage against the target.
---
Alignment unaligned; Languages Common, Kenku
Skills Stealth +11
Str 15; Dex 19; Wis 14
Con 13; Int 16; Cha 15
---
Equipment leather armor, rapier, longbow, 40 arrows
KENKU TRICKSTER--- Level 6 Controller
Medium natural humanoid--- XP 250
---
Initiative +7; Senses Perception +5, low-light vision
HP 66; Bloodied 33
AC 20; Fortitude 18; Reflex 19; Will 20
Speed 6
--- [Melee basic] Staff (standard; at will) Weapon: +11 vs. AC; 1d6+3 damage.
[Melee] Baffling Strike (standard; at will) Weapon: The kenku trickster makes two attacks against the same target. First attack: +11 vs. AC; 1d6+3 damage. Second attack: +9 vs. Will; Hit: target is dazed (save ends); Miss: target suffers -2 to AC, Reflex and Will defense until the end of its next turn.
[Area] Phantasmal Reinforcements (standard; encounter) Illusion: The kenku trickster creates the sound of many reinforcements arriving. Burst 3 within 8; attacks all enemies in burst; +7 vs. Will; Hit: target slides 4 and is dazed (save ends); Miss: target slides 1.
[Area] Treacherous Terrain (standard; recharge 5 6) Illusion: Burst 3 within 8; creates a zone of difficult terrain that lasts until the end of the kenku trickster’s next turn; sustain minor.
---
Alignment unaligned; Languages Common, Kenku
Skills Stealth +11
Str 16; Dex 18; Wis 14
Con 10; Int 15; Cha 20
---
Equipment leather armor, staff
AXE BEAK--- Level 4 Soldier
Medium natural beast--- XP 175
---
Initiative +6; Senses Perception +10
HP 58; Bloodied 29
AC 18; Fortitude 18; Reflex 16; Will 16
Speed 8
--- [Melee basic] Bite (standard; at will): +11 vs. AC; 1d10+4 damage.
[Melee] Axe Beak (standard; at will): +11 vs. AC; 1d10+4 damage (critical hit: 1d10+14).
[Melee] Enthusiastic Charge (standard; encounter): Only when charging; the axe beak moves up to 12 and makes an axe beak attack with a +1 bonus to attack.
---
Alignment unaligned; Languages -
Skills Endurance +11, Perception +10
Str 19; Dex 15; Wis 16
Con 18; Int 2; Cha 11
TERROR BIRD--- Level 8 Brute
Medium natural beast--- XP 350
---
Initiative +8; Senses Perception +8
HP 110; Bloodied 55
AC 18; Fortitude 22; Reflex 20; Will 20
Speed 10
--- [Melee basic] Talon (standard; at will): +11 vs. AC; 2d8+5 damage.
[Melee] Slashing Talon (standard; at will): +12 vs. AC; 2d8+5 damage and target is pushed one square and knocked prone.
[Close] Flurry of Talons (standard; encounter): Only when bloodied; close burst 1; +9 vs. AC; 4d8+5 damage and target is pushed one square and knocked prone.
---
Alignment unaligned; Languages -
Skills Endurance +11, Perception +10
Str 23; Dex 19; Wis 18
Con 20; Int 2; Cha 11
DERRO SLAVER--- Level 4 Skirmisher
Small natural humanoid--- XP 175
---
Initiative +6; Senses Perception +0, darkvision
HP 56; Bloodied 28
AC 18; Fortitude 16; Reflex 16; Will 18
Resist psychic 10
Speed 6
--- [Melee basic] Whip (standard; at will) Weapon: Reach 3; +9 vs. AC; 1d4+2 damage.
[Melee] Slaver’s Lash (standard; at will) Psychic, Weapon: Reach 3; +9 vs. AC; 1d4+2 damage plus 1d6 psychic damage, and the derro slaver chooses: target is slowed (save ends), dazed (save ends) or knocked prone.
---
Alignment chaotic evil; Languages Common, Derro
Skills Intimidate +12
Str 11; Dex 15; Wis 7
Con 16; Int 15; Cha 20
---
Equipment chain mail, whip, manacles
DERRO CROSSBOWMAN--- Level 4 Artillery
Small natural humanoid--- XP 175
---
Initiative +6; Senses Perception +0, darkvision
HP 48; Bloodied 24
AC 16; Fortitude 17; Reflex 17; Will 15
Resist psychic 10
Speed 6
--- [Melee basic] Maul (standard; at will) Weapon: +11 vs. AC; 2d6 damage.
[Ranged basic] Derro Crossbow (standard; reload minor) Psychic, Weapon: Range 15/30; +11 vs. AC; 1d8 damage plus 1d6+3 psychic damage.
---
Alignment chaotic evil; Languages Common, Derro
Skills Intimidate +9
Str 11; Dex 19; Wis 7
Con 18; Int 13; Cha 14
---
Equipment chain mail, crossbow with 20 bolts, maul
DERRO RAVER--- Level 7 Controller
Small natural humanoid--- XP 300
---
Initiative +3; Senses Perception -1; darkvision
HP 82; Bloodied 41
AC 21; Fortitude 20; Reflex 19; Will 21
Resist psychic 10
Speed 6
--- [Melee basic] Staff (standard; at will) Weapon: +12 vs. AC; 1d6 damage.
[Melee] Maddening Strike (standard; at will) Psychic, Weapon: +12 vs. AC; 1d6 damage, plus 1d6+5 psychic damage and followup attack: +11 vs. Will; Hit: as a free action, target takes a basic attack or charge at its nearest ally; Miss: target is dazed until the end of its next turn.
[Ranged] Mad Raving (standard; at will) Psychic: Range 6; +11 vs. Will; 1d6+5 psychic damage plus ongoing 5 psychic damage (save ends).
[Area] Landscape of Nightmares (standard; recharge 5 6) Psychic: Burst 4 within 12; attacks all enemies within; +9 vs. Will; 3d8+5 psychic damage; Effect: creates a zone of difficult terrain that persists for five minutes or until the end of the encounter. Derro are not affected by this zone.
---
Alignment chaotic evil; Languages Common, Derro
Skills Intimidate +9
Str 10; Dex 10; Wis 3
Con 18; Int 16; Cha 21
---
Equipment hide armor, staff
DERRO LURK--- Level 8 Lurker
Small natural humanoid--- XP 350
---
Initiative +13; Senses Perception +2; darkvision
HP 72; Bloodied 36
AC 22; Fortitude 21; Reflex 22; Will 20
Resist psychic 10
Speed 6 (plus see vanish)
--- [Melee basic] Short Sword (standard; at will) Weapon: +13 vs. AC; 1d6 damage.
[Melee] Blinding Strike (standard; at will) Psychic, Weapon: +13 vs. AC; 1d6 damage, plus followup attack: +11 vs. Will; Hit: target is blinded (save ends).
[Ranged] Weight of Knowledge (standard; encounter) Psychic: Range 10; targets up to three adjacent targets; +11 vs. Will; Hit: target is immobilized and dazed; First save: target is slowed (save ends); Miss: target is slowed (save ends).
Combat Advantage: A derro lurk deals an extra 3d6 points of damage when it has combat advantage.
Vanish (move; encounter) Teleportation: The derro lurk teleports 6 squares and gains concealment until the end of its next turn.
---
Alignment chaotic evil; Languages Common, Derro
Skills Intimidate +9, Stealth +14
Str 10; Dex 21; Wis 6
Con 18; Int 16; Cha 17
---
Equipment chain mail, shortsword
DERRO PELTAST--- Level 9 Skirmisher
Small natural humanoid--- XP 400
---
Initiative +9; Senses Perception +2, darkvision
HP 97; Bloodied 48
AC 23; Fortitude 23; Reflex 21; Will 21
Resist psychic 10
Speed 6
---
[Melee basic] Hook Fauchard (standard; at will) Weapon: Reach 2; +14 vs. AC; 1d10+5 damage and target is pushed one square, plus followup attack: +12 vs. Reflex; target falls prone.
[Ranged basic] Javelin (standard; at will) Weapon: Range 10/20; +14 vs. AC; 1d6+3 damage.
Skirmish (at will; once per round): If, on its turn, the derro peltast ends its move at least 4 squares away from its starting point, it deals +2d6 damage with its attacks until the start of its next turn.
---
Alignment chaotic evil; Languages Common, Derro
Skills Intimidate +12
Str 21; Dex 17; Wis 7
Con 16; Int 15; Cha 17
---
Equipment chain mail, hook fauchard, javelins (4)
DERRO MINION--- Level 9 Minion
Small natural humanoid--- XP 100
---
Initiative +7; Senses Perception +0, darkvision
HP 1; a missed attack never damages a minion
AC 23; Fortitude 20; Reflex 21; Will 19
Resist psychic 10
Speed 6
--- [Melee basic] Hook Fauchard (standard; at will) Weapon: Reach 2; +14 vs. AC; 6 damage and target is pushed one square, plus followup attack: +12 vs. Reflex; target falls prone.
---
Alignment chaotic evil; Languages Common, Derro
Str 16; Dex 17; Wis 3
Con 13; Int 15; Cha 14
---
Equipment chain mail, hook fauchard
QUAGGOTH SAVAGE--- Level 4 Brute
Medium natural humanoid--- XP 175
---
Initiative +4; Senses Perception +4, darkvision
HP 66; Bloodied 33
AC 16; Fortitude 18; Reflex 16; Will 16
Resist poison 10
Speed 6
--- [Melee basic] Claw (standard; at will): +7 vs. AC; 1d8+4 damage.
[Melee] Double-Claw Blow (standard; at will): +7 vs. AC; 2d8+4 damage and target is pushed 1 square.
[Melee] Terrible Rend (standard; encounter): Only against a bloodied foe; +5 vs. Fortitude; 3d10+4 damage.
Savage Frenzy (immediate reaction; when first bloodied): The quaggoth gains a +5 bonus to damage until the end of the encounter.
---
Alignment unaligned; Languages Quaggoth
Skills Endurance +10
Str 19; Dex 15; Wis 15
Con 16; Int 7; Cha 10
QUAGGOTH WIGSPLITTER--- Level 4 Soldier
Medium natural humanoid--- XP 175
---
Initiative +5; Senses Perception +4, darkvision
HP 54; Bloodied 27
AC 20; Fortitude 18; Reflex 17; Will 16
Resist poison 10
Speed 6
--- [Melee basic] Greataxe (standard; at will) Weapon: +11 vs. AC; 1d12+4 damage (critical hit: 1d12+16).
[Melee] Wig-Splitting Blow (standard; at will) Weapon: +11 vs. AC; 1d12+4 damage (critical hit: 1d12+16) and target is marked until the end of the quaggoth headsman’s next turn and dazed (save ends).
Savage Frenzy (immediate reaction; when first bloodied): The quaggoth gains a +5 bonus to damage until the end of the encounter.
---
Alignment unaligned; Languages Quaggoth
Skills Endurance +10
Str 18; Dex 16; Wis 15
Con 14; Int 8; Cha 12
---
Equipment greataxe, 2 throwing axes
PSYCHOTIC QUAGGOTH--- Level 9 Brute This shaggy, white-furred creature is dirty with spores and bits of fungus and slimes. Its eyes are glassy, and its tongue lolls out.
A psychotic quaggoth is a quaggoth that has spent too much time near psychedelic and hallucinogenic underground substances, until even the quaggoth’s native resistance to poison is overwhelmed. What emerges is even more mad than a normal quaggoth.
Medium natural humanoid--- XP 400
---
Initiative +7; Senses Perception +6, blindsight 6, darkvision
HP 114; Bloodied 57
AC 21; Fortitude 22; Reflex 21; Will 20
Resist poison 10
Speed 6
--- [Melee basic] Poisoned Claw (standard; at will) Poison: +12 vs. AC; 1d8+5 damage plus ongoing 5 poison.
[Melee] Double Claw (standard; at will): +12 vs. AC; 2d8+5 damage.
[Melee] Poisonous Double Claw (standard; encounter) Poison: +12 vs. AC; 2d8+5 damage plus ongoing 5 poison.
[Close] Hallucinogenic Cloud (minor; encounter) Poison: The psychotic quaggoth shakes itsel[b]f and a wealth of psychedelic spores and substances fills the air around it, dislodged from its fur. Close burst 1; +8 vs. Will; target is dazed (save ends).
---
Alignment unaligned; Languages Quaggoth
Skills Endurance +10
Str 18; Dex 16; Wis 15
Con 14; Int 8; Cha 12
Wow; I'd forgotten all about the quaggoth until seeing it again in this thread. I want to do a Clark Ashton Smith-flavored campaign and these will make a perfect stand-in for the voormis.
Thanks for undertaking this project, Jester. Looking forward to more.
Terrible mechanical constructs, clockwork horrors in Cydra are powered by radiomancy and motivated and commanded by Master Control, an informational entity of surpassing power. The ‘lesser’ clockwork horrors resemble mechanistic ants the size of a small dog, but more advanced models are very different. Lesser clockwork horrors come in copper, silver, electrum and gold models, and rumors persist of more powerful ones made of platinum or even adamantine. Advanced horrors are much more rare and dangerous.
COPPER HORROR--- Level 4 Minion
Small natural construct--- XP 44
---
Initiative +6; Senses Perception +4, darkvision
HP 1; a miss never damages a minion
AC 18; Fortitude 16; Reflex 18; Will 16
Immune disease, poison, psychic; Resist lightning 10
Speed 5
--- [Melee basic] Mandibles (standard; at will): +9 vs. AC; 5 damage.
---
Alignment evil; Languages – (radiocommunication)
Skills Athletics +7, Endurance +9
Str 10; Dex 19; Wis 15
Con 15; Int 8; Cha 4
SILVER HORROR--- Level 4 Skirmisher
Small natural construct--- XP 175
---
Initiative +8; Senses Perception +9, darkvision
HP 55; Bloodied 27
AC 18; Fortitude 16; Reflex 18; Will 16
Immune disease, poison, psychic; Resist lightning 10
Speed 5
--- [Melee basic] Mandibles (standard; at will) Lightning: +9 vs. AC; 1d6+4 damage plus 1d6 lightning.
[Ranged] Spring-Caster (standard; reload minor): Range 15; +9 vs. AC; 1d10+3 damage.
---
Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 19; Wis 15
Con 15; Int 10; Cha 7
ELECTRUM HORROR--- Level 6 Artillery
Small natural construct--- XP 250
---
Initiative +8; Senses Perception +9, darkvision
HP 58; Bloodied 29
AC 18; Fortitude 18; Reflex 20; Will 18
Immune disease, poison, psychic; Resist lightning 10
Speed 6
--- [Melee basic] Mandibles (standard; at will) Lightning: +13 vs. AC; 1d6+4 damage plus 1d6 lightning.
[Ranged] Lightning Bolt (standard; at will) Lightning: Range 6; +11 vs. Reflex; Hit: 2d8+4 lightning damage, target is stunned (save ends) and attack secondary target; Miss: Half damage, target is not stunned and no secondary target; Secondary target: one enemy within 3 of the primary target; +9 vs. Reflex; 2d6+2 lightning damage.
---
Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 20; Wis 16
Con 16; Int 10; Cha 10
GOLD HORROR--- Level 10 Artillery (Leader)
Small natural construct--- XP 250
---
Initiative +8; Senses Perception +9, darkvision
Coordinated Attack aura 10; all clockwork horror allies in range get +2 on attack rolls
HP 84; Bloodied 42
AC 22; Fortitude 22; Reflex 24; Will 22
Immune disease, poison, psychic; Resist lightning 10
Speed 6
--- [Melee basic] Mandibles (standard; at will) Lightning: +17 vs. AC; 1d6+5 damage plus 2d6 lightning.
[Ranged] Lightning Bolt (standard; at will) Lightning: Range 6; +15 vs. Reflex; Hit: 3d6+5 lightning damage, target is stunned (save ends) and attack secondary target; Miss: Half damage, target is not stunned and no secondary target; Secondary target: one enemy within 3 of the primary target; +13 vs. Reflex; 2d6+4 lightning damage and target is dazed (save ends).
[Area] Electric Field (standard; encounter) Lightning: Burst 3 within 16; creates a zone of electrical energy that persists until the end of the gold horror’s next turn; any creature in the field when it is created or entering the field is attacked: +13 vs. Reflex; 4d8+5 electricity and target is slowed (save ends).
---
Alignment evil; Languages – (radiocommunication)
Skills Perception +9
Str 15; Dex 22; Wis 16
Con 18; Int 16; Cha 19
SCREAMING DEVILKIN--- Level 4 Controller
Small immortal humanoid--- XP 175
---
Initiative +6; Senses Perception +5, darkvision Constant Screaming (Thunder) aura 8; make an attack against each creature at the start of the screaming devilkin’s turn: +6 vs. Will; 1d6+4 thunder damage plus target is deafened until the start of the screaming devilkin’s next turn.
HP 55; Bloodied 27
AC 16; Fortitude 16; Reflex 18; Will 18
Resist thunder 10
Speed 4, fly 6
--- [Melee basic] Tail Poke (standard; at will): +9 vs. AC; 1d6 damage.
[Close] Shriek of Doom (standard; at will) Thunder: Close blast 4; +6 vs. Fortitude; 1d12+4 damage and target is stunned (save ends).
---
Alignment chaotic evil; Languages Common, Supernal
Skills Intimidate +11
Str 6; Dex 18; Wis 16
Con 15; Int 12; Cha 19
Gear hounds are clockwork mechanical dogs. Used as guards or attack beasts by mad wizards or powerful tinkers, gear hounds often give off puffs of steam as they move or attack.
Medium natural beast (construct)--- XP 175
---
Initiative +6; Senses Perception +9
HP 57; Bloodied 28
AC 20; Fortitude 18; Reflex 16; Will 16
Speed 8
--- [Melee basic] Bite (standard; at will): +11 vs. AC; 1d10+4 damage and target is grabbed (until escape).
[Melee] Worry (standard; at will): Only against a grabbed target; +9 vs. Fortitude; Hit: 2d8+4 damage and target is stunned (save ends); Miss: half damage and target is not stunned.
Oily Discharge (immediate reaction; upon first becoming bloodied): The gear hound discharges a pool of oil. The square it is in becomes difficult terrain (until cleaned up); any creature entering the square must make an Acrobatics check, DC 18, or fall prone.
---
Alignment unaligned; Languages understands Common
Skills Perception +9
Str 19; Dex 15; Wis 15
Con 17; Int 5; Cha 8
CLOAKER SPY--- Level 4 Lurker
Medium aberrant magical beast--- XP 175
---
Initiative +9; Senses Perception +8, darkvision Distracting Subsonics (thunder) aura 10; automatic hit; all creatures in the aura suffer a -4 on Insight and Perception checks and a -2 to Will defense.
HP 45; Bloodied 22
AC 18; Fortitude 16; Reflex 17; Will 18
Speed 4, fly 6 (hover)
--- [Melee basic] Bite (standard; at will): +9 vs. AC; 1d8+4 damage.
[Melee] Surprise Attack (standard; at will): Only with combat advantage; +11 vs. AC; 2d8+4 damage.
Shifting Shadows (immediate interrupt; when hit by a ranged or melee attack; recharge 6) Shadow: Using its ability to create shadowy duplicates of itself, the cloaker spy shifts 3 squares and avoids the attack (which instead destroys a shadowy duplicate of it). If it has cover or concealment in its new location, it may then make a Stealth check to remain undetected.
---
Alignment unaligned; Languages Deep Speech
Skills Insight +8, Perception +8, Stealth +14
Str 11; Dex 16; Wis 12
Con 15; Int 16; Cha 19
CLOAKER NERVEWRACKER--- Level 6 Controller
Medium aberrant magical beast--- XP 250
---
Initiative +6; Senses Perception +4, darkvision Unnerving Subsonics (thunder) aura 10; automatic hit; all creatures in the aura suffer a -2 penalty to Will defense and gain vulnerable thunder 5.
HP 71; Bloodied 35
AC 20; Fortitude 18; Reflex 20; Will 18
Speed 4, fly 6 (hover)
--- [Melee basic] Bite (standard; at will): +11 vs. AC; 1d8+4 damage.
[Ranged] Deadly Cry (standard; at will) Thunder: Range 8; +9 vs. Will; 1d10+4 thunder damage and target is dazed (save ends).
[Close] Paralyzing Moan (standard; at will) Thunder: Close blast 5; +8 vs. Will; Hit: 3d10+4 thunder damage and target is immobilized (save ends); secondary effect: target is slowed (save ends); Miss: half damage and target is slowed (save ends).
Shifting Shadows (immediate interrupt; when hit by a ranged or melee attack; recharge 6) Shadow: Using its ability to create shadowy duplicates of itself, the cloaker nervewracker shifts 3 squares and avoids the attack (which instead destroys a shadowy duplicate of it). If it has cover or concealment in its new location, it may make a Stealth check to remain undetected.
---
Alignment unaligned; Languages Deep Speech
Str 16; Dex 16; Wis 12
Con 15; Int 20; Cha 16
__________________ "Y'know, I think my favorite thing about being a hero of destiny is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in your way." -- 8-bit Theater
"i did not serve with napolean in his artillery. but i did play wargames with him and his men." -- diaglo
I think... higher level... returning to the "boggle hole" roots of the beasties in 1e... yep, I'm gonna tweak this guy pretty heavily.
Quote:
Originally Posted by Orius
Zorbo
Another one that I plan to do up at higher levels. The zorbo was one of the (potentially) most bad-ass monsters of 1e. I'm thinking high paragon, low epic. I plan to do for the zorbo what 3e did for the disenchanter.
Quote:
Originally Posted by Orius
Meazel
Another classic! I need to figure out what makes a meazel different from the rest of the humanoid hordes, though. Disease? Assassination? Something. On the list.
I
Another one that I plan to do up at higher levels. The zorbo was one of the (potentially) most bad-ass monsters of 1e. I'm thinking high paragon, low epic. I plan to do for the zorbo what 3e did for the disenchanter.
The zorbo is another one of those nasty old school monsters that I've always wanted to use but never got around to. I know it's older than the 2e appearance I listed. But I'm old school enough that I like the idea of a vicious flesh-eating koala that totally ruins magic items.
__________________ "Y'know, I think my favorite thing about being a hero of destiny is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in your way." -- 8-bit Theater
"i did not serve with napolean in his artillery. but i did play wargames with him and his men." -- diaglo