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!
Aurumvorax [I'll prolly do this one around 12th level]
Boggle [10th level? tweak back to the 'boggle hole' model of 1e]
Cockatrice [? 8th level]
Crimson Death [16th level or thereabouts?]
Elemental, invisible stalker [? right about 10th?]
Giant, Cloud
Giant, Frost
Gray Ooze [9th level elite]
Neogi may be better off around 10th-13th level
Scalamagdrion [hmm, somewhere paragonish]
Vampiric mist [11th level or thereabouts?]
Zorbo (? 18th or so?)
ARANEA SPY--- Level 7 Lurker
Medium fey humanoid (spider)--- XP 300
---
Initiative +12; Senses Perception +4; darkvision
HP 64; Bloodied 32
AC 21; Fortitude 19; Reflex 21; Will 19
Speed 6, climb 5 (spider climb)
--- [Melee basic] Dagger (standard; at will; poison recharges on a minor) Poison, Weapon: +12 vs. AC; 1d4 damage plus ongoing 5 poison.
[Melee] Blinding Strike (standard; recharge 6) Weapon: Requires dagger; +12 vs. AC; 1d4 damage, plus target is blinded (save ends).
Shift into Shadow (move; at will): The aranea spy shifts 3 squares and gains concealment until the end of its next turn.
Change Shape (minor; at will) Polymorph: An aranea can change shape to resemble a normal human woman.
Combat Advantage: An aranea spy deals an extra 2d6 points of damage when it has combat advantage.
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Alignment chaotic evil; Languages Aranea, Common
Skills Bluff +11, Stealth +13
Str 11; Dex 20; Wis 12
Con 16; Int 15; Cha 16
---
Equipment leather armor, dagger
ARANEA WEBSPINNER--- Level 7 Controller
Medium fey humanoid (spider)--- XP 300
---
Initiative +6; Senses Perception +5; darkvision
HP 77; Bloodied 38
AC 21; Fortitude 17; Reflex 19; Will 21
Speed 6, climb 5 (spider climb)
--- [Melee basic] Dagger (standard; at will; poison recharges on a minor) Poison, Weapon: +12 vs. AC; 1d4 damage plus ongoing 5 poison.
[Ranged] Spit Poison (minor; recharge 5 6) Poison: Range 4; +11 vs. Reflex; 1d8+5 poison damage, plus ongoing 5 poison.
[Area] Web (standard; recharge 3 4 5 6): Burst 2 within 10; creates a zone of sticky webbing that persists for one day or until cleared away with 10 points of fire damage; any creature in the zone when it is created or at the start of its turn, or entering the zone, is attacked: +9 vs. Reflex; Hit: target is restrained and must make an Acrobatics or Athletics check, DC 22, to escape; Aftereffect: target is slowed (save ends); Miss: target is slowed (save ends).
Change Shape (minor; at will) Polymorph: An aranea can change shape to resemble a normal human woman.
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Alignment chaotic evil; Languages Aranea, Common
Skills Bluff +11, Stealth +13
Str 11; Dex 17; Wis 14
Con 13; Int 15; Cha 20
---
Equipment leather armor, dagger
TIGER--- Level 7 Solo Soldier
Large natural beast--- XP 1500
---
Initiative +7; Senses Perception +11, low-light vision
HP 328; Bloodied 164
AC 26; Fortitude 25; Reflex 23; Will 19
Saving Throws +5
Speed 9
Action Points 2
--- [Melee basic] Bite (standard; at will): +14 vs. AC; 2d6+5 damage.
[Melee basic] Claw (standard; at will): +14 vs. AC; 1d8+5 damage, plus secondary attack: +12 vs. Fortitude; Hit: target is grabbed.
[Melee] Pounce (standard; at will): Only if the tiger moves at least 2 squares before it attacks; the tiger makes a bite attack and a claw attack.
[Melee] Crush Throat (minor; at will): Only against a grabbed target; +12 vs. Fortitude; 3d8+5 damage.
Amazing Leap (move; at will): The tiger makes an Athletics check. It shifts a number of squares equal to its check result divided by 6 (round down, minimum of 1 square).
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Alignment unaligned; Languages -
Skills Athletics +14, Perception +11
Str 23; Dex 18; Wis 17
Con 18; Int 2; Cha 11
DIRE TIGER--- Level 15 Solo Soldier
Huge natural beast (mount)--- XP 6,000
---
Initiative +16; Senses Perception +15, low-light vision
HP 840; Bloodied 420
AC 33; Fortitude 32; Reflex 30; Will 26
Saving Throws +5
Speed 10
Action Points 2
--- [Melee basic] Bite (standard; at will): +22 vs. AC; 3d6+6 damage.
[Melee basic] Claw (standard; at will): +22 vs. AC; 1d10+6 damage, plus secondary attack: +20 vs. Fortitude; Hit: target is grabbed.
[Melee] Pounce (standard; at will): Only if the tiger moves at least 2 squares before it attacks; the tiger makes a bite attack and a claw attack.
[Melee] Crush Throat (minor; at will): Only against a grabbed target; +20 vs. Fortitude; 4d10+7 damage and target is dazed (save ends).
Amazing Leap (move; at will): The tiger makes an Athletics check. It shifts a number of squares equal to its check result divided by 5 (round down, minimum of 1 square).
Leaping Charge (while mounted by a friendly rider of 15th level or higher; at will) Mount: The tiger makes an Athletics check. It moves a number of squares equal to its check result divided by 5 (round down, minimum of 1 square). Both it and its rider may make a basic melee attack at the same target. If both hit, the target is knocked prone and pushed one square.
---
Alignment unaligned; Languages -
Skills Athletics +20, Perception +15
Str 27; Dex 21; Wis 18
Con 20; Int 2; Cha 11
SLICER BEETLE--- Level 7 Brute
Medium natural beast--- XP 300
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Initiative +6; Senses Perception +6
HP 93; Bloodied 46
AC 19; Fortitude 21; Reflex 19; Will 17
Speed 5
--- [Melee basic] Slicing Bite (standard; at will): +10 vs. AC; 2d8+5 (critical hit: 2d8+21). If this attack reduces a creature to 0 or fewer hit points, it also removes a random limb. (This can be regenerated via a custom regenerate ritual, which the characters may need to quest for, at the dm's discretion. Alternatively, a soft-hearted dm might allow a remove affliction ritual to regenerate a lost limb.)
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Alignment unaligned; Languages -
Str 20; Dex 16; Wis 13
Con 13; Int 1; Cha 4
THOQQUA--- Level 7 Soldier
Medium elemental beast (earth, fire)--- XP 600
---
Initiative +8; Senses Perception +5; tremorsense 6 Heat Aura (Fire) aura 3; any creature in the aura at the start of its turn, or entering the aura, takes 5 points of fire damage.
HP 82; Bloodied 41
AC 23; Fortitude 21; Reflex 19; Will 18
Resist fire 10; Vulnerable cold 10
Speed 5, burrow 3 (tunneling, but tunnel radiates heat as per heat aura for ten minutes)
--- [Melee basic] Flaming Slam (standard; at will) Fire: +14 vs. AC; 1d8+5 fire and weapon damage.
[Melee] Flaming Charge (standard; encounter) Fire: The thoqqua moves 8 (minimum 4) and makes an attack: +15 vs. AC; 3d8+5 fire and weapon damage, and target is pushed 3 squares and takes ongoing 5 fire (save ends).
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Alignment unaligned; Languages Primordial
Str 20; Dex 16; Wis 14
Con 18; Int 3; Cha 9
STONE GUARDIAN--- Level 7 Brute
Medium natural animate--- XP 300
---
Initiative +2; Senses Perception +3
HP 98; Bloodied 49
AC 19; Fortitude 22; Reflex 15; Will 16
Speed 5
--- [Melee basic] Heavy Fist (standard; at will): +10 vs. AC; 2d8+5 damage..
[Melee] Heavy Overhand Blow (standard; recharge 5): +10 vs. AC; 3d8+5 damage and target is knocked prone.
[Melee] Stunning Underhand Blow (standard; recharge 6): +10 vs. AC; 3d8+5 damage and target is stunned (save ends).
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Alignment unaligned; Languages understands creator’s language
Str 22; Dex 8; Wis 10
Con 18; Int 2; Cha 6
Please Note: The "recharge 5" is intentional; the stone guardian recharges something on 5 6, but each type of recharging blow recharges on a separate roll.
GIANT TICK--- Level 7 Soldier
Small natural beast--- XP 300
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Initiative +5; Senses Perception +5
HP 84; Bloodied 42
AC 23; Fortitude 21; Reflex 16; Will 18
Speed 5
--- [Melee basic] Bite (standard; at will): +14 vs. AC; 1d6+2 damage plus target is grabbed (until escape).
[Melee] Drain Blood (minor 1/round; at will): Only against a grabbed target; +12 vs. Fortitude; Hit: 1d8+5 damage and ongoing 5 damage (escape ends) and target is weakened (save ends); Miss: half damage and ongoing 5 damage (escape ends).
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Alignment unaligned; Languages -
Str 15; Dex 10; Wis 14
Con 20; Int 1; Cha 7
BLOATED WOOD TICK--- Level 11 Soldier
Medium natural beast--- XP 300
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Initiative +7; Senses Perception +8
HP 116; Bloodied 58
AC 25; Fortitude 25; Reflex 19; Will 22
Speed 5
--- [Melee basic] Bite (standard; at will): +18 vs. AC; 2d4+5 damage plus target is grabbed (until escape).
[Melee] Drain Blood (minor; at will): Only against a grabbed target; +16 vs. Fortitude; Hit: 1d8+5 damage and ongoing 5 damage (escape ends) and target is weakened (save ends); Miss: half damage and ongoing 5 damage (escape ends).
---
Alignment unaligned; Languages -
Str 22; Dex 10; Wis 17
Con 20; Int 1; Cha 7
Mimics are strange, dungeon-dwelling creatures that can change shape. They lure prey by impersonating objects such as treasure chests or doors. Although typical mimics are dumb beasts, larger, more intelligent mimics do exist. These are called “killer mimics” and can sometimes be bargained with. Rumors persist of still larger, house-sized mimics, and even of epic mimics that impersonate entire dungeons, animating the objects within themselves.
CHEST MIMIC--- Level 7 Elite Lurker
Medium aberrant magical beast--- XP 600
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Initiative +4; Senses Perception +6, tremorsense 10
HP 130; Bloodied 65
AC 19; Fortitude 22; Reflex 16; Will 18
Resist acid 10
Saving Throws +2
Speed 2
Action Points 1
--- [Melee basic] Tentacle Slam (standard; at will): The mimic extrudes a tentacle and attacks. +12 vs. AC; 2d6+5 damage and target is grabbed (escape ends).
[Melee] Inescapable Blow (standard; recharge 5 6): Only against a grabbed target; +16 vs. AC; 2d6+5 damage and target is stunned until the end of the mimic’s next turn.
[Close] Explosion of Tentacles (standard; recharges when first bloodied): Close burst 1; attacks each enemy in burst; +10 vs. AC; 3d8+5 damage.
[Melee] Adhesive Grab (immediate reaction; when hit by a melee attack): +10 vs. Reflex; Hit: attacker’s weapon is stuck to the mimic. The attacker can either hold onto the weapon and become immobilized, or let go. If the attacker holds on to the weapon, she can free it with a Strength attack vs. Fortitude. A creature not holding on to the weapon may grab the weapon with a Dexterity vs. Reflex attack.
Combat Advantage: A chest mimic deals an extra 1d6 points of damage when it has combat advantage.
Chest Form: A chest mimic looks almost exactly like a normal chest. A Perception check, DC 28, is requires to spot something amiss before it attacks.
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Alignment unaligned; Languages -
Str 19; Dex 12; Wis 16
Con 17; Int 5; Cha 8
KILLER MIMIC--- Level 12 Elite Lurker
Large aberrant magical beast--- XP 1400
---
Initiative +7; Senses Perception +10, tremorsense 10
HP 192; Bloodied 96
AC 24; Fortitude 27; Reflex 21; Will 23
Resist acid 10
Saving Throws +2
Speed 2
Action Points 1
--- [Melee basic] Tentacle Slam (standard; at will): The mimic extrudes a tentacle and attacks. Reach 2; +17 vs. AC; 2d6+5 damage and target is grabbed (escape ends).
[Melee] Inescapable Blow (standard; recharge 5 6): Only against a grabbed target; +21 vs. AC; 2d6+5 damage and target is stunned until the end of the mimic’s next turn.
[Close] Explosion of Tentacles (standard; recharges when first bloodied): Close burst 2; attacks each enemy in burst; +15 vs. AC; 3d8+5 damage.
[Melee] Adhesive Grab (immediate reaction; when hit by a melee attack): +15 vs. Reflex; Hit: attacker’s weapon is stuck to the mimic. The attacker can either hold onto the weapon and become immobilized, or let go. If the attacker holds on to the weapon, she can free it with a Strength attack vs. Fortitude. A creature not holding on to the weapon may grab the weapon with a Dexterity vs. Reflex attack.
Combat Advantage: A killer mimic deals an extra 2d6 points of damage when it has combat advantage.
Mimic Shape: A killer mimic can change its shape to appear to be any object of up to Large size, such as a double doorway, a desk, a stack of wood and so on. A Perception check, DC 30, is requires to spot something amiss before it attacks.
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Alignment unaligned; Languages Common, Deep Speech
Str 22; Dex 13; Wis 19
Con 18; Int 12; Cha 15
Marrashi are plague-bearing devils. A marrash resembles a gnoll with taloned hands and feet and double-jointed, bird-like legs. It has great feathered wings. Marrashi sometimes offer their services to Yeenoghu; even though the demon lord of gnolls is far more brutal and less subtle than the marrashi, their resemblance to his people often serves both devils and demon lord well.
MARRASH ARCHER--- Level 7 Artillery
Medium immortal humanoid (devil)--- XP 300
---
Initiative +7; Senses Perception +6
HP 61; Bloodied 30
AC 19; Fortitude 17; Reflex 20; Will 19
Immune disease
Speed 6, fly 8
--- [Melee basic] Claw (standard; at will): +14 vs. AC; 1d8+5 damage.
[Ranged basic] Longbow (standard; at will) Weapon: Range 20/40; +14 vs. AC; 1d10+4 damage.
[Ranged] Double Shot (standard; at will) Weapon: Requires longbow; only when flying; the marrash holds the bow with its feet and pulls the string back with both hands, allowing it to make two longbow attacks at one or two targets within 4 squares of each other.
[Ranged] Taklif Arrow (standard; encounter) Weapon: A marrash archer carries a single taklif arrow. Requires longbow; range 20/40; +14 vs. AC; 3d10+5 damage and target is infected with filth fever (level 3 disease; see the Otyugh entry in the Monster Manual, pg. 211, for details). If the victim dies of the disease, a new marrash is birthed from the reconstituted corpse one week later at midnight, and the victim’s soul is devoured forever.
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Alignment evil; Languages Supernal
Str 13; Dex 19; Wis 16
Con 13; Int 9; Cha 11
---
Equipment longbow, 20 arrows, 1 taklif arrow
RAVING MARRASH--- Level 8 Brute
Medium immortal humanoid (devil)--- XP 300
---
Initiative +7; Senses Perception +6
HP 106; Bloodied 53
AC 20; Fortitude 22; Reflex 20; Will 19
Immune disease
Speed 6, fly 5 (clumsy)
--- [Melee basic] Claw (standard; at will): +11 vs. AC; 1d8+4 damage.
[Melee] Bite (standard; at will):+11 vs. AC; 1d4+4 damage.
[Melee] Frenzied Attack (standard; at will): The raving marrash makes one claw and one bite attack at the same target. If both hit, the target is infected with filth fever (level 3 disease; see the Otyugh entry in the Monster Manual, pg. 211, for details).
[Melee] Diseased Blood (immediate reaction; when first bloodied): A spray of diseased blood spurts at the marrash’s attacker; +9 vs. Reflex; Hit: 2d8+5 damage and the target is infected with filth fever; Miss: Half damage and the target is not infected.
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Alignment evil; Languages Supernal
Str 20; Dex 17; Wis 16
Con 16; Int 6; Cha 8
Yellow musk creepers are strange animate plants that slay living creatures and then animate the corpses by planting seeds in their brains. When one of the seeds sprouts, the infant yellow musk creeper takes control of the corpse and animates it for several weeks, until the new creeper reaches its adult stage. The corpse then walks several hours away from the parent plant before collapsing to serve as mulch, and a new creeper colony is established.
YELLOW MUSK CREEPER--- Level 7 Controller
Huge natural animate (plant)--- XP 300
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Initiative +6; Senses Perception +3; tremorsense 10
HP 85; Bloodied 42
AC 21; Fortitude 21; Reflex 19; Will 16
Speed 2
--- [Melee basic] Vine Lash (standard; at will): Reach 2; +12 vs. AC; 2d6+5 damage.
[Melee] Consume Intelligence (standard; at will): Only against a dazed, stunned or helpless target; the yellow musk creeper inserts small tendrils into the victim’s head, which begin attempting to implant in its brain; +10 vs. Fort; Hit: target is stunned until the end of the yellow musk creeper’s next turn.
[Ranged] Yellow Musk Puff (standard; at will) Poison: Range 8; +10 vs. Fort; Hit: 1d8+5 damage, target is pulled 3 squares and is dazed (save ends); Miss: target is pulled 1 square.
[Close] Yellow Musk Burst (standard; encounter) Poison: Close burst 4; targets each creature in burst; +8 vs. Fort; 3d8+5 damage and target is pulled 2 squares and is dazed (save ends); Miss: half damage, and target is neither pulled nor dazed.
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Alignment unaligned; Languages -
Str 10; Dex 16; Wis 10
Con 21; Int 1; Cha 9
YELLOW MUSK ZOMBIE--- Level 7 Minion
Medium natural animate (plant)--- XP 60
---
Initiative +2; Senses Perception +2
HP 1; a missed attack never damages a minion
AC 21; Fortitude 21; Reflex 16; Will 15
Speed 5
--- [Melee basic] Slam (standard; at will): +12 vs. AC; 6 points of damage.
---
Alignment unaligned; Languages -
Str 20; Dex 11; Wis 8
Con 16; Int 2; Cha 8
I can't really reply to everything here. I just had some general thoughts.
Yellow Musk creeper looks good. Though it may have some serious trouble getting people in a state where it can consume int; something that stunned might be useful the most. Which makes me think they should be paired up with something that can stun. Do you think Consume Int should cause an OA?
Love the Marrash! I've liked those guys since I saw them in the 2e book (I think that's where they were first).
Stone Guardians look brutal.
Hurrah, you're going to do the Blood Kiss!
Now I'm thinkin' about the House shaped Mimic.
You know, I've been looking at the Aranea, and I"ve been thought of using doppelgangers as sort've pseudo-aranea, or perhaps half-aranea. The doppelgangers (and the many nice varieties I've seen), and the Aranea as their masters.
A bleeder, sometimes also called a death kiss, is a creature that strongly resembles a beholder. Not truly a member of the beholderkin family, bleeders are round, flying beasts with a large central “eye” and ten tentacles around its crown. Each of these tentacles has a lamprey-like mouth at the end, which it uses to suck blood from its prey.
Large aberrant magical beast--- XP 300
---
Initiative +6; Senses Perception +6; darkvision
HP 168; Bloodied 84
AC 21; Fortitude 23; Reflex 19; Will 19
Saving Throws +2
Speed 1, fly 6 (hover)
Action Points 1
--- [Melee basic] Tentacle Strike (standard; at will): Reach 2; +14 vs. AC; 1d8+5 plus target is grabbed (escape ends). A bleeder can have up to ten victims grabbed at a time.
[Melee] Tentacle Frenzy (standard; at will): The bleeder makes two tentacle strike attacks.
[Melee] Blood Drain (minor; at will): Only against a grabbed target; +12 vs. Fortitude; Hit: 1d8+5 damage, plus the bleeder heals 5 hit points; Miss: Half damage and the bleeder heals 3 hit points.
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Alignment unaligned; Languages -
Str 20; Dex 16; Wis 16
Con 16; Int 5; Cha 8
Meenlocks are hideous monsters. However, they were once natural humans, elves or other humanoids. Meenlocks propagate by capturing such creatures and, through the use of a torturous transformative ritual, convert their victims into more meenlocks.
MEENLOCK RAIDER--- Level 7 Skirmisher
Small aberrant humanoid; XP 300
---
Initiative +8; Senses Perception +4; darkvision
HP 77; Bloodied 38
AC 21; Fortitude 17; Reflex 21; Will 19
Speed 6
--- [Melee basic] Claw (standard; at will): 12 vs. AC; 1d4+5 damage, plus target is immobilized (save ends).
Step through Shadow (move; recharge 5 6) Teleportation: The meenlock teleports 6 squares and gains combat advantage until the end of its next turn against any creatures it appears adjacent to.
Combat Advantage: A meenlock deals an extra 1d6 points of damage when it has combat advantage.
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Alignment chaotic evil; Languages Meenlocks can communicate telepathically with other meenlocks within line of sight.
Skills Intimidate +6
Str 7; Dex 21; Wis 12
Con 13; Int 11; Cha 16
MEENLOCK MINDRENDER--- Level 7 Controller
Small aberrant humanoid; XP 300
---
Initiative +8; Senses Perception +4; darkvision
HP 77; Bloodied 38
AC 21; Fortitude 17; Reflex 20; Will 21
Speed 6
--- [Melee basic] Claw (standard; at will): +12 vs. AC; 1d4+5 damage, plus target is immobilized (save ends).
[Ranged] Rend Mind (standard; recharge 4 5 6) Fear, Psychic: Range 20; +10 vs. Will; 2d6+5 psychic damage and the target is dazed (save ends).
[Close] Burst of Fear (minor; encounter) Fear: Close burst 3; targets each enemy in burst; +8 vs. Will; Hit: target is pushed 4 squares and takes a -2 to attack (save ends); Miss: target takes a -2 to attack until the end of the meenlock mindrender’s next turn.
Step through Shadow (move; recharge 5 6) Teleportation: The meenlock teleports 6 squares and gains combat advantage until the end of its next turn against any creatures it appears adjacent to.
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Alignment chaotic evil; Languages Meenlocks can communicate telepathically with other meenlocks within line of sight.
Skills Intimidate +8, Stealth +7
Str 7; Dex 18; Wis 12
Con 13; Int 15; Cha 20