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!
BILE LORD--- Level 27 Elite Controller
Large aberrant humanoid (bile)--- XP 22,000
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Initiative +21; Senses Perception +21, darkvision Sickening Aura aura 5; creatures within are weakened and slowed; does not effect creatures with the bile keyword
HP 506; Bloodied 253
AC 43; Fortitude 42; Reflex 41; Will 43
Resist 20 acid, 20 poison
Saving Throws +2
Speed 6
Action Points 1
--- Claw (standard action; basic attack) Acid, Bile, Poison: Reach 2; +28 vs. AC; 2d6+9 damage and ongoing 10 acid damage (save ends), plus followup attack: +27 vs. Fort; ongoing 10 poison damage.
Bile Burst (standard action; at will) Acid, Bile, Poison: Burst 2 within 10; targets each creature in burst; +27 vs. Fort; 2d6+5 points of acid damage plus 10 ongoing acid damage plus 10 ongoing poison damage (save ends both); Miss: half damage and 5 ongoing acid and 5 ongoing poison (save ends both). Effects: The area becomes difficult terrain until the end of the encounter. Creatures with the bile keyword ignore this.
Psychic Assault (standard action; recharge 5 6) Psychic: Blast 5; targets each enemy in blast; +27 vs. Will; 2d8+9 psychic damage and slide target up to 3 squares; Miss: slide target up to 2 squares.
Wave of Withering Power (minor action; recharge when first bloodied) Psychic: Blast 4; targets each creature within blast (does not affect creatures with the bile keyword); +27 vs. Will; target is dazed (save ends) and blinded until the end of the Bile Lord’s next turn. Miss: target is dazed until the beginning of its turn.
Sickening Exhalation (immediate reaction when damaged by a melee attack; encounter) Bile, Poison: Target the creature that damaged you; +27 vs. Fort; 3d8+9 poison damage. Effect: The Bile Lord may shift 1 square.
Second Wind (standard; encounter) Healing: The Bile Lord spends a healing surge and regains 126 hp. It gains a +2 bonus to all of its defenses until the end of its next turn.
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Alignment Evil; Languages Ancient Giant
Skills Arcana +28
Str 24; Dex 26; Wis 26
Con 29; Int 30; Cha 30
Nice, but do you think that the aura is a bit too much? In effect, all melee attackers will be weakened while attacking it making it have twice the normal hit points. So this may be a foe that is worth more than his level 27 elite status shows.
Nice, but do you think that the aura is a bit too much? In effect, all melee attackers will be weakened while attacking it making it have twice the normal hit points. So this may be a foe that is worth more than his level 27 elite status shows.
Only if the attacks are all melee.
This version is very nasty and unplaytested. Until I try it out, I'm going to leave it as is.
DEVASTATION SPIDER--- Level 27 Solo Brute
Gargantuan natural beast (spider)--- XP 55,000
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Initiative +19; Senses Perception +19, tremorsense 20
HP 1540; Bloodied 770
Regeneration 20
AC 41; Fortitude 43; Reflex 41; Will 38
Saving Throws +5
Speed 12, climb 9
Space 10x10
Action Points 2
--- [Melee basic] Bite (standard; at will) Poison: Reach 4; +30 vs. AC; 2d10+9 damage, plus ongoing 20 poison damage and -2 to saving throws (save ends both).
[Close] Careless Smash (standard; at will): Close blast 3; +28 vs. AC; 3d6+9 damage, and target is knocked prone.
[Melee and Close] Destructive Rampage (standard; at will): The devastation spider makes a bite and a careless smash attack. The target of the bite may not be a target of the careless smash.
[Area] Mass of Webs (minor; recharge 5 6) Zone: Creates a zone of webbing that counts as difficult terrain: burst 6 within 20; +x vs. Reflex; Hit: target is restrained (save ends); Aftereffect: target is slowed (save ends); Miss: target is slowed (save ends).
[Close] Poison Spray (immediate reaction; when first bloodied; encounter) Poison: The devastation spider sprays poison at the attacker that bloodied it (if possible): close blast 4; +28 vs. Fortitude; 5d8+10 poison damage and ongoing 10 poison damage.
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Alignment unaligned; Languages -
Str 31; Dex 23; Wis 26
Con 28; Int 3; Cha 8
LIVING HOLOCAUST--- Level 27 Controller
A living holocaust is an unholy matrimony of flame, wind and evil. Born in the maelstroms of the Elemental Chaos bordering on the Abyss, living holocausts in the World burn through everything they can and attack almost every creature they meet. Some work with powerful evil creatures such as efreet, demons or dragons.
A living holocaust looks like a red, upright flame that constantly flickers and waves. It has no face or other recognizable features. Living holocausts that are moving or attacking appear to be small hurricanes of fire and tearing winds.
Medium elemental animate (air, fire) --- XP 11,000
--- Initiative +24; Senses Perception +27 Burning Winds (Fire) aura 6; creatures entering or starting their turn in the aura take 10 points of fire damage, and it costs 1 extra square of movement to move towards the living holocaust within the aura HP 251; Bloodied 125 AC 40; Fortitude 40; Reflex 42; Will 37 Resist fire 20; Vulnerable cold 10 Speed fly 10 (hover)
--- [Melee basic] Flaming Windspike (standard; at will) Fire: +31 vs. Reflex; 3d6+6 fire damage, plus ongoing 10 fire.
[Ranged] Grasp of the Burning Winds (standard; recharge 3 4 5 6) Fire: Range 10; +31 vs. Reflex; 2d8+9 fire damage, plus target slides 3 squares.
[Ranged] Nova Burn (standard; encounter) Fire: Range 20; +31 vs. Reflex; 5d10+9 fire damage, plus target gains vulnerable 10 to fire (save ends).
[Area] Holocaust Winds (standard; recharges when the living holocaust is targeted by an attack with the Fire keyword) Fire: Burst 3 within 20; +29 vs. Reflex; Hit: 4d10+9 fire damage, and the target slides 3; Miss: half damage.
--- Alignment chaotic evil; Languages Primordial Str 12; Dex 31; Wis 26 Con 27; Int 16; Cha 25