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!
This thread is a continuation of the Monster Project. While ENWorld was down over the last day, I started work on some random 11th level monsters as well. I don't have a list for this level yet; I'll add it once I do.
A revenant is the undead spirit of a strong-willed person who was unjustly murdered. It animates its corpse, or the corpse of another humanoid (if its corpse has been completely destroyed) and hunts its killer. A revenant thus resembles a zombie, but a fierce, feverish light burns in its eyes and it moves with unnerving swiftness. A revenant will not stop its pursuit of its murderer until either it is destroyed, or its killer is; it is utterly ruthless in the pursuit of its target. Once it has slain its killer, a revenant dies immediately, turning into an inanimate corpse.
RELENTLESS REVENANT--- Level 11 Elite Soldier
Medium natural animate (undead)--- XP 1,200
---
Initiative +11; Senses Perception +14; darkvision, find quarry
HP 236; Bloodied 118
Regeneration 10; if the revenant takes fire damage, its regeneration ability does not function until the end of its next turn.
AC 29; Fortitude 25; Reflex 25; Will 25
Resist cold 10, necrotic 10; Vulnerable fire 5, radiant 5
Saving Throws +2
Speed 6
Action Points 1
--- [Melee basic] Slam (standard; at will): +18 vs. AC; 1d8+5 damage, plus target is grabbed (escape ends).
[Melee] Relentless Grip (standard; only against a grabbed target; at will): +16 vs. Fortitude; Hit: 2d6+5 damage, plus target is dazed (save ends); Miss: half damage, and target is not dazed.
[Melee] Lethal Squeeze (minor; only against a grabbed target; recharges when a target escapes): +16 vs. Fortitude; Hit: 3d8+5 damage; Miss: half damage.
Find Quarry: A revenant always knows the distance (but not direction) to the person or persons that killed it.
---
Alignment unaligned; Languages whatever it spoke in life
Skills Endurance +16, Perception +14
Str 16; Dex 18; Wis 18
Con 22; Int 11; Cha 18
REVENANT ARCHER--- Level 16 Elite Artillery
Medium natural animate (undead)--- XP 2,800
---
Initiative +15; Senses Perception +13; darkvision, find quarry
HP 248; Bloodied 124
Regeneration 10; if the revenant takes fire damage, its regeneration ability does not function until the end of its next turn.
AC 30; Fortitude 30; Reflex 32; Will 32
Resist cold 10, necrotic 10; Vulnerable fire 5, radiant 5
Saving Throws +2
Speed 6
Action Points 1
--- [Melee basic] Slam (standard; at will): +23 vs. AC; 1d10+3 damage.
[Ranged basic] Longbow (standard; at will) Weapon: Range 20/40; +23 vs. AC; 1d10+7 damage.
[Ranged] Bone Arrow (standard; recharge 4 5 6) Necrotic, Weapon: Requires bone longbow; range 20/40; +23 vs. AC; 1d10+7 necrotic damage plus ongoing 10 necrotic (save ends).
[Ranged] Shower of Arrows (standard; at will) Weapon: The revenant archer makes three longbow attacks.
Find Quarry: A revenant always knows the distance (but not direction) to the person or persons that killed it.
---
Alignment unaligned; Languages whatever it spoke in life
Skills Endurance +16, Perception +14
Str 16; Dex 25; Wis 21
Con 22; Int 11; Cha 21
---
Equipment rotted leather armor, bone longbow
The problem with revenants is that they are alive to hunt down their killers.
Adventurers don't usually... kill innocent people (i.e. murder them) in order to warrant a revenant.
Ahh, but it would be darn easy for a misunderstanding to occur when a party of adventurers sees an undead form shambling after the well-respected town lawyer, no?
Seems like a great adventure thread to me. Revenants have always been awesome hook droppers, ime.
The problem with revenants is that they are alive to hunt down their killers.
Adventurers don't usually... kill innocent people (i.e. murder them) in order to warrant a revenant.
Ahh, but it would be darn easy for a misunderstanding to occur when a party of adventurers sees an undead form shambling after the well-respected town lawyer, no?
Seems like a great adventure thread to me. Revenants have always been awesome hook droppers, ime.
I forget what revenants look like. You say that they're "undead spirits." Does this mean that they're ghostly and vaporous? Because right now they walk and clip.
I forget what revenants look like. You say that they're "undead spirits." Does this mean that they're ghostly and vaporous? Because right now they walk and clip.
I updated the entry to reflect a more accurate description.
TURTLES
Though most normal turtles are inoffensive and harmless, there are plenty of monstrous varieties that are dangerous.
GIANT SNAPPING TURTLE--- Level 11 Brute
Huge natural beast (reptile)--- XP 600
---
Initiative +9; Senses Perception +8
HP 143; Bloodied 71
AC 25; Fortitude 25; Reflex 21; Will 22
Speed 5, swim 8
--- [Melee basic] Bite (standard; at will): Reach 2; +14 vs. AC; 2d6+5 damage.
[Melee] Snapping Bite (standard; at will): Reach 2; +14 vs. AC; 3d6+5 damage, plus ongoing 5 damage.
Into the Shell (immediate interrupt; when hit by an attack that targets AC; at will): The giant snapping turtle takes half damage from the attack and is slowed until the end of its next turn.
---
Alignment unaligned; Languages -
Skills Endurance +16
Str 23; Dex 18; Wis 16
Con 23; Int 2; Cha 8
DIRE TORTOISE--- Level 18 Soldier
Large natural beast (reptile)--- XP 2,000
---
Initiative +14; Senses Perception +15
HP 175; Bloodied 87
AC 36; Fortitude 32; Reflex 25; Will 30
Speed 4
--- [Melee basic] Bite (standard; at will): +25 vs. AC; 2d8+7 damage.
Surprising Swiftness (immediate reaction; when hit by an attack; at will): The dire tortoise shifts 3 squares.
Into the Shell (immediate interrupt; when hit by an attack that targets AC; at will): The tortoise takes half damage from the attack and is slowed until the end of its next turn.
---
Alignment unaligned; Languages -
Skills Endurance +20
Str 26; Dex 16; Wis 22
Con 23; Int 2; Cha 7
DRAGON TURTLE--- Level 24 Artillery
Huge natural magical beast (reptile) --- XP 6,050
---
Initiative +24; Senses Perception +17; darkvision
HP 150; Bloodied 75
AC 36; Fortitude 38; Reflex 36; Will 36
Speed 4, swim 8
--- [Melee basic] Bite (standard; at will): Reach 2; +31 vs. AC; 2d6+7 damage.
[Ranged] Scalding Squirt (standard; at will) Fire: Range 10; +31 vs. Reflex; 2d6+8 fire damage plus ongoing 5 fire (save ends).
[Close] Scalding Blast (standard; recharge 5 6) Fire: Blast 6; +29 vs. Reflex; 3d12+8 fire damage plus ongoing 10 fire (save ends).
---
Alignment chaotic evil; Languages Common, Draconic
Skills Endurance +26
Str 25; Dex 25; Wis 21
Con 29; Int 16; Cha 25
Horrific undead maggot-like worms of immense size, ulgurstasta are terrifying monstrosities spawned by the vile demigod Kyuss in the time of his greatest strength. While newly-made, they are not too intelligent, but they absorb portions of the knowledge of the creatures they devour. Thus, as an ulgurstasta becomes older, it becomes more intelligent- and more dangerous.
ULGURSTASTA MAGGOT --- Level 11 Soldier
Huge natural beast (undead)--- XP 600
---
Initiative +8; Senses Perception +9; darkvision Lashing Tendrils aura 2; the ulgurstasta’s pores contain tiny, wire-like hair that lash about it while it is agitated, giving it Resist 5 ranged attacks and making an attack on each creature that starts it turn in the aura: +16 vs. AC; 1d12 damage.
HP 113; Bloodied 56
AC 27; Fortitude 25; Reflex 22; Will 23
Immune disease, poison; Resist cold 15, necrotic 15; Vulnerable radiant 15
Speed 8
--- [Melee basic] Bite (standard; at will) Necrotic: Reach 2; +18 vs. AC; 2d6+5 damage plus ongoing 5 necrotic.
[Close] Necromantic Acid (standard; encounter) Acid, Necrotic: Blast 6; +14 vs. Reflex; Hit: 3d8+5 acid and necrotic damage plus ongoing 10 acid and necrotic.
---
Alignment chaotic evil; Languages understands crude Common
Str 22; Dex 16; Wis 18
Con 17; Int 3; Cha 18
ULGURSTASTA THINKER--- Level 16 Controller
Huge natural beast (undead)--- XP 1,400
---
Initiative +13; Senses Perception +13; darkvision Lashing Tendrils aura 4; the ulgurstasta’s pores contain tiny, wire-like hair that lash about it while it is agitated, giving it Resist 5 ranged attacks and making an attack on each creature that starts it turn in the aura: +19 vs. AC; 1d12 damage.
HP 156; Bloodied 78
AC 30; Fortitude 30; Reflex 28; Will 28
Immune disease, poison; Resist cold 15, necrotic 15; Vulnerable radiant 15
Speed 8
--- [Melee basic] Bite (standard; at will) Necrotic: Reach 2; +21 vs. AC; 2d8+7 damage plus ongoing 5 necrotic.
[Ranged] Frightful Glare (standard; recharge 4 5 6) Fear: Range 10; +16 vs. Will; Hit: target is pushed 3 squares and is dazed (save ends); Miss: target is dazed until the end of its next turn.
[Close] Necromantic Acid (standard; encounter) Acid, Necrotic: Blast 6; +14 vs. Reflex; Hit: 3d10+7 acid and necrotic damage plus ongoing 10 acid and necrotic.
[Area] Necrotic Goo (standard; recharges when first bloodied) Necrotic: Burst 3 within 10; targets each creature in burst; +14 vs. Reflex; Hit: target is immobilized and takes ongoing 5 necrotic damage (save ends both); Miss: target is slowed (save ends).
---
Alignment chaotic evil; Languages Common
Skills History +13, Religion +18
Str 25; Dex 21; Wis 21
Con 20; Int 10; Cha 21
ULGURSTASTA PRIEST--- Level 23 Controller
Huge natural beast (undead)--- XP 5,100
---
Initiative +16; Senses Perception +25; darkvision Lashing Tendrils aura 4; the ulgurstasta’s pores contain tiny, wire-like hair that lash about it while it is agitated, giving it Resist 5 ranged attacks and making an attack on each creature that starts it turn in the aura: +26 vs. AC; 1d12 damage.
HP 216; Bloodied 108
AC 37; Fortitude 35; Reflex 35; Will 37
Immune disease, poison; Resist cold 15, necrotic 15; Vulnerable radiant 15
Speed 8
--- [Melee basic] Bite (standard; at will) Necrotic: Reach 2; +28 vs. AC; 2d8+8 plus ongoing 5 necrotic damage.
[Ranged] Malevolence of Kyuss (standard; recharges when the ulgurstasta priest takes radiant damage) Psychic: Range 12; +27 vs. Will; Hit: 4d8+8 psychic damage and target is weakened (save ends).
[Close] Necromantic Acid (standard; encounter) Acid, Necrotic: Blast 6; +25 vs. Reflex; Hit: 3d12+8 acid and necrotic damage plus ongoing 10 acid and necrotic.
[Area] Zone of Worms (minor; recharge 6): Burst 3 within 6; creates a zone of churning worms- treat as difficult terrain, plus any creature that starts its turn in or enters the zone takes 5 points of damage.
---
Alignment chaotic evil; Languages Common
Skills Arcana +23, History +23, Religion +25
Str 25; Dex 21; Wis 29
Con 24; Int 24; Cha 28
ELDER ULGURSTASTA--- Level 29 Controller
Gargantuan natural beast (undead)--- XP 15,000
---
Initiative +21; Senses Perception +23; darkvision Lashing Tendrils aura 4; the ulgurstasta’s pores contain tiny, wire-like hair that lash about it while it is agitated, giving it Resist 5 ranged attacks and making an attack on each creature that starts it turn in the aura: +32 vs. AC; 2d8+5 damage.
HP 266; Bloodied 133
AC 43; Fortitude 43; Reflex 41; Will 42
Immune disease, poison; Resist cold 20, necrotic 20; Vulnerable radiant 20
Speed 8
--- [Melee basic] Bite (standard; at will) Necrotic: Reach 3; +34 vs. AC; 2d8+10 plus ongoing 10 necrotic damage.
[Melee] Strike of Kyuss (standard; recharges when first bloodied) Necrotic: Reach 3; +34 vs. AC; 5d10+9 necrotic damage, plus ongoing 10 necrotic and target is weakened (save ends both).
[Ranged] Bone Spit (standard; at will): Range 16; the ulgurstasta spits a churning mass of bones and flesh at the target; +33 vs. Reflex; Hit: 2d8+10 damage plus the target is immobilized (save ends); Miss: half damage and target is slowed (save ends).
[Close] Necromantic Acid (standard; encounter) Acid, Necrotic: Blast 6; +32 vs. Reflex; Hit: 4d10+9 acid and necrotic damage plus ongoing 10 acid and necrotic (save ends).
[Area] Zone of Worms (minor; recharge 4 5 6): Burst 4 within 8; creates a zone of churning worms; treat this zone as difficult terrain, plus any creature that starts its turn in or enters the zone takes 15 points of damage.
---
Alignment chaotic evil; Languages Common
Skills Arcana, History, Religion
Str 32; Dex 25; Wis 28
Con 26; Int 28; Cha 30
A howling abomination is a fearsome, unstable creature composed of great howling mouths and flailing tendrils. Though a howling abomination bears some superficial resemblance to a gibbering beast, it is of a completely separate, though equally alien, line.
HOWLING ABOMINATION--- Level 11 Skirmisher
Large aberrant magical beast--- XP 600
---
Initiative +11; Senses Perception +8; blindsight 10 Howling (Fear, Thunder) aura 6; any enemy in the aura suffers -2 to all attacks
HP 112; Bloodied 56 (plus see Death Warp)
AC 25; Fortitude 25; Reflex 23; Will 22
Speed fly 6 (hover), teleport 6 (plus see Teleporting Attack)
--- [Melee basic] Bite (standard; at will): +16 vs. AC; 1d8+5 damage.
[Melee] Mass of Bites (standard; at will): +16 vs. AC; 2d6+5 damage.
[Melee] Teleporting Attack (standard; recharge 4 5 6) Teleportation: The howling abomination teleports and makes an attack. +16 vs. AC; 3d6+5 damage.
Death Warp: When the howling abomination dies, its unstable nature causes space to shift around it. It makes an attack on each creature in a close burst 4: +12 vs. Will; Hit: 4d8+5 damage and target teleports 1d6 squares in a random direction; Miss: no damage, and target teleports only 1d3 squares.
---
Alignment chaotic evil; Languages -
Str 23; Dex 18; Wis 17
Con 16; Int 9; Cha 14
HOWLING ABOMINATION SHIFTER--- Level 15 Controller
Large aberrant magical beast--- XP 1,200
---
Initiative +19; Senses Perception +15; blindsight 14 Howling (Fear, Thunder) aura 6; any enemy in the aura suffers -2 to all attacks
HP 144; Bloodied 72
AC 29; Fortitude 27; Reflex 27; Will 29
Speed fly 6 (hover), teleport 6
--- [Melee basic] Bite (standard; at will): +20 vs. AC; 1d8+6 damage.
[Melee] Mass of Bites (standard; at will): +20 vs. AC; 2d8+6 damage.
[Melee] Warp Bite (standard; at will) Teleportation: +20 vs. AC; 2d8+6 damage, plus followup attack: +19 vs. Will; Hit: target teleports 6 squares; Miss: target slides one square.
[Area] Warp Zone (minor; recharge 5 6) Teleportation: Burst 2 within 20; creates a zone of spatial instability that lasts until the end of the howling abomination shifter’s next turn, visible as a rippling in the air. Any creature that enters the zone, starts its turn in the zone or is in the zone when it is created is subject to an attack: +17 vs. Will; Hit: 3d8+6 damage, and target teleports 1d6 squares in a random direction and is stunned (save ends).
Death Warp: When the howling abomination shifter dies, its unstable nature causes space to shift around it. It makes an attack on each creature in a close burst 4: +16 vs. Will; Hit: 4d8+6 damage and target teleports 2d6 squares in a random direction; Miss: no damage, and target teleports only 1d4 squares.
---
Alignment chaotic evil; Languages -
Str 25; Dex 25; Wis 17
Con 16; Int 9; Cha 29
Although most people think of mist as simply harmless vapor suspended in the air, there are several types of deadly monstrous mists. Sentient and usually hungry for blood, monstrous mists are extremely dangerous, in part for their ability to fade into the background in misty areas. Most monstrous mists dwell in areas prone to fog or mist in order to better conceal their approach and to expedite any necessary escapes.
VAMPIRIC MIST--- Level 11 Lurker
Medium elemental animate (air)--- XP 600
---
Initiative +15; Senses Perception +16
HP 91; Bloodied 45
AC 25; Fortitude 23; Reflex 25; Will 23
Resist insubstantial
Speed fly 8 (hover); maximum altitude 4 (see also Envelope and Misty Flow)
--- [Melee basic] Tendril of Mist (standard; at will): +14 vs. Reflex; 1d6+5 damage.
[Melee] Blood-Draining Tendril (standard; at will): +14 vs. Reflex; 1d6+5 damage, and the vampiric mist gains 5 temporary hit points.
[Melee] Envelope (standard; only when it has combat advantage; sustain standard; at will): The vampiric mist moves 4, ending its movement in an enemy’s space, and attacks that enemy: +14 vs. Fortitude; Hit: 2d8+5 damage, the vampiric mist gains 5 temporary hit points, and the target is dazed and immobilized (save ends both; both automatically end if the vampiric mist leaves the target’s space); Miss: half damage, the vampiric mist gains 5 temporary hit points, and the target is neither dazed nor immobilized. Sustain: the vampiric mist remains in the target’s space and makes another attack on it. (It need not have combat advantage to sustain this ability.)
Misty Flow (move; at will): The vampiric mist shifts 6 and gains concealment from, and combat advantage against, all creatures that it does not end this shift adjacent to until the end of its next turn.
---
Alignment evil; Languages understands Common
Skills Perception +16, Stealth +14
Str 6; Dex 22; Wis 18
Con 19; Int 10; Cha 10
CRIMSON DEATH--- Level 18 Solo Lurker
Medium elemental animate (air)--- XP 10,000
---
Initiative +25; Senses Perception +18; blindsight 10
HP 470; Bloodied 235
AC 34; Fortitude 32; Reflex 32; Will 32 (but see Fat with Blood)
Resist insubstantial (but see Fat with Blood)
Saving Throws +5
Speed fly 10 (hover); maximum altitude 6
Action Points 2
--- [Melee basic] Blood-Draining Tendril of Mist (standard; at will): +21 vs. Reflex; 2d8+7 damage, and the crimson death gains 10 temporary hit points. (Unlike most effects that grant temporary hit points, temporary hit points gained by this ability stack with each other, as well as with those gained through the crimson death's Feed ability.)
[Melee] Lash of Mist (standard; at will): The crimson death makes two blood-draining tendril of mist attacks.
[Melee] Feed (standard; requires combat advantage; recharges when the crimson death runs out of temporary hit points): The crimson death shifts 3 into an enemy’s space and attacks that enemy: +21 vs. Fortitude; Hit: 4d10+7 damage plus ongoing 5 damage (save ends), and the crimson death gains 10 temporary hit points. (Unlike most effects that grant temporary hit points, temporary hit points gained by this ability stack with each other, as well as with those gained through the crimson death's Blood-Draining Tendril of Mist ability.)
[Ranged] Terrifying Visage (minor; at will): Range 6; +21 vs. Will; Hit: the target slides 4 and is weakened (save ends); Miss: the target is weakened until the end of its next turn.
Scarlet Vigor (immediate reaction; when hit by an attack; at will): The crimson death loses 10 temporary hit points and gains a +2 power bonus to one defense of its choice until the end of its next turn.
Lost in the Mist (move; at will): The crimson death shifts 10 and gains total concealment until the end of its next turn.
Fat with Blood (when the crimson death first has 30 temporary hit points): The crimson death’s defenses go down by 2, it becomes substantial and it deals an extra 1d12 points of damage with melee attacks.
---
Alignment evil; Languages understands Common
Skills Perception +18, Stealth +22
Str 22; Dex 26; Wis 19
Con 20; Int 18; Cha 22
MIST MASTER--- Level 26 Artillery
The mist masters are mysterious elemental creatures that sometimes offer their services as mercenaries to powerful creatures. They have a civilization hidden somewhere in the Elemental Chaos, supposedly containing many different types of mist creatures unknown elsewhere. The mist masters rule over all. Their motivations in interacting with other creatures are generally very difficult to fathom.
Mist masters look like large churning masses of mist, swirling and moving at surprising speed.
Large elemental animate (air)--- XP 9,000
---
Initiative +23; Senses Perception +15; blindsight 20 Lightning Storm (lightning) aura 6; any creature starting its turn in the aura suffers an attack: +31 vs. Reflex; 2d8+9 lightning damage.
HP 177; Bloodied 88
AC 38; Fortitude 38; Reflex 40; Will 38
Immune lightning, thunder; Resist insubstantial
Speed fly 10 (hover) (plus see Dancing Whirlwind)
--- [Melee basic] Whirlwind Blow (standard; at will): Reach 2; +33 vs. AC; 2d8+8 damage, and target slides 2 squares.
[Ranged basic] Lightning Spark (standard; at will) Lightning: Range 12; +21 vs. AC; 3d8+9 lightning damage.
[Area] Staggering Thunder (standard; recharge 6) Thunder: Burst 2 within 10; +17 vs. Fortitude; Hit: 5d10+9 thunder damage and target is dazed (save ends); Miss: half damage and the target is not dazed.
Dancing Whirlwind (move; at will): The mist master shifts 4.
---
Alignment unaligned; Languages Primordial
Str 26; Dex 31; Wis 15
Con 15; Int 16; Cha 26
MUSTARD JELLY--- Level 11 Elite Brute
Large natural beast (ooze)--- XP 1,200
---
Initiative +9; Senses Perception +9; blindsight 10, tremorsense 10 Lethargic Vapors (poison) aura 4; any creature entering the aura or starting its turn in the aura is subject to an attack: +12 vs. Fortitude; Hit: 1d8+5 poison damage and target is slowed (save ends).
HP 276; Bloodied 138
AC 25; Fortitude 27; Reflex 23; Will 25
Saving Throws +2
Speed 5
Action Points 1
--- [Melee basic] Slam (standard; at will) Acid: +14 vs. AC; 1d6+5 damage plus 2d6 acid damage.
Divide (minor; at will): The mustard jelly divides itself into two identical mustard jellies. These are exactly like the original mustard jelly, except that each has half of the mustard jelly’s hit points (and temporary hit points), they are medium-sized and they cannot use the Divide ability. The mustard jelly remains divided until the two medium jellies end their turn adjacent to each other; then they merge back together and recombine their hit point (and temporary hit point) totals.
Arcane Feeding (immediate reaction; when damaged by a power with the Arcane and Force keywords; at will): The mustard jelly gains 10 temporary hit points.
---
Alignment unaligned; Languages understands Common
Str 23; Dex 18; Wis 18
Con 18; Int 10; Cha 10
Could have sworn that link wasn't there when I made my post...
Anyway, having auras that involve attack rolls seems like a big slowdown. Are there any monsters in the MM like that? My impression was that auras were mostly static effects.
Could have sworn that link wasn't there when I made my post...
It might not have been; I added the link halfway through my day yesterday.
Quote:
Originally Posted by Spatula
Anyway, having auras that involve attack rolls seems like a big slowdown. Are there any monsters in the MM like that? My impression was that auras were mostly static effects.
Yeah, several- swarms at least, and I seem to recall at least one or two more as well. The real problem that I have with auras with attacks is forgetting to check to see if a given creature is eligible at the start of its turn... whoops!