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!
Continuing the Monster Project (link in sig), this thread will contain conversions of old skool d&d monsters that do well with a 13th level baseline in 4e.
Nimblewrights are humanoid constructs of strong, light metal. Their construction favors flexibility and speed over durability, but high end nimblewrights are terrifyingly power.
EXPENDIBLE NIMBLEWRIGHT--- Level 13 Minion
Medium natural humanoid (construct)--- XP 160
---
Initiative +17; Senses Perception +8
HP 1; a missed attack never damages a minion
AC 27; Fortitude 25; Reflex 27; Will 25
Speed 7
--- [Melee basic] Rapier-Hand (standard): +17 vs. AC; 7 damage (12 on a crit).
Attack Run (standard; at will): The nimblewright makes a basic attack. Either before or after this attack, it shifts 4 squares.
---
Alignment unaligned; Languages Common
Skills Acrobatics +18
Str 19; Dex 24; Wis 15
Con 11; Int 16; Cha 19
NIMBLEWRIGHT DUELIST--- Level 13 Skirmisher
Medium natural humanoid (construct)--- XP 800
---
Initiative +19; Senses Perception +8
HP 123; Bloodied 61
AC 27; Fortitude 25; Reflex 27; Will 25
Vulnerable area and close attacks 5
Speed 7
--- [Melee basic] Rapier-Hand (standard; at will): +18 vs. AC; 1d10+6 damage (1d10+16 on a crit).
[Melee] Tripping Blow (standard; recharge 3 4 5 6): +16 vs. Reflex; 1d10+6 damage and target is knocked prone.
[Melee] Attack Run (standard; at will): The nimblewright makes a melee basic attack. Either before or after this attack, it shifts 4 squares.
[Melee] Riposte (immediate reaction; when hit by a melee attack; recharges when first bloodied): The nimblewright makes a basic attack against the enemy that hit it.
---
Alignment unaligned; Languages Common
Skills Acrobatics +18
Str 19; Dex 24; Wis 15
Con 11; Int 16; Cha 19
NIMBLEWRIGHT BODYGUARD--- Level 14 Soldier
Medium natural humanoid (construct)--- XP 1000
---
Initiative +19; Senses Perception +8
HP 131; Bloodied 65
AC 30; Fortitude 26; Reflex 28; Will 26
Vulnerable area and close attacks 5
Speed 7
--- [Melee basic] Rapier-Hand (standard; at will): +21 vs. AC; 1d10+6 damage (1d10+16 on a crit).
[Melee] Tripping Blow (standard; recharge 3 4 5 6): +19 vs. Reflex; 1d10+6 damage and target is knocked prone.
Whirlwind Defense (standard; at will): The nimblewright bodyguard and all allies adjacent to it gain a +2 bonus to AC and Reflex defenses.
Catch the Blow (immediate interrupt; when an adjacent ally is attacked by a melee or ranged attack; at will): The nimblewright bodyguard and the adjacent ally switch places. The attack now targets the nimblewright instead.
---
Alignment unaligned; Languages Common
Skills Acrobatics +19
Str 20; Dex 25; Wis 15
Con 11; Int 16; Cha 20
EXPERT NIMBLEWRIGHT--- Level 23 Skirmisher
Medium natural humanoid (construct)--- XP 5,100
---
Initiative +23; Senses Perception +13
HP 203; Bloodied 101
AC 37; Fortitude 35; Reflex 37; Will 35
Speed 8
--- [Melee basic] Rapier-Hand (standard; at will): +28 vs. AC; 2d8+8 damage (2d8+24 on a crit).
[Melee] Tripping Blow (standard; recharge 3 4 5 6): +28 vs. AC; 2d8+8 damage and target is knocked prone.
[Melee] Attack Run (standard; at will): The nimblewright makes a melee basic attack. Either before or after this attack, it shifts 4 squares.
[Melee] Riposte (immediate reaction; when hit by a melee attack; at will): The nimblewright makes a basic attack against the enemy that hit it.
Evasion: If an attack targets Reflex, it has no effect on an expert nimblewright if it misses, even if the attack would normally have an effect on a miss.
---
Alignment unaligned; Languages Common
Skills Acrobatics +26
Str 25; Dex 30; Wis 15
Con 11; Int 16; Cha 25
A ravid is a strange beast from the Astral Sea. Snake-like, with a single claw that juts forward from just behind its head, a ravid is charged with strange energies from alien planes that fill the area around it.
RAVID ANIMATOR--- Level 13 Controller
Medium immortal beast--- XP 800
---
Initiative +9; Senses Perception +6 Animating Aura aura 5; inanimate objects in the area animate, hindering and attacking the ravid’s enemies. Any enemy entering or starting its turn in the aura is attacked: +16 vs. AC; 1d10+6 damage. In addition, the area affected by the aura is difficult terrain.
HP 131; Bloodied 65
AC 25; Fortitude 24; Reflex 22; Will 26
Speed fly 5
--- [Melee basic] Tail Lash (standard; at will) Radiant: +17 vs. AC; 1d8+1 damage, plus 1d8+6 radiant damage.
[Melee] Claw (standard; at will): +17 vs. AC; 1d6 +1 damage.
---
Alignment unaligned; Languages Supernal
Str 12; Dex 16; Wis 11
Con 19; Int 7; Cha 23
RAVID LASHER--- Level 15 Artillery
Medium immortal beast--- XP 1200
---
Initiative +10; Senses Perception +7 Animating Aura aura 5; inanimate objects in the area animate, hindering and attacking the ravid’s enemies. Any enemy entering or starting its turn in the aura is attacked: +20 vs. AC; 1d10+6 damage. In addition, the area affected by the aura is difficult terrain.
HP 148; Bloodied 74
AC 25; Fortitude 26; Reflex 24; Will 28
Speed fly 7
--- [Melee basic] Tail Lash (standard; at will) Radiant: +20 vs. AC; 1d8+1 damage, plus 1d8+6 radiant damage.
[Melee] Claw (standard; at will): +20 vs. AC; 1d6 +1 damage.
[Ranged Basic] Radiant Lash (standard; at will) Radiant: Range 12; +20 vs. Reflex; 2d8+6 radiant damage.
---
Alignment unaligned; Languages Supernal
Str 12; Dex 16; Wis 11
Con 20; Int 7; Cha 24
Intellect devourers are dangerous psionic creatures that resemble a brain with four legs that allow it to move quickly and initiate vicious physical attacks. Intellect devourers are often kept as “pets” by mind flayers, but they are also encountered on their own or in command of other, lesser creatures.
INTELLECT DEVOURER CREEPER--- Level 13 Lurker
Small aberrant magical beast--- XP 800
---
Initiative +15; Senses Perception +15, blindsight 8
HP 105; Bloodied 52
AC 27; Fortitude 26; Reflex 27; Will 25
Speed 7
--- [Melee basic] Claw (standard; at will): +18 vs. AC; 1d4+2 damage.
[Melee] Fourfold Claw (standard; at will): The intellect devourer creeper makes four claw attacks at the same opponent. If the intellect devourer creeper has combat advantage, it deals an extra 2d6 points of damage if at least two of these attacks hit.
[Ranged] Mind Tap (standard; at will) Psychic: Range 20; +16 vs. Will; 1d10+6 psychic damage. If the intellect devourer has combat advantage, the target is also dazed (save ends).
[Area] Moment of Dominance (standard; encounter) Charm: Burst 2 within 8; attacks each creature in burst; +14 vs. Will; Hit: the target immediately slides 2 squares and makes a basic attack at a target of the intellect devourer creeper’s choice.
Fade Into Darkness (move; at will): The intellect devourer creeper moves 7 and gains concealment until the end of its next turn.
---
Alignment chaotic evil; Languages telepathy 10
Skills Intimidate +15, Perception +15, Stealth +16
Str 15; Dex 20; Wis 18
Con 21; Int 23; Cha 19
INTELLECT DEVOURER PARASITE--- Level 14 Controller
Small aberrant magical beast--- XP 1000
---
Initiative +12; Senses Perception +16, blindsight 8
HP 141; Bloodied 70
AC 28; Fortitude 26; Reflex 28; Will 26
Speed 7
--- [Melee basic] Claw (standard; at will): +19 vs. AC; 1d4+2 damage.
[Melee] Fourfold Claw (standard; at will): The intellect devourer parasite makes four claw attacks at the same opponent. If at least three of these attacks hit, the target is dazed until the end of its next turn.
[Melee] Brain Parasite (standard; only against a dazed, stunned or unconscious bloodied target; encounter): The intellect devourer parasite attempts to force itself into the victim’s head, through a combination of psionic phasing and shrinking. Once there, it gains control of the victim. +18 vs. Will; Hit: 3d10+6 psychic damage, plus the intellect devourer parasite moves inside the victim’s head. While this power is active and the victim is alive, only attacks with the Psychic or Fear keywords can target the intellect devourer parasite, and the parasite’s victim may make a Wisdom attack vs. the intellect devourer’s Will to expel it as a standard action on its turn. If the victim dies, the intellect devourer parasite is stunned until the end of its next turn and can be targeted normally.
Parasitic Domination (standard; only against the target of Brain Parasite; at will) Charm: +18 vs. Will; Hit: target is dominated until the end of the intellect devourer parasite’s next turn; Miss: the target may make an immediate attack against the intellect devourer parasite’s Will defense to expel it.
---
Alignment chaotic evil; Languages telepathy 10
Skills Intimidate +17, Perception +16, Stealth +18
Str 15; Dex 20; Wis 18
Con 21; Int 24; Cha 20
INTELLECT DEVOURER HOUND--- Level 18 Brute
Small aberrant magical beast--- XP 2000
---
Initiative +18; Senses Perception +20, blindsight 8
HP 214; Bloodied 107
AC 30; Fortitude 31; Reflex 33; Will 30
Resist all 5
Speed 8
--- [Melee basic] Claw (standard; at will): +21 vs. AC; 1d6+2 damage.
[Melee] Fourfold Claw (standard; at will): The intellect devourer hound makes four claw attacks at the same opponent. If at least three of these attacks hit, the target is knocked prone.
[Melee] Savage Rend (standard; only against a prone target; at will): +19 vs. Fortitude; 2d6+7 damage plus ongoing 5 damage.
[Close] Psionic Bark (minor; recharges when first bloodied) Fear: Close blast 3; targets each enemy in blast; +17 vs. Will; Hit: target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
---
Alignment chaotic evil; Languages telepathy 10
Skills Intimidate +17, Perception +20, Stealth +23
Str 15; Dex 28; Wis 22
Con 24; Int 20; Cha 17
INTELLECT DEVOURER BARKER--- Level 19 Artillery
Small aberrant magical beast--- XP 2400
---
Initiative +17; Senses Perception +21, blindsight 8
HP 143; Bloodied 71
AC 31; Fortitude 30; Reflex 31; Will 29
Speed 8
--- [Melee basic] Claw (standard; at will): +26 vs. AC; 1d4+2 damage.
[Melee] Fourfold Claw (standard; at will): The intellect devourer barker makes four claw attacks at the same opponent.
[Ranged] Ravage Intellect (standard; at will) Psychic: Range 10; +24 vs. Will; 2d6+7 damage and target is dazed (save ends).
[Close] Psionic Bark (standard; at will) Psychic: Close blast 3; targets each enemy in blast; +22 vs. Will; Hit: 1d6+7 psychic damage and target is immobilized (save ends); Miss: target is slowed until the end of its next turn.
---
Alignment chaotic evil; Languages telepathy 10
Skills Intimidate +19, Perception +21, Stealth +22
Str 15; Dex 26; Wis 22
Con 23; Int 24; Cha 21
INTELLECT DEVOURER DIRECTOR--- Level 20 Controller (Leader)
Small aberrant magical beast--- XP 2800
---
Initiative +15; Senses Perception +22, blindsight 8 Psychic Static (Psychic) aura 8; all allies of the intellect devourer director gain resist psychic 10, and any of their attacks with the psychic keyword deal an extra 1d6 points of psychic damage on a hit
HP 191; Bloodied 95
AC 34; Fortitude 32; Reflex 32; Will 35
Speed 8
--- [Melee basic] Claw (standard; at will): +25 vs. AC; 1d4+2 damage.
[Melee] Fourfold Claw (standard; at will): The intellect devourer director makes four claw attacks at the same opponent. If at least three of these attacks hit, the target gains vulnerability to psychic 10 (save ends).
[Area] Moment of Dominance (standard; recharge 6) Charm: Burst 2 within 8; attacks each creature in burst; +22 vs. Will; Hit: the target slides 2 squares and makes a basic attack at a target of the intellect devourer creeper’s choice as a free action.
[Melee] Brain Parasite (standard; only against a target that has vulnerability to psychic or is dazed, stunned or unconscious; encounter): The intellect devourer director attempts to force itself into the victim’s head, through a combination of psionic phasing and shrinking. Once there, it gains control of the victim. +24 vs. Will; Hit: 4d8+7 psychic damage, plus the intellect devourer director moves inside the victim’s head. While this power is active and the victim is alive, only attacks with the Psychic or Fear keywords can target the intellect devourer director, and the victim may make a Wisdom attack vs. the intellect devourer’s Will to expel it as a standard action on its turn. If the victim dies, the intellect devourer director is stunned until the end of its next turn and can be targeted normally.
Parasitic Domination (standard; only against the target of Brain Parasite; at will) Charm: +24 vs. Will; Hit: target is dominated until the end of the intellect devourer director’s next turn; Miss: the target may make an immediate attack against the intellect devourer director’s Will defense to expel it.
---
Alignment chaotic evil; Languages telepathy 10
Skills Intimidate +25, Perception +22, Stealth +20
Str 15; Dex 20; Wis 22
Con 23; Int 24; Cha 30
The intellect devourers are great! Those look fantastic. I really like how the four claw attacks power does something different for each one.
My only quibble is that the parasite can only dominate a target that's stunned. None of the devourer abilities do stunning damage. So do the parasites have to travel with mind flayers?
My only quibble is that the parasite can only dominate a target that's stunned. None of the devourer abilities do stunning damage. So do the parasites have to travel with mind flayers?
Ooh, good catch! I had waffled on having them daze or stun, and on how to activate their brain parasite power. I must have forgotten to change the text when I waffled back to dazing, not stunning. Fixed! Thanks!
Fihyrs are the collected fears of humanity made corporeal. They appear as a mass of churning tentacles supporting a pulsating blob of mouths and eyes. Despite their superficial resemblance, fihyrs are related to neither beholders nor gibbering beasts.
A fihyr is formed when hundreds of people in close proximity have nightmares, and leftover magical energy helps the remains of these nightmares coalesce and form a living thing. Most often, the right combination of conditions is found in cities under siege or being terrorized by monsters, famine or civil war.
FIHYR TERRORIZER--- Level 13 Skirmisher
Small aberrant magical beast--- XP 800
---
Initiative +15; Senses Perception +8; darkvision Frightful Presence (Fear) aura 3; each creature entering or starting its turn in the aura is attacked: +14 vs. Will; Hit: target is pushed 3 squares. Each creature can only be attacked by the aura once per turn.
HP 131; Bloodied 65
AC 27; Fortitude 25; Reflex 27; Will 22
Immune fear
Vulnerable radiant 10, sunlight 30
Speed 6
--- [Melee basic] Bite (standard; at will): +18 vs. AC; 2d4+6 damage.
[Melee] Frightful Bite (standard; at will) Fear: +18 vs. AC; 2d4+6 damage, and target is immobilized (save ends).
Evasive Movements (move; at will): The fihyr terrorizer moves 4. Until the beginning of its next turn, it gets +2 to all defenses.
---
Alignment chaotic evil; Languages understands Common
Skills Intimidate +9
Str 12; Dex 23; Wis 14
Con 19; Int 6; Cha 7
FIHYR NIGHT TREMOR--- Level 16 Brute
Medium aberrant magical beast--- XP 1400
---
Initiative +13; Senses Perception +11; darkvision Frightful Presence (Fear) aura 3; each creature entering or starting its turn in the aura is attacked: +15 vs. Will; Hit: target is pushed 3 squares. Each creature can only be attacked by the aura once per turn.
HP 192; Bloodied 96
AC 28; Fortitude 30; Reflex 28; Will 25
Immune fear
Vulnerable radiant 10, sunlight 30
Speed 6
--- [Melee basic] Bite (standard; at will): +18 vs. AC; 2d10+7 damage.
[Melee] Frightful Bite (standard; at will) Fear: +18 vs. AC; 2d10+7 damage, and target is immobilized (save ends).
[Close] Wave of Hate (standard; encounter): Blast 4; attacks each creature in blast; +15 vs. Will; Hit: the target immediately makes a basic attack against the nearest non-fihyr creature as a free action.
---
Alignment chaotic evil; Languages understands Common
Skills Intimidate +12
Str 25; Dex 21; Wis 16
Con 22; Int 8; Cha 8
FIHYR KILLING DREAM--- Level 28 Brute
Large aberrant magical beast--- XP 13,000
---
Initiative +22; Senses Perception +19; darkvision Frightful Presence (Fear) aura 3; each creature entering or starting its turn in the aura is attacked: +27 vs. Will; Hit: target is pushed 3 squares. Each creature can only be attacked by the aura once per turn.
HP 314; Bloodied 157
AC 40; Fortitude 42; Reflex 39; Will 36
Immune fear
Vulnerable radiant 10, sunlight 30
Speed 6
--- [Melee basic] Bite (standard; at will): +31 vs. AC; 3d10+10 damage.
[Melee] Frightful Bite (standard; at will) Fear: +31 vs. AC; 3d10+10 damage, and target is immobilized and has a -2 penalty to attacks (save ends both).
[Close] Wave of Hate (standard; encounter): Blast 6; attacks each creature in blast; +27 vs. Will; Hit: the target immediately makes a basic attack against the nearest non-fihyr creature as a free action.
Drink Despair (minor; when an enemy within 6 drops to 0 hit points; at will) Healing: The fihyr killing dream regains 10 hit points.
---
Alignment chaotic evil Languages understands Common
Skills Intimidate +22
Str 31 Dex 26 Wis 20
Con 24 Int 15 Cha 17
I strongly debated this, but I felt that making them suffer potential opportunity attacks was kind of cool; it makes it more of a tactical choice, and makes it almost a skirmisher-brute type of creature.
I dunno, I'd be happy to hear arguments for the shift instead. I was pretty up in the air about it.
I just wasn't seeing the point of spelling out a move power that just moves them two squares less than their regular speed. I guess the OA and -2 squares is worth the +2 to defenses.
A behir is a large, dangerous, dragon-like beast. It has a serpentine body with a plethora of short, scrabbling legs, a massive maw full of razor-sharp teeth and a vicious breath weapon. Moreover, behirs are intelligent and cunning; in short, they are extremely dangerous.
BEHIR CRUSHER--- Level 13 Brute
Huge natural beast (lightning)--- XP 800
---
Initiative +9; Senses Perception +13; darkvision
HP 160; Bloodied 80
AC 25; Fortitude 27; Reflex 24; Will 23
Resist lightning 15
Speed 6
---
[Melee basic] Bite (standard; at will): Reach 2; +16 vs. AC; 3d6+6 damage.
[Melee] Clutch (standard; at will): +14 vs. Reflex; 2d6+6 damage and target is grabbed (until escape).
[Melee] Scratching Crush (standard; only against a grabbed target; at will): The behir crusher uses a combination of its many claws and constriction to destroy an enemy that has fallen into its clutch. +14 vs. Fortitude; 3d10+6 damage.
[Ranged] Breath Weapon (standard; encounter) Lightning: Range 8; +14 vs. Reflex; 3d8+6 lightning damage.
---
Alignment evil; Languages Draconic
Skills Athletics +17
Str 23; Dex 17; Wis 15
Con 20; Int 15; Cha 15
BEHIR RUNNER--- Level 13 Skirmisher
Huge natural beast (lightning) --- XP 800
---
Initiative +12; Senses Perception +8; darkvision
HP 130; Bloodied 65
AC 27; Fortitude 26; Reflex 25; Will 23
Resist lightning 15
Speed 8
--- [Melee basic] Bite (standard; at will): Reach 2; +18 vs. AC; 1d10+6 damage.
[Melee] Lightning Rush (standard; encounter) Lightning: The behir runner moves at least 5 and up to 8 squares and makes an attack: reach 2; +16 vs. Reflex; 1d10+6 damage plus 3d6 lightning damage.
[Ranged] Breath Weapon (standard; encounter) Lightning: Range 8; +14 vs. Reflex; 3d6+6 lightning damage and the target is pushed 2 squares.
Serpent Run (move; at will): The behir runner shifts 2, then moves 6.
---
Alignment evil; Languages Draconic
Skills Athletics +17
Str 22; Dex 19; Wis 15
Con 18; Int 15; Cha 15
CUNNING ELDER BEHIR--- Level 24 Artillery
Huge natural beast (lightning) --- XP 6050
---
Initiative +21; Senses Perception +21; darkvision
HP 166; Bloodied 83
AC 36; Fortitude 36; Reflex 38; Will 38
Resist lightning 30
Speed 8
--- [Melee basic] Bite (standard; at will): Reach 2; +31 vs. AC; 2d8+8 damage.
[Ranged] Breath Weapon (standard; recharge 4 5 6) Lightning: Range 16; +29 vs. Reflex; Hit: 4d12+8 lightning damage and the target is pushed 2 squares, plus make a secondary attack on another target within 4 squares (+25 vs. Reflex; Hit: 2d12+8 lightning damage; Effect: target is pushed 1 square); Miss: half damage, target is pushed 1 square and no secondary attack.
[Ranged] Frightful Whispers (standard; recharge 1 2 3) Fear: The cunning elder behir whispers frightful secret lore in long-lost tongues, provoking a primal fear reaction from the target. +29 vs. Will; Hit: 3d6+8 damage and the target is weakened
[Melee] Shocking Retort (immediate reaction; when hit by a melee attack; at will) Lightning: The cunning elder behir makes an attack on the creature that hit it. Reach 3; +29 vs. Reflex; 1d12+8 lightning damage.
Serpent Run (move; at will): The behir runner shifts 2, then moves 6.
---
Alignment evil; Languages Draconic
Skills Athletics +20, Diplomacy +21, Insight +26
Str 25; Dex 29; Wis 29
Con 16; Int 18; Cha 18
Charnel beasts are undead monstrosities composed of a combination of multiple dead bodies, though in some cases, the living can be entombed within them to die a terrifying, suffocating death.
CHARNEL HOUND--- Level 13 Soldier
A charnel hound is a huge mass of corpses that have formed together in the shape of a great hound. Vicious and relentless, charnel hounds are eager to add more bodies to their own form- sometimes over-eager.
Huge natural animate (undead)--- XP 800
---
Initiative +12; Senses Perception +6; darkvision
HP 129; Bloodied 64
AC 29; Fortitude 27; Reflex 25; Will 24
Immune disease, poison; Resist necrotic 10; Vulnerable radiant 10
Speed 8
--- [Melee basic] Bite (standard; at will): +20 vs. AC; 2d8+6 damage.
[Melee] Absorb Body (immediate interrupt; when the charnel hound drops an adjacent enemy to 0 hit points; at will) Healing, Necrotic: The charnel hound attempts to add the target to its own body. +18 vs. Fortitude; Hit: 2d6+6 necrotic damage, the charnel hound regains 20 hit points, the target is restrained in the charnel hound’s space and moves with it (escape ends), and it takes ongoing 10 necrotic (save ends). The target can be rescued by an adjacent ally that makes an Athletics check against the charnel hound’s Fortitude defense, or an Acrobatics check against its Reflex defense.
---
Alignment chaotic evil; Languages -
Str 23; Dex 19; Wis 11
Con 17; Int 3; Cha 18
CORPSE CHARGER --- Level 15 Skirmisher
A corpse charger is an animate undead horse composed of a multitude of different parts of corpses sewn grotesquely into shape. Corpse chargers are sometimes used as mounts by foul creatures, such as death knights and Drow.
Large natural animate (mount, undead)--- XP 1200
---
Initiative +16; Senses Perception +10
HP 146; Bloodied 73
AC 29; Fortitude 27; Reflex 29; Will 25
Immune disease, poison; Resist necrotic 10; Vulnerable radiant 10
Speed 9
--- [Melee basic] Smashing Hooves (standard; at will): +20 vs. AC; 2d6+5 damage, plus the target is knocked prone.
[Melee] Frightful Charge (standard; while mounted by a friendly rider of 15th or higher level; at will) Fear, Mount: When the corpse charger’s rider makes a charge attack, any enemy struck is pushed 1 square and suffers a -2 to attack rolls (save ends) in addition to any other effects of the hit.
---
Alignment chaotic evil; Languages -
Skills Athletics +17, Endurance +16
Str 20; Dex 24; Wis 16
Con 18; Int 3; Cha 16
NECRONAUT--- Level 22 Brute
A necronaut is a small tower or ziggurat composed entirely of corpses. It moves quickly, carried by dozens of undead legs, and attacks with long, angular hands made from the bones and sinew of the constituent corpses that make up the necronaut.
Gargantuan shadow animate (undead)--- XP 4,150
---
Initiative +13; Senses Perception +15; blindsense 12
HP 254; Bloodied 127
AC 34; Fortitude 36; Reflex 29; Will 31
Immune disease, poison; Resist necrotic 20; Vulnerable radiant 15
Speed 8
--- [Melee basic] Rotting Blow (standard; at will) Necrotic: Reach 3; +25 vs. AC; 2d6+8 damage plus 2d6 necrotic damage.
[Melee] Corpse Trample (standard; recharge 5 6): The necronaut moves up to its speed and can move into enemy spaces. The movement provokes opportunity attacks, and the necronaut must end its move in unoccupied space. When it enters an enemy’s space, the necronaut makes an attack: +23 vs. Reflex; 4d10+8 damage, and the target is knocked prone.
Assimilate Corpse (minor; at will) Healing, Necrotic: The necronaut adds an adjacent corpse to its substance and regains 30 hit points.
---
Alignment chaotic evil Languages Common
Str 28 Dex 14 Wis 18
Con 24 Int 8 Cha 16
Hey Jester, thanks for the Nimblewright, I'll compare it to the original version as I get home. One of my favorites from MM II (or III?). The Attack Run is something I was looking for this power I'm creating. If you have some time to spare, could you check this topic for me?
Xill are strange, red-skinned, four-armed creatures that both travel the Astral Sea and roam the Elemental Chaos, but seem to be native to neither one. They have alien faces, and their motivations are inscrutable, but they seem to be angered by the use of arcane power. They are not always hostile, but they are rarely friendly.
An encounter with hostile xill often appears as they materialize seemingly from nowhere.
XILL NETHERSTRIKER--- Level 13 Soldier
Medium immortal humanoid--- XP 800
---
Initiative +14; Senses Perception +8
HP 127; Bloodied 63
AC 29; Fortitude 24; Reflex 27; Will 22
Speed 6
--- [Melee basic] Short Sword (standard; at will) Weapon: +20 vs. AC; 1d6+3 damage, and the target is marked until the end of the netherstriker’s next turn.
[Melee] Double Sword (standard; at will) Weapon: Requires 2 shortswords; the xill netherstriker makes two short sword attacks.
Appear from Nowhere (move; only at the beginning of the encounter; encounter): The xill appears from nowhere, automatically gaining a surprise round.
---
Alignment evil; Languages Xill
Skills Arcana +12
Str 17; Dex 23; Wis 14
Con 15; Int 13; Cha 14
---
Equipment 2 shields, 2 shortswords
XILL INCUBATOR--- Level 14 Lurker
Medium immortal humanoid--- XP 1000
---
Initiative +18; Senses Perception +8
HP 105; Bloodied 52
AC 28; Fortitude 23; Reflex 28; Will 25
Speed 6
--- [Melee] Claw (standard; at will): +18 vs. AC; 1d6+1 damage.
[Melee] Implant (standard; only with combat advantage; encounter): +16 vs. Fortitude; Hit: 4d10+6 damage and the target is implanted with a xill egg (treat as chaos phage, MM 239, except that if the character dies, a baby xill bursts forth from within him or her).
Combat Advantage: The xill incubator deals an extra 2d6 damage when it has combat advantage.
Appear from Nowhere (move; only at the beginning of the encounter; encounter): The xill appears from nowhere, automatically gaining a surprise round.
---
Alignment evil; Languages Xill
Skills Stealth +19
Str 13; Dex 24; Wis 12
Con 15; Int 13; Cha 19
---
Equipment shield
XILL STORMBLADE--- Level 15 Soldier
Medium immortal humanoid--- XP 1200
---
Initiative +16; Senses Perception +8
HP 143; Bloodied 71
AC 31; Fortitude 24; Reflex 29; Will 26
Speed 6
--- [Melee basic] Short Sword (standard; at will) Weapon: +22 vs. AC; 1d6+3 damage, and the target is marked until the end of the netherstriker’s next turn.
[Melee] Double Sword (standard; at will) Weapon: Requires 2 shortswords; the xill netherstriker makes two short sword attacks.
[Close] Cloud of Blades (action; recharge) Weapon: Requires 2 shortswords; close burst 1; targets each enemy in burst; +20 vs. AC; 2d8+6 damage.
Appear from Nowhere (move; only at the beginning of the encounter; encounter): The xill appears from nowhere, automatically gaining a surprise round.
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Alignment evil; Languages Xill
Skills Stealth +19
Str 16; Dex 24; Wis 12
Con 15; Int 13; Cha 19
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Equipment 2 shields, 2 shortswords
XILL ARCANE HUNTER--- Level 15 Artillery
Medium immortal humanoid--- XP 1200
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Initiative +12; Senses Perception +8
HP 105; Bloodied 52
AC 27; Fortitude 25; Reflex 27; Will 29
Speed 6
--- [Melee basic] Short Sword (standard; at will) Weapon: +21 vs. AC; 1d6+3 damage.
[Ranged] Ether Blast (standard; at will) Force: Range 10; +20 vs. Will; 2d8+6 force damage. If the target is of an arcane class, it is also stunned until the end of its next turn.
Appear from Nowhere (move; only at the beginning of the encounter; encounter): The xill appears from nowhere, automatically gaining a surprise round.
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Alignment evil; Languages Xill
Skills Stealth +19
Str 16; Dex 20; Wis 12
Con 15; Int 13; Cha 23
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Equipment 2 shortswords
Jester, just increasing damage for critical doesn't seem right for Nimblewrigth: his critical range used to be 12 - 20... I think at least 19-20 should be more appropriate.
Jester, just increasing damage for critical doesn't seem right for Nimblewrigth: his critical range used to be 12 - 20... I think at least 19-20 should be more appropriate.
This is a very good point. I actually debated that some myself, but went with the 'standard' enhanced crit in 4e- just more damage. But you certainly have a point!
A night twist is a large, black, leafless tree characterized by unnatural and unsettling shapes. It radiates gloom, sorrow and terror. Night twists subsist on the rotting corpses of those that succumb to their twisted powers, and often their victims don’t even know the source of their doom.
NIGHT TWIST WEEPER--- Level 13 Lurker
Large fey animate (plant)--- XP 800
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Initiative +7; Senses Perception +8; blindsight 12 Despair Song (thunder) aura 30; any creature in the aura at the start of the night twist weeper’s turn suffers a -2 penalty to defenses and is pulled 6; unless the character has a passive Nature or Perception of 21, it is unaware that it is being pulled; plants are immune.
HP 105; Bloodied 52
AC 27; Fortitude 26; Reflex 21; Will 27
Resist psychic 10
Speed 3
--- [Melee basic] Smashing Branch (standard; at will): Reach 2; +19 vs. AC; 1d10+6 damage.
[Close] Shivering Branches (standard; recharge 6): Burst 2; +17 vs. AC; 3d10+6 damage, plus target is knocked prone.
[Ranged] Lethal Terror (standard; at will) Fear, Psychic: Range 10; +17 vs. Will; 1d12+6 psychic damage (2d12+6 and target is dazed, save ends, if the night twist weeper has combat advantage).
Psychic Mist (minor; at will): The night twist gains concealment until the end of its next turn.
Dead Tree: The night tree resembles a dead tree until it moves or makes a melee or close attack. A Nature or Perception check, DC 21, is required to realize that a night twist is a danger before it makes its move.
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Alignment evil; Languages understands Common and Elven
Str 21; Dex 6; Wis 14
Con 21; Int 12; Cha 24
NIGHT TWIST WINDCRIER--- Level 19 Controller
Huge fey animate (plant)--- XP 2400
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Initiative +7; Senses Perception +11; blindsight 20 Despair Song (thunder) aura 30; suppressed while Screaming Winds is active; any creature in the aura at the start of the night twist windcrier’s turn suffers a -2 penalty to defenses and is pulled 6; unless the character has a passive Nature or Perception of 25 (or for some reason makes an active check, DC 25), it is unaware that it is being pulled; plants are immune.
HP 181; Bloodied 90
AC 33; Fortitude 32; Reflex 26; Will 34
Speed 3
--- [Melee basic] Smashing Branch (standard; at will): Reach 3; +23 vs. AC; 2d6+7 damage.
[Close] Screaming Winds (standard; sustain minor; encounter): Burst 12; +22 vs. Reflex; Hit: target is pushed 8 squares. While Screaming Winds is active, the night twist windcrier’s despair song is suppressed.
Dead Tree: The night tree resembles a dead tree until it makes a melee or close attack. A Nature or Perception check, DC 21, is required to spot a night twist for a danger before it moves or attacks.
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Alignment evil; Languages understands Common and Elven
Str 24; Dex 6; Wis 14
Con 21; Int 12; Cha 28
ELDER NIGHT TWIST--- Level 30 Controller
Huge fey animate (plant)--- XP 19,000
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Initiative +13; Senses Perception +17; blindsight 30 Despair Song (thunder) aura 100; suppressed while Screaming Winds is active; any creature in the aura at the start of the night twist weeper’s turn suffers a -2 penalty to defenses and is pulled 6; unless the character has a passive Nature or Perception of 29 (or for some reason makes an active check, DC 29), it is unaware that it is being pulled; plants are immune.
HP 269; Bloodied 134
AC 44; Fortitude 43; Reflex 37; Will 45
Speed 3
--- [Melee basic] Smashing Branch (standard; at will): Reach 2; +35 vs. AC; 2d8+10 damage.
[Ranged] Death Phantom (standard; recharge 6) Psychic: Range 16; +34 vs. Will; 4d10+9 psychic damage, plus target is immobilized (save ends).
[Close] Shivering Branches (standard; recharge 5 6): Burst 3; +33 vs. AC; 4d12+9 damage, plus target is knocked prone.
[Close] Screaming Winds (standard; sustain minor; encounter): Burst 20; +32 vs. Reflex; Hit: 3d6 damage and target is pushed 14 squares. While Screaming Winds is active, the night twist windcrier’s despair song is suppressed.
Dead Tree: The night tree resembles a dead tree until it makes a melee or close attack. A Nature or Perception check, DC 21, is required to spot a night twist for a danger before it moves or attacks.
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Alignment evil; Languages Common, Elven
Str 30; Dex 6; Wis 14
Con 21; Int 19; Cha 34