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!
ASCALLIONS
Ascallions are large, dangerous predatory fish. They are relatively social and are fearless, attacking even prey that is larger than themselves. The females hold the young in their mouths until fairly close to prey, when they release them to attack.
ASCALLION FEMALE--- Level 17 Skirmisher
Huge natural beast (fish)--- XP 1,600
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Initiative +15; Senses Perception +13
HP 157; Bloodied 78
AC 31; Fortitude 31; Reflex 29; Will 28
Speed swim 10
--- [Melee basic] Bite (standard; at will): +22 vs. AC; 1d10+7 damage.
[Melee] Darting Bite (standard; at will): The ascallion female moves very swiftly when attacking. It can shift four squares before or after making an attack: +22 vs. AC; 1d10+7 damage.
[Melee] Mouth Full of Trouble (standard; encounter): The ascallion female makes a bite attack and releases four ascallion young, who appear adjacent to the female. Each of the young makes a basic attack on the target of the female’s bite as a free action.
[Close] Ravenous Gobbling (standard; encounter): The ascallion female erupts in an orgy of biting, attempting to devour anything too close to her. Burst 1; targets each creature in burst; +20 vs. AC; 4d10+7 damage.
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Alignment unaligned; Languages -
Skills Stealth +18
Str 25; Dex 21; Wis 20
Con 13; Int 2; Cha 14
ASCALLION MALE--- Level 18 Soldier
Huge natural beast (fish)--- XP 2,000
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Initiative +17; Senses Perception +13
HP 165; Bloodied 82
AC 34; Fortitude 33; Reflex 31; Will 29
Speed swim 10
--- [Melee basic] Bite (standard; at will): +24 vs. AC; 2d8+7 damage (2d8+12 if within 5 squares of another ascallion).
Protective Instinct (immediate interrupt; when an attack targets an adjacent ascallion ally; recharge 5 6): The ascallion male darts in the way and is targeted by the attack instead.
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Alignment unaligned; Languages -
Str 26; Dex 22; Wis 20
Con 13; Int 2; Cha 14
ASCALLION YOUNG--- Level 17 Minion
Small natural beast (fish)--- XP 400
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Initiative +13; Senses Perception +13
HP 1; a missed attack never damages a minion
AC 31; Fortitude 29; Reflex 28; Will 28
Speed swim 10
--- [Melee basic] Bite (standard; at will): +22 vs. AC; 9 damage.
[Melee] Darting Bite (standard; at will): The ascallion young moves very swiftly when attacking. It can shift four squares before or after making an attack: +22 vs. AC; 9 damage.
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Alignment unaligned; Languages -
Skills Stealth +18
Str 22; Dex 20; Wis 20
Con 13; Int 2; Cha 14
DHARCULUS--- Level 17 Solo Lurker
A dharculus’ true form is a 20’ long, cigar-shaped beast with a twist in the middle so that one end comes around to point at the other in a sort of question mark shape. The twisted end holds a massive, deadly maw, with which the dharculus attempts to devour prey. The other end ends in a mass of tentacles, two of which end in eyes and the rest of which end in mouths.
A dharculus hunts prey by flying through the spaces between the spaces that man was meant to know. From this strange ethereal dimension it inserts its tentacles in the material world to act as a lure and to attempt to catch prey (much like a fisherman casting his line into the water). Thus, when a dharculus is first encountered, it appears to be a swarm of eyeless eels flying through the air. The rest of its body only becomes visible if the creature is hungry and stymied in its attempts to pull an enemy through the veil.
Huge aberrant magical beast--- XP 8,000
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Initiative +18; Senses Perception +19, darkvision
HP 820; Bloodied 410
AC 31; Fortitude 33; Reflex 32; Will 32; see also on the other side.
Resist 10 any effect with the arcane keyword
Saving Throws +5
Speed fly 6 (hover, maximum elevation 4)
Action Points 2
--- [Melee basic] Biting Tentacles (standard; at will): Reach 2; targets two creatures in reach and no more than 3 squares apart; +22 vs. AC; 1d10+7 damage and target is grabbed (until escape). A dharculus may only grab one creature at a time.
[Melee] Toothed Lash (minor; at will): Reach 2; +20 vs. AC; 1d8+7 damage.
[Melee] Reactive Lash (immediate reaction; when hit by a melee attack from a target that has not been pulled through the veil): The dharculus replies with a tentacle bite attack. Reach 2; +22 vs. AC; 1d10+7 damage.
[Close] Psychic Pulse (minor; at will) Psychic: Close burst 6; targets one creature; +22 vs. Will; Hit: 2d6 psychic damage and target is pushed 3.
Ethereal Turn (move; at will): The dharculus teleports 6 squares and becomes invisible until it attacks.
Pull Through the Veil (standard; at will): Only against a grabbed target; +20 vs. Fortitude; Hit: target gains one veil marker; if the target has three veil markers, it is pulled through the veil. The target vanishes from sight, though some of the tentacles remain (and the victim’s allies can continue to engage the dharculus).
A creature that has been pulled through the veil can escape within 5 minutes by making 3 successful Athletics vs. Fortitude attacks. Alternatively, if the dharculus is dead, a creature that has been pulled through the veil may escape within 5 minutes of its arrival if it can make 3 successful Athletics checks (DC 28). After five minutes, the tenuous connection between the dimension the victim is on and the world grows too thin, and the victim is lost forever.
[Melee] Massive Maw (standard; at will): Only against a target that has been pulled through the veil; +22 vs. AC; 3d8+7 damage.
On the Other Side: A dharculus has a -2 penalty to all defenses against a creature that has been pulled through the veil.
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Alignment chaotic evil; Languages -
Skills Perception +19, Stealth +15
Str 25; Dex 14; Wis 22
Con 20; Int 20; Cha 17
The Dharculus looks good, although I sorta don't like that a character is "lost forever" if they fail the three athletic checks.
First, good suggestions- I will have to look over the merchurion and dalmosh, but I put a deathdrinker to great use at the end of my epic 3e campaign, and I love the plague brush. The vermin lord I recall liking, too, though I don't much remember the details- clearly, I need to dig out my MM3 and look 'er over...
Second- thanks for the heads up re: email, I hardly ever check it, so it's good to be notified!
(EDIT: I almost missed it, since it wasn't from Rechan... good thing you gave me a heads up indeed!)
Finally, re: the dharculus- keep in mind that the pc has five minutes (starting when he or she is pulled through) to make those three Athletics checks. A 17th-level character will have +8 from level alone- so their odds are pretty good unless they have an abominably bad Athletics. Does that change your assessment?
IMMOTH
Immoths are powerful beings of elemental ice. They believe that words have great power are said to be the most puissant rune-workers in the multiverse. Immoths have a bottomless thirst for knowledge of every subject. It is said that some of the greatest immoth lords seek to freeze the entire multiverse into an icy stasis.
IMMOTH FROST WARRIOR--- Level 17 Soldier
Large elemental humanoid (cold)--- XP 1600
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Initiative +13; Senses Perception +9
HP 163; Bloodied 81
AC 33; Fortitude 32; Reflex 28; Will 29
Resist cold 30
Speed 8, ice walking
--- [Melee basic] Ice Hammer (standard; at will) Cold: Reach 2; +24 vs. AC; 1d10+7 cold damage and ongoing 5 cold (save ends).
[Melee] Tail Slap (standard; at will) Poison: Reach 2; +22 vs. Fortitude; 1d6+5 damage plus ongoing 10 poison and target is dazed (save ends both).
[Close] Blizzard of Blows (standard; encounter) Cold: Close burst 2; targets each enemy in burst; +22 vs. AC; 3d10+7 cold damage, plus ongoing 10 cold and target is slowed (save ends both).
[Close] Blizzard Word of Power (immediate reaction; when first bloodied; encounter) Cold, Zone: The immoth utters a word of power that causes an explosion of ice and snow all around it. Close burst 3; targets each enemy in burst; +22 vs. Will; Hit: 1d12+7 cold damage and target is pushed 3 and knocked prone; Effect: the ground within the burst becomes difficult terrain for 5 minutes or until the end of the encounter.
---
Alignment unaligned; Languages Primordial
Str 25; Dex 16; Wis 13
Con 19; Int 20; Cha 21
IMMOTH ICE SAGE--- Level 17 Controller
Large elemental humanoid (cold)--- XP 1600
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Initiative +9; Senses Perception +9
HP 165; Bloodied 82
AC 31; Fortitude 29; Reflex 31; Will 29
Resist cold 30
Speed 8, ice walking
--- [Melee basic] Claw (standard; at will): +20 vs. AC; 1d8+4 damage.
[Melee] Tail Slap (standard; at will) Poison: Reach 2; +21 vs. Fortitude; 1d6+5 damage plus ongoing 10 poison and target is dazed (save ends both).
[Ranged] Ray of Frozen Winter (standard; at will) Cold: Range 10; +21 vs. Reflex; 1d6+7 cold damage plus ongoing 10 cold and target is immobilized (save ends both); Aftereffect: ongoing 5 cold and target is slowed (save ends).
[Close] Gale Breath (standard; recharge 6) Cold: Close blast 6; targets each creature in blast; +19 vs. Fortitude; Hit: 3d8+7 cold damage and target is pushed 4; Miss: half damage, and target is pushed 1.
[Area] Rune of the Ice Sage (minor; encounter) Cold: Burst 2 within 10; targets each creature in burst; +19 vs. Fortitude; Hit: 4d8+7 cold damage and target is dazed and immobilized (save ends both).
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Alignment unaligned; Languages Primordial
Skills Arcana +20
Str 18; Dex 13; Wis 13
Con 21; Int 25; Cha 21
IMMOTH RUNECASTER--- Level 20 Artillery
Large elemental humanoid (cold)--- XP 2800
---
Initiative +11; Senses Perception +11
HP 144; Bloodied 72
AC 32; Fortitude 31; Reflex 34; Will 33
Resist cold 30
Speed 8
--- [Melee basic] Claw (standard; at will): +27 vs. AC; 1d10+5 damage.
[Melee] Tail Slap (standard; at will) Poison: Reach 2; +26 vs. Fortitude; 1d8+5 damage plus ongoing 10 poison and target is dazed (save ends both).
[Ranged] Rune of Jagged Ice (standard; at will) Cold: Range 10; +25 vs. Reflex; 3d6+8 cold damage.
[Close] Freezing Word (standard; recharge 5 6) Cold: Close blast 4; +23 vs. Reflex; 4d10+7 cold damage, plus target is immobilized until the end of its next turn.
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Alignment unaligned; Languages Primordial
Skills Arcana +23
Str 21; Dex 13; Wis 13
Con 18; Int 27; Cha 24
IMMOTH AGENT--- Level 22 Minion
Large elemental humanoid (cold)--- XP 1038
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Initiative +14; Senses Perception +12
HP 1; a missed attack never damages a minion
AC 36; Fortitude 34; Reflex 32; Will 32
Resist cold 30
Speed 8
--- [Melee basic] Ice Hammer (standard; at will) Cold: Reach 2; +25 vs. AC; 10 cold damage.
[Close] Rune of Reprisal (immediate reaction; when reduced to 0 hit points; encounter) Cold: Close burst 2; targets enemies; +22 vs. Fortitude; 12 cold damage, plus target is slowed until the end of its next turn.
---
Alignment unaligned; Languages Primordial
Str 25; Dex 16; Wis 13
Con 19; Int 20; Cha 21
I must admit that I have significantly reimagined this one. It was more appropriate, in the old days, as a hazard; but if anything deserves to be a monster... it's the olive slime.
OLIVE SLIME
Olive slime is a hideous form of extremely dangerous animate plant that strongly resembles an ooze. It not only slays victims, it also animates them as olive slime creatures. Some sages speculate that olive slime is the result of exposing green slime to the terrible radiations of the Far Realm, while others believe that Juiblex is responsible for its existence; in any event, it is a terrifying thing to encounter.
OLIVE SLIME--- Level 17 Elite Controller
Small aberrant beast (blind, ooze, plant)--- XP 3200
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Initiative +13; Senses Perception +8; tremorsense 6; blind
HP 338; Bloodied 169
AC 30; Fortitude 35; Reflex 29; Will 29
Immune gaze, poison; Resist weapons 5; Vulnerable fire 5
Saving Throws +2
Speed 4
Action Points 1
--- [Melee basic] Olive Slam (standard; at will) Poison: +22 vs. AC; 2d8+8 damage and ongoing 10 poison (save ends).
[Melee] Double Slam (standard; at will) Poison: The olive slime makes two olive slam attacks.
[Melee] Symbiotic Attachment (standard; encounter) Charm: Requires combat advantage; the olive slime moves into the target’s space (provoking opportunity attacks normally) and makes an attack: +21 vs. Will; Hit: 3d10+7 damage, and the olive slime vanishes and the target is dominated (save ends both); Miss: half damage, the olive slime remains and the target is not dominated. See also symbiotic vulnerabilities.
Symbiotic Vulnerabilities (while using symbiotic attachment): While vanished, the olive slime takes half of any damage done to the target of its symbiotic attachment. If the target suffers any fire damage, it gains an immediate saving throw against symbiotic attachment.
Slimy Slither (move; at will): The olive slime shifts 4.
Spawn Slime Creature: If an olive slime or a slime creature slays a living creature and the olive slime remains with the body for 1 day, the victim rises as a slime creature.
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Alignment unaligned; Languages -
Str 14; Dex 20; Wis 10
Con 25; Int 1; Cha 20
SLIME CREATURE--- Level 17 Minion
Medium aberrant humanoid (blind, ooze, plant)--- XP 400
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Initiative +13; Senses Perception +8; tremorsense 6; blind
HP 1; a missed attack never damages a minion
AC 31; Fortitude 32; Reflex 29; Will 29
Immune gaze, poison
Speed 6
--- [Melee basic] Slimy Blow (standard; at will) Poison: +22 vs. AC; 8 damage, plus ongoing 5 poison and target takes -2 to Will defense (save ends both).
[Close] Decomposing Stench (free; when reduced to 0 hit points): Close burst 1; +20 vs. Fortitude; Hit: target takes 6 points of poison damage and is dazed until the end of its next turn.
---
Alignment unaligned; Languages -
Str 14; Dex 24; Wis 21
Con 16; Int 5; Cha 7
DEMON, DEATHDRINKER--- Level 17 Elite Skirmisher
Large immortal humanoid (demon)--- XP 1600
---
Initiative +12; Senses Perception +8, darkvision Aura of Unlife (necrotic) aura 2; any creature entering or starting its turn in the aura takes 10 points of necrotic damage. If a creature within the aura dies, the deathdrinker regains 85 hit points.
HP 342; Bloodied 171
AC 33; Fortitude 33; Reflex 29; Will 29
Immune necrotic; Resist variable 30 (2/encounter)
Saving Throws +2
Speed 8, teleport 10
Action Points 1
--- [Melee basic] Greatsword (standard; at will) Weapon: Reach 2; +22 vs. AC; 2d8+7 damage, and the target is marked until the end of its next turn.
[Melee] Fearsome Arrival (standard; at will) Fear, Teleportation, Weapon: The deathdrinker teleports 6 and makes an attack: +22 vs. AC; Hit: 2d8+7 damage; Effect: target suffers a -2 to all defenses (save ends).
[Close] Mocking Gaze (minor; at will) Charm, Psychic: Close burst 6; targets one creature; +20 vs. Will; 3d6+5 psychic damage and target is pulled 2.
[Close] Shriveling Pulse (standard; recharge 6) Necrotic: Close burst 3; targets living creatures; +20 vs. Fortitude; Hit: 5d8+10 necrotic damage and target is weakened (save ends); Miss: half damage, and target is not weakened.
Glory in Slaughter: If a deathdrinker reduces an enemy to 0 hit points, it gains +5 to damage until the end of the encounter.
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Alignment chaotic evil; Languages Abyssal
Skills Endurance +21, Intimidate +18
Str 30; Dex 14; Wis 11
Con 27; Int 10; Cha 21
---
Equipment plate armor, greatsword
Zorbos are strange beasts that are remarkably dangerous for their size. They are able to reflect the qualities of the terrain around them, and to some extent, their enemies. A zorbo is carnivorous, and favors the flesh of humanoids of all kinds.
A zorbo has a body similar to a koala, with an angry, wolverine-like head. When the zorbo engages in combat, its body changes appearance to resemble the terrain around it, whether earth, stone or whatever it may be.
ZORBO MAN-EATER--- Level 17 Brute
Small fey magical beast--- XP 1600
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Initiative +8; Senses Perception +13; low-light vision
HP 198; Bloodied 99
AC 30; Fortitude 29; Reflex 31; Will 30 (see also reactive adaptation)
Resist 10 variable (2/encounter)
Speed 8, climb 6
--- [Melee basic] Claw (standard; at will): +20 vs. AC; 1d10+3 damage.
[Melee] Pair of Claws (standard; at will): The zorbo makes two claw attacks.
[Melee] Ferocious Attack (standard; recharge 4 5 6): The zorbo man-eater makes four claw attacks at one target.
Reactive Adaptation (immediate interrupt; when targeted by an attack; at will): The zorbo gets +4 to the defense that attack targets until the end of its next turn.
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Alignment unaligned; Languages -
Skills Athletics +16
Str 16; Dex 23; Wis 21
Con 18; Int 4; Cha 13
SPRINGING ZORBO--- Level 17 Skirmisher
Small fey magical beast--- XP 1600
---
Initiative +14; Senses Perception +13; low-light vision
HP 162; Bloodied 81
AC 31; Fortitude 27; Reflex 30; Will 29
Resist 10 variable (2/encounter)
Speed 8, climb 6
--- [Melee basic] Claw (standard; at will): +22 vs. AC; 1d10+3 damage.
[Melee] Springing Attack (standard; at will): The zorbo jumps, shifting 4 squares, and makes an attack: +22 vs. AC; 2d10+6 damage, and the target is knocked prone.
[Close] Furious Howl (standard; recharge 6) Thunder: Close burst 3; +20 vs. Fortitude; Hit: 3d10+6 thunder damage and target is deafened (save ends); Miss: target is deafened until the end of its next turn.
Reactive Adaptation (immediate interrupt; when targeted by an attack; at will): The zorbo gets +4 to the defense that attack targets until the end of its next turn.
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Alignment unaligned; Languages -
Skills
Str 16; Dex 23; Wis 21
Con 18; Int 4; Cha 13
”Plague brush” is a term that refers to a number of different species of plants from the astral domain known as Carceri. Though they do not actually carry the plague, these malevolent plants do have lingering effects on those that encounter them that resemble many diseases. Plague brushes have spread to other planes due to the actions of arrogant planar travelers who believed that they could cultivate them safely.
PLAGUE BRUSH TUMBLEWEED--- Level 17 Skirmisher
Huge immortal animate (blind, plant)--- XP 1600
---
Initiative +13; Senses Perception +8; tremorsense 4 Greensickness (Poison) aura 4; any creature that enters or is within the aura at the start of its turn takes 15 points of poison damage; see also lingering greensickness
HP 164; Bloodied 82
AC 31; Fortitude 31; Reflex 29; Will 24
Resist 10 ranged
Speed 8
--- [Melee basic] Slam (standard; at will) : +22 vs. AC; 2d6+7 damage.
[Melee] Rolling Scoop (standard; at will): The plague brush tumbleweed moves at least 4 and up to 6. It can move through other creatures’ spaces during this move, and it ignores effects that would stop its movement (though not conditions such as slowed or immobilized). The plague brush tumbleweed makes an attack on each creature whose space it passes through: +18 vs. Reflex; 1d10+7 damage and target is restrained in the plague brush tumbleweed’s space (moving with it) and suffers ongoing 10 damage (escape ends both).
Lingering Greensickness * Poison: A creature that takes damage from the greensickness recovers only half of his healing surges during his next extended rest.
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Alignment unaligned; Languages -
Str 25; Dex 21; Wis 11
Con 20; Int 1; Cha 10
PLAGUE BRUSH THICKET LASHER--- Level 20 Brute
Huge immortal animate (blind, plant)--- XP 2800
---
Initiative +15; Senses Perception +16; tremorsense 12 Greensickness (Poison) aura 4; any creature that enters or is within the aura at the start of its turn takes 15 points of poison damage; see also lingering greensickness
HP 230; Bloodied 115
AC 33; Fortitude 34; Reflex 30; Will 31
Speed 4
--- [Melee basic] Vine Lash (standard; at will): Reach 5; +23 vs. AC; 1d10+10 damage.
[Ranged] Poison Thorns (standard; at will) Poison: Range 10; +21 vs. Fortitude; 2d8+5 damage and target is slowed (save ends).
[Close] The Thicket Comes Alive (standard; recharge 4 5 6): Close burst 3; targets each creature in burst; +21 vs. AC; 1d6+10 damage.
Lingering Greensickness * Poison: A creature that takes damage from the greensickness recovers only half of his healing surges during his next extended rest.
---
Alignment unaligned; Languages -
Str 30; Dex 21; Wis 23
Con 20; Int 1; Cha 10
Vermin lords are tall creatures with an appearance that marries humanoid with insect features. A scorpion-like tail arches over its back; it has two scorpion-like claws, a mandibled mouth, hard chitin that protects it, and a second pair of hands that have opposable thumbs and are quite capable of using tools or wielding weapons. Vermin lords see themselves as natural leaders, and believe that all other creatures belong to them as their slaves. They tend to be very jealous of other vermin lords and always seek to assert their dominance over all other creatures. Despite this, not all vermin lords are evil; indeed, many of them feel that enslavement to a vermin lord is a far better existence than freedom under a human, elven or dwarven king.
VERMIN LORD--- Level 17 Soldier
Large natural magical beast (insect)--- XP 1700
---
Initiative +13; Senses Perception +14 Vermin Cloud (poison) aura 1; the vermin lord has concealment from creatures outside the aura, and any creature that enters or starts its turn within the vermin cloud takes ongoing 10 poison damage.
HP 166; Bloodied 83
AC 33; Fortitude 31; Reflex 29; Will 27
Speed 10, climb 6 (spider climb), fly 4 (clumsy)
--- [Melee basic] Bite (standard; at will) Poison: +24 vs. AC; 1d6+7 damage, plus 10 points of poison damage.
[Melee] Sting (standard; at will) Poison: +24 vs. AC; 1d12+7 damage, plus ongoing 10 poison (save ends).
[Melee] Claws (standard; at will): +24 vs. AC; 2d6+7 damage and target is grabbed.
[Close] Swarm of Vermin (standard; recharge 5 6) Poison: Close burst 2; +20 vs. Fortitude; 3d6+7 poison damage, and target is slowed and takes ongoing 5 poison (save ends both).
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Alignment any; Languages Common, Deep Speech, telepathy with insects and spiders
Skills Nature +17, Perception +14, Stealth +18
Str 25; Dex 21; Wis 13
Con 22; Int 18; Cha 17
A hullathoin is a terrifying monstrosity as big as a small house. 20’ high at the shoulder, a hullathoin is shaped like an enormous lizard, with rotting flesh that buzzes with insects. Angry red sores, filled with nauseating pus, cover its putrescent flesh. Most lower-level undead instinctively follow and obey hullathoins, so a hullathoin is rarely found alone. Many have bloodfiend locust swarms that nest inside their bodies; when the hullathoin is attacked, the swarm flies out to join the defense of its gruesome home.
HULLATHOIN MALBRED--- Level 17 Brute
Huge shadow magical beast (undead)--- XP 1600
---
Initiative +7; Senses Perception +11; darkvision Despoiling Aura aura 4; undead other than the hullathoin in the aura gain +2 to attacks and damage and resist 10 radiant
HP 205; Bloodied 122
AC 28; Fortitude 32; Reflex 24; Will 28
Immune disease, necrotic; Resist poison 10; Vulnerable radiant 15Speed 10
--- [Melee basic] Stamp (standard; at will): Reach 2; +18 vs. Fortitude; 2d10+10 damage, and target is knocked prone.
[Melee] Rotting Bite (standard; at will) Necrotic: Reach 2; +20 vs. AC; 1d12+10 damage, plus target is weakened until the end of its next turn and ongoing 10 necrotic (save ends).
[Close] Ring of Pus (immediate reaction; when first bloodied; encounter) Acid, Necrotic: Close burst 6; +16 vs. Fortitude; Hit: 4d10+7 acid and necrotic damage, and target is weakened (save ends); Miss: half damage, and target is not weakened.
---
Alignment evil; Languages Common, Draconic
Str 30; Dex 8; Wis 16
Con 25; Int 12; Cha 21
HULLATHOIN TRAMPLER--- Level 21 Brute
Huge shadow magical beast (undead)--- XP 3200
---
Initiative +9; Senses Perception +14; darkvision Despoiling Aura aura 4; undead other than the hullathoin in the aura gain +2 to attacks and damage and resist 10 radiant
HP 247; Bloodied 123
AC 32; Fortitude 36; Reflex 26; Will 32
Immune disease, necrotic; Resist poison 10; Vulnerable radiant 15Speed 10
--- [Melee basic] Stamp (standard; at will): Reach 2; +24 vs. Fortitude; 2d8+7 damage, and target is knocked prone.
[Melee] Heavy Tread (standard; at will): The hullathoin trampler makes one stamp attack each at two different targets. If both hit, it may make another stamp attack at a prone creature in reach.
[Close] Ring of Pus (immediate reaction; when first bloodied; encounter) Acid, Necrotic: Close burst 6; +20 vs. Fortitude; Hit: 4d12+7 acid and necrotic damage, and target is weakened (save ends); Miss: half damage, and target is not weakened.
---
Alignment evil; Languages Common, Draconic
Str 32; Dex 8; Wis 19
Con 27; Int 12; Cha 24
LOCUST
Locusts are small, grasshopper like insects that come in massive swarms. Though normal locusts are dangerous in swarms, the danger they pose comes in the form of famine. However, there are many forms of monstrous locusts that pose a real threat to life and limb.
BLOODFIEND LOCUST SWARM--- Level 17 Skirmisher
Large immortal beast (insect, swarm)-- XP 1600
---
Initiative +17; Senses Perception +13 Swarm Attack aura 1; any creature starting its turn in the aura is subject to a basic attack from the bloodfiend locust swarm
HP 160; Bloodied 80
AC 31; Fortitude 26; Reflex 31; Will 29
Speed 5, fly 5
--- [Melee basic] Swarm of Bites (standard; at will) Necrotic: +20 vs. Reflex; 1d10+5 damage, and the target loses a healing surge.
[Melee] Swarming Mass (standard; recharges when the bloodfiend locust swarm moves at least 3 squares away from its starting position): Close burst 1; +19 vs. Reflex; 2d8+5 damage plus target loses a healing surge and is dazed (save ends).
Swarming Shift (move; at will): The bloodfiend locust swarm shifts 3.
---
Alignment unaligned; Languages -
Str 1; Dex 25; Wis 21
Con 16; Int 6; Cha 11
The Hullathoin seems a little boring. It's just a big stompy brute. Here I was anticipating it had things related to undead.
My suggestion would be to make it a Brute (Leader), with some sort of buffing aura for surrounding undead that grant regeneration/negate radiant vulnerability (I notice the Hull doesn't have resistances/vulnerabilities like other undead). Or, some sort of "bring the dead back"; a power that lets them bring back a killed undead monster at 1/4 HP.
Btw, Main page index is updated for these monsters.
The Hullathoin seems a little boring. It's just a big stompy brute. Here I was anticipating it had things related to undead.
My suggestion would be to make it a Brute (Leader), with some sort of buffing aura for surrounding undead that grant regeneration/negate radiant vulnerability (I notice the Hull doesn't have resistances/vulnerabilities like other undead). Or, some sort of "bring the dead back"; a power that lets them bring back a killed undead monster at 1/4 HP.
Great ideas, and thanks for catching the oversight re: resistances et al.
After work, I'll tweak the hullathoin- I didn't find it fully satisfying either, honestly. Too many of the abilities that it has in 3e just don't translate well into 4e...