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!
Spore, just looked at your Ooze again and you seem to have forgotten to upgrade the creatures HPs and defences to elite levels.
I get them at:
HP 176; bloodied 88
AC 20; Fortitude 22; Reflex 21; Will 18
I am not sure how this will effect your thoughts on the amount of minions this thing will create as it is being attacked.
Also you have given the minions normal damage expressions, I think they should just be doing 5 acid damage on a hit and have a power that when missed by a melee attack they may shift 1 square.
Hope that helps.
Quote:
Several things though, are the seperate peices seperately manned? As well, how do the kobolds get this kind of thing and when do they send it into battle. Who repairs the ones that lose arms or come back covered in dead people?
Yes I see it as a huge manned construct (like a mech) with the little fellas squeezed into tight spaces pulling levers and pressing buttons etc.
This is a boss creature so personally I would say it is a prototype from a particularly devious kobold trapmaker who has moved onto bigger and wilder things. I would probably stage an encounter with it in its production facility (or very large cave complex) as one of the final fights in a grand adventure.
Its a pretty dangerous creature for the level so I would probably set up a couple of combat skill challanges to use the enviroment against it, and also probably have a few tunnels the PCs could escape down for a while which would bring them into new small encounters before the Colossus caught up with them. (This would be a believable mechanic for giving the low level group its encounter powers back!)
Kobold Ooze Level 6 Elite Brute
Large Natural Beast (Blind,Ooze)
XP 500 Initiative +6 Senses Perception +6, Blindsight, Tremorsense HP 200; Bloodied 100 AC 19; Fortitude 22, Reflex 21, Will 18 Immune Gaze; Acid Speed 4, climb 4 Action Points 1
Melt (Standard; at-will)+7 Vs. Fortitude; 2d6+6 Acid damage and the target takes a -1 penalty to fortitude defense each time it hits (multiple hits stack, save ends)
Flowing body The Kobold Ooze ignores difficult terrain and does not provoke opportunity attacks by moving.
Split (When the Kobold ooze is hit by a weapon attack or trap; at-will)A kobold ooze spawn appears in an adjacent square or the nearest unoccupied square.
Advanced trap sense
The kobold ooze gains a +4 to all defenses against traps.
Shifty (Minor; at-will) The Kobold ooze shifts one square.
Alignment Unaligned Languages None, Understands Draconic Str 20 (+8) Dex 18 (+7) Wis 14 (+5) Con 18 (+7) Int 6 (+1) Cha 16(+6) Equipment None
Alright, I think I fixed it. I changed the defences and health from standard to my own to better suit the creature. The ooze needs to be able to take some hits (and be hit easily) to trigger it's minion spawn. I think it makes more sense this way. If no it can still be changed. One other thing, if anybody could playtest it and come up with changes, I would appreciate it.
Here is an idea for Kobolds infected with a disease that helps to explain all the jibbering and constant yip yipping that is heard on expeditions into Kobold warrens. Being highly social creatures the following disease might actually be accepted as normal inside a warren and might have spread quite widely amongst the masses.
Infected Kobold Warrior Level 4 Skirmisher Small Natural Humanoid (reptile) XP 175
Initiative +8 Senses Perception +1, darkvision HP 52; Bloodied 26; see The Foaming Yips AC 18; Fortitude 16, Reflex 17, Will 15 Immune disease Speed 6
Bite (Standard; at-will) Attack +9 vs. AC; 1d6+2 damage; on hit secondary attack +7 vs. Fortitude; on hit target contracts The Yips (disease, see notes)
Javelin Throw (Standard; at-will) ♦ weapon Range 10/20; attack +9 vs. AC; 1d6+4 damage; if kobold has moved at least 4 squares before making this attack it deals an additional 1d6 damage
Trap Sense Kobold gains a +2 bonus to all defences against traps
Very Shifty (Minor; at-will) Kobold shifts 2 squares
The Foaming Yips (Immediate Reaction) ♦ when bloodied While bloodied Kobold enters a wild state as its disease accelerates making its mouth foam madly. When Kobold has combat advantage against a target it deals an additional 1d6 damage with its bite attack and the secondary attack vs. Fortitude gains a +2 bonus to hit
Alignment Evil Languages common, draconic Skills Acrobatics +11, Dungeoneering +6, Stealth +11 Str 14 (+4) Dex 18 (+6) Wis 8 (+1) Con 12 (+3) Int 12 (+3) Cha 13 (+3) Equipment 3x Javelin, light armour
The Yips (level 4 disease) At the start of each day the infected creature either makes an Endurance check or an ally who has been treating them may make a heal check against the following targets:
Worsen: 16 or less Maintain: 17 to 20 Improve: 21 or more
(sorry about the formatting but this forum doesn't like tabs or indentation)
-2 Cured.
-1 Infected shows no symptoms, until bloodied when they show signs of a slight regression.
When bloodied infected takes a -1 penalty to Will defence.
Initial Infected has a slight temperature but otherwise exhibits no symptoms until they become bloodied when they become reckless and over excited.
When bloodied infected takes a -1 penalty to Will defence and to all attack rolls except basic attacks.
+1 Infected runs a definite temperature and is in a constant state of curious excitement which gets more pronounced when bloodied.
Infected gains a +1 bonus to speed but takes a -1 penalty to Will defence and all attack rolls except from basic attacks. When bloodied the penalty to Will defence increases from -1 to -2.
+2 Infected has difficulty staying still and finds it difficult to concentrate. They also tend to talk a lot, usually in excited and practically incoherent bursts. When bloodied the infected starts to foam at the mouth and have an overpowering need to bite their enemies.
Infected gains a +1 bonus to speed but takes a -2 penalty to Will defence and all attack rolls except from basic attacks. When bloodied they gain the following basic attack which they must use instead of any other attack:
Bite (at will; standard) Attack STR or DEX + ½ level +2 vs. AC; 1d6+STR damage; on hit secondary attack STR or CON + ½ level +2 vs. Fortitude; on hit target contracts The Yips disease.
The above is for a minor case of the Yips, it is more than likely that there are several different strains of the disease with varied and more lethal symptoms and effects.
Study Weakness (Standard; at-will)
The Kobold Assasin designates a target that it studies for weaknesses. Each time this power is used, an additional basic attack is granted to the Kobold Assassin, the next time it makes an attack against the target. Only 2 additional attacks can be gained on a target. If a new target is chosen, the previous benefit is lost. This power requires line of sight to the target.
Run-Hit-Run (Standard; at-will)
The Kobold Assassin moves up to its speed and makes a melee basic attack at any point during that movement. The Kobold Assassin doesn't provoke opportunity attacks from the target during this movement. The Kobold Assassin can gain the benefit from "Study Weakness" when using this power.
Hide in the Shadows (Move; recharge )
If the Kobold Assassin moves at least 4 squares, it gains concealment until it makes an attack.
Shifty (Minor; at-will)
The Kobold Assassin shifts 1 square as a minor action.
Trap Sense
The Kobold Assassin gains a +2 bonus to all defenses against traps.
Changes:
I lowered the Will defense by 2 and upped the speed with 1.
Changed "Study Weakness" to give several attacks instead of higher damage.
Added another dagger to the equipment list.
I considered removing the stacking ability of "Study Weakness" (so the Assassin would only gain a single extra attack), but I didn't like how this would make it rather predictable (attack, hide for one round, attack, etc). This way the GM can choose to have the Assassin attack after 0, 1 or 2 rounds of hiding.
(Also, the damage will be much more average now that there are several attack rolls instead of a single attack that may crit for full damage!)
Kobold Sniper Level 4 Elite Lurker
Small XP 350 Initiative +8 Senses Perception +9 HP 88; Bloodied 44 AC 18; Fortitude 16, Reflex 16, Will 16 Saving Throws +2 Speed 6 Action Points 1
Greatbow (Standard; at-will)
Range 50, +9 Vs. AC, 1d10+4 damage.
BOOM HEADSHOT (Standard; can only be used after target is studied for a full round)
Range 50, +12 Vs. AC, 3d10+4 damage.
Study (Full Round; at-will)
The kobold sniper studies it's target, allowing it to use BOOM HEADSHOT the next round.
Agility
The kobold sniper gains a +3 to ac and a +2 to all other defences when studying a target.Alignment
Unaligned Languages Draconic, Common Skills Acrobatics +11, Stealth +11 Str 15 (+4) Dex 18 (+6) Wis 15 (+4)Con 14 (+4) Int 18 (+6) Cha 16 (+5) Equipment Small Greatbow
I need this, i'm not too good at this so observations and feedback are appreciated.
I've updated the kobold sniper, making minor stat tweaks for balancing and fixing grammar errors and typos.
Kobold Sniper
Level 4 Elite Lurker
Small Natural Humanoid XP 350 Initiative +8 Senses Perception +9 HP 88; Bloodied 44 AC 18; Fortitude 16, Reflex 16, Will 16 Saving Throws +2 Speed 6 Action Points 1
R Greatbow (Standard; at-will)
Ranged 50, +9 Vs. AC, 1d10+4 damage.
r Boom, Headshot (Standard; can only be used after the kobold sniper uses deep breath)
Ranged 50, +12 Vs. AC, 3d10+4 damage, Ignores cover.
Deep Breath (Full Round; at-will)
The kobold sniper lines up it's shot and takes a deep breath, allowing it to use Boom, Headshot the next round.
Agility
The kobold sniper gains a +2 to all defences when using it's deep breath ability.
Slight of Hand
The Kobold sniper can reload it's greatbow as a free action.
Alignment Unaligned
Languages Draconic, Common Skills Acrobatics +11, Stealth +11 Str 15 (+4) Dex 18 (+6) Wis 15 (+4) Con 14 (+4) Int 18 (+6) Cha 16 (+5)Equipment Greatbow (Medium sized)
Okay, here's an idea. Imagine a Kobold that teamed up with some PCs and learned a few of their moves. Eventually they parted company, but the Kobold never forgot his adventure and started practicing the moves he saw the adventurers make. Once he had the moves down, he started teaching them to other kobolds.
Thwok Level 3 Kobold Adventurer Trainer
Thwok has the stats of a Kobold Skirmisher, with a +1 bonus to Intelligence and Strength. He is trained in Athletics and Dungeoneering and can use the Ranger's Twin Strike, the Warlord's Furious Smash, the Rogue's Sly Flourish, and the Fighter's Cleave abilities as Daily attacks.
Thwok is training the kobolds of his village how to be adventurers and periodically leads stealth raids on the nearby town of Winterhaven. Casualty rates are high, but a number of his pupils have already earned their first level and are preparing to move on to their first big dungeon.
(This idea is based on Splug the Goblin, who did exactly this in our Keep on the Shadowfell campaign, and on the Goblins comic.)
Last edited by ComputerSherpa; 15th July 2009 at 07:46 AM..
Thwok
Level 3 Elite Skirmisher
Medium Natural Humanoid
XP 300 Initiative +5 Senses Perception +3 HP 92; Bloodied 46 AC 17; Fortitude 15, Reflex 15, Will 15 Saving Throws +2 Speed 6 Action Points 1
M Spear (Standard; at-will) +8 Vs. AC, 1d10+3 damage
a Rallying yell (Immediate Interrupt, when thwok is hit with an attack; encounter, recharges when bloodied)Burst 10, All allies in burst immediately make a basic attack.
Combat Advantage Thwok deals an extra 1d6 damage on melee and ranged attacks against any target he has combat advantage against.
Mob attack Thwok gains a +1 to attack rolls per kobold ally ajacent to the target.Shifty (Minor; at-will)Thwok shifts one square.
Trap Sense Thwok gains a +2 to all defenses against traps.
I was unable to add one (let alone all) of the powers suggested. Instead he has rallying yell.
Here's my reasoning:
Twin strike: He only uses one weapon
Sly flourish: His charisma fails
Furious Smash: His charisma fails (this was reskinned to become rallying yell)
Cleave: His strength needs to be higher (If we drop something else, this could work)
I think you might be able to get a little closer to what ComputerSherpa intended.
Here is my interpretation.
Thwok - Kobold Trainer Level 3 Elite Skirmisher (Leader) Small Natural Humanoid (reptile) XP 300
Initiative +6 Senses Perception +1, darkvision Remember Your Training (fear) aura 5; All Kobold allies inside aura gain a +1 bonus to their Fortitude, Reflex and Will defences and gain a +2 bonus to skill checks and saving throws vs. Fear effects HP 90; Bloodied 45 AC 19; Fortitude 15, Reflex 18, Will 18 Saving Throws +2 Speed 6 Action Points 1
Sword Slash (Standard; at-will) Attack +8 vs. AC; 1d6+3 damage
Cleaving Strike (Standard; at-will) Attack +8 vs. AC; 1d6+3 damage; on hit Thwok deals 3 damage to a secondary target within reach
Twin Swords (Standard; recharge ) 2 attacks against the same target; attack +8 vs. AC; 1d6 damage
Angry Attack (Standard; encounter) Attack +6 vs. Fortitude; 1d6+3 damage; on hit 1 ally gains a +3 attack and damage bonus on their next attack against the target before the end of their next turn
Sneaky Flourish (Standard; encounter) Attack +8 vs. AC; 1d6+6 damage; Thwok may shift 1 square either before or after making this attack
Combat Advantage Thwok deals an additional 1d6 against targets granting it combat advantage
Trap Sense Thwok gains a +2 bonus to all defences against traps
Shifty (Minor; at-will) Thwok may shift 1 square as a minor action
Alignment Unaligned Languages common, draconic Skills Athletics +7, Dungeoneering +6, Intimidate +9 Str 12 (+2) Dex 17 (+4) Wis 10 (+1) Con 13 (+2) Int 10 (+1) Cha 16 (+4) Equipment hide armour, 2x short sword
With monsters its not always a case of porting the PC powers over directly, you are usually better off interpreting them for best effect.
I didn't give him mob attack because I think that is more of a minion or standard creature power. I think it could get a little unbalanced if it was applied to an elite.
Here’s a little something to get my hand back in after a few days off.
A Kobold Mummy is an ancient kobold king who has been interred upon death. Such was his might and wisdom that an elaborate tomb was constructed to hold his remains, and a proportion of his wealth was buried with him. Over time a large society of kobolds has settled in the outer tunnels surrounding his tomb and a small tradition of kobold clergy has begun spreading the kings teachings.
The Kobold Mummy lies dormant in his gold sarcophagus, if the doors of his burial chamber are ever opened he will rise from his slumber to defend his legacy against intruders.
The following is a two stage solo creature, the first is the creatures base form.
Kobold Mummy Level 8 Solo Soldier Small Natural Humanoid (undead) XP 1,750
Initiative +9 Senses Perception +8, darkvision Festering Blight (necrotic) aura 2; all creatures inside aura gain only regain half HPs from healing effects HP 348; Bloodied 174; see Slough the Wrapping Regeneration 10, if Mummy takes fire damage this regeneration does not function next turn AC 26; Fortitude 23, Reflex 20, Will 22 Immune disease, poison; Resist 15 necrotic; Vulnerable 5 fire Saving Throws +5, this bonus does not apply to ongoing fire effects Speed 6 Action Points 1
Solid Punch (Standard; at-will) ♦ necrotic Attack +15 vs. AC; 1d8+5 damage; on hit target is marked until the end of Mummy's next turn and take 5 ongoing necrotic damage (save ends)
Grab and Bite (Standard; at-will) Attack +13 vs. Fortitude; 1d6+5 damage; on hit the target is grabbed and Mummy makes a secondary Bite attack against the same target; attack +13 vs. Reflex; 2d6+5 necrotic damage; on hit target contracts Mummy Rot (level 8) see MM1 p192
Mummy Terror (Standard; encounter) ♦ fear Burst 5; attack +11 vs. Will; on hit target is stunned until the end of Mummy's next turn, aftereffect target is immobilised (save ends); on miss target is immobilised (save ends)
Festering Breath (Standard; recharge ) ♦ poison Close blast 3; attack +13 vs. Fortitude; 3d6+4 poison damage; on hit target is slowed and takes 5 ongoing poison damage (save ends both)
Necrotic Discharge (Immediate Reaction; recharge ) ♦ when hit by a melee attack When hit by a melee attack Mummy channels necrotic energy back along the weapon; attack +13 vs. Fortitude; 2d6+4 necrotic damage
Slough the Wrapping (Immediate Reaction) ♦ when bloodied When bloodied Mummy's wrappings slide off revealing the creatures final form, see separate stat block
Alignment Evil Languages common, draconic Skills Arcana +10, Athletics +14, History +10 Str 20 (+9) Dex 16 (+7) Wis 18 (+8) Con 15 (+6) Int 12 (+5) Cha 16 (+7)
When bloodied the ancient wrappings covering the mummy fall away revealing its black and rotting zombie like bloody form. Without its armour like cloth the creature is quicker but easier to damage, also in its bloody state the Vestige gains darker and more desperate powers.
Kobold Mummy Vestige Level 8 Solo Brute Small Natural Humanoid (undead) XP see Kobold Mummy
Initiative +8 Senses Perception +6, darkvision Stench of Death (necrotic) aura 2; all creatures inside aura cannot spend healing surges or regain HPs from healing effects HP 174; Vestige is considered bloodied AC 22; Fortitude 23, Reflex 22, Will 19 Immune disease, poison; Resist 10 necrotic Saving Throws +5 Speed 7 Action Points 1
Oozing Slam (Standard; at-will) ♦ necrotic Attack +11 vs. AC; 2d8+5 necrotic damage; on hit target contracts Mummy Rot (level 8) see MM1 p192
Slam and Spit (Standard; at-will) ♦ necrotic Vestige makes a Slam and Spit Bile attack, Vestige may shift 1 square between these two attacks
Spit Bile (Standard; at-will) ♦ necrotic Range 10; attack +9 vs. Reflex; 2d6+5 necrotic damage; on hit target takes a -2 penalty to attacks and 5 ongoing necrotic damage (save ends both)
Mummies Curse (Minor; at-will) ♦ 1/round Range 10; does not provoke opportunity attacks; attack +9 vs. Will; on hit Vestige gains a +2 bonus to attack rolls against the target; only 1 curse may be active at a time, if Vestige curses a new target the old curse is lifted
Bile Breath (Standard; encounter) ♦ necrotic Close blast 3; attack +9 vs. Reflex; 2d6+4 necrotic damage; on hit target is blinded (save ends); on miss target takes half damage
Alignment Evil Languages common, draconic Skills Arcana +10, Athletics +14, History +10 Str 20 (+9) Dex 18 (+8) Wis 14 (+6) Con 15 (+6) Int 12 (+5) Cha 8 (+3)
The beginning post Which I have been updating with monsters, types, levels, authors and links has been cut off near the top due to a server crash while edits were being submitted, resulting in full on data loss. I may or may not make it again.