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Old 6th June 2009, 05:30 AM   #1 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
19th-level Monster Conversions

This thread is for conversions of existing monsters to 19th-level 4e critters. Here are the monsters on the list for conversion, as well as my existing 18th level monster conversions and the list of "still to do" monsters from higher levels. There is a thread in General Discussion asking for more suggestions as to what other good 19th level monsters I might be missing; please feel free to contribute ideas!

19th Level Monsters to be Converted
Bile Beast
Dinosaur, Plesiosaur
Gargantuan, God-Ape
Hydra, Pyrohydra
Pyrolisk
Ragamoffyn, Shrapnyl
Skeleton Warrior
Teratomorph


Already Created 19th Level Monsters
Aag rot mage (level 19 artillery)
Deathjack slugthrower (level 19 artillery)
Intellect devourer barker (level 19 artillery)
Corded grisgol (level 19 controller)
Greater spawn of Juiblex (level 19 controller)
Gulgar stalagmite hermit (level 19 controller)
Jackalwere mocker (level 19 controller)
Night twist windcrier (level 19 controller)
Drowned pirate (level 19 minion)
Black ethergaunt exterminator (level 19 elite soldier)
Dire rhino (level 19 soldier)
Girallon (level 19 elite soldier) (ape)
Lodestone serpent (level 19 soldier)

Higher-Level Monsters to be Converted
Beholderkin, Hive Mother [29th level]
Beholderkin, Overseer [20th level]
Blackball [30th level]
Deepspawn [27th level]
Dinosaur, Elasmosaur [21st level]
Effigy [21st level]
Elder Brain [30th level]
Elemental, Ruin [22nd level]
Elemental, Tempest [25th level]
Fiendwurm [27th level]
Froghemoth [25th level]
Gargantuan, Devastation Spider [27th level]
Genius Loci [30th level]
Giant, Cloud [21st level]
Golem, Adamantine [30th level]
Golem, Bone [21st level]
Golem, Mithril [26th level]
Infernal [30th level]
Iron Lich [21st level]
Living Holocaust [27th level]
Neothillid [22nd level]
Ragewalker [20th level]
Ragewind [21st level]
Ruin Chanter [24th level]
Scyllan [24th level]
Solar [30th level]
Spell Weaver [21st level]
Squid, Shipcrusher [23rd level]
Uvudauum [25th level]
Winter-Wight [23rd level]
Zaratan [27th level]
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Old 6th June 2009, 07:32 AM   #2 (permalink)
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BILE BEAST
Bile beasts are terrible monsters created by ancient giants called the Bile Lords. Quadrupedal monsters with bodies the length of

BILE BEAST--- Level 19 Solo Brute
Design Notes: Bile beasts are one of several monsters using a variant design that roughly halves their hit points and roughly doubles their damage output.
Huge natural magical beast--- XP 12,000
Initiative +12; Senses Perception +15, darkvision
HP 370; Bloodied 185
AC 33; Fortitude 36; Reflex 28; Will 31
Resist acid 20, poison 20
Saving Throws +5
Speed 6, swim 5
Action Points 2
---
[Melee basic] Rancid Bite (standard; at will) Acid, Poison: Reach 2; +22 vs. AC; 6d8+7 damage plus ongoing 15 acid and poison (save ends).

[Melee] Frenzied Attack (standard; at will) Acid, Poison: The bile beast makes one attack each on up to five targets. Reach 2; +20 vs. AC; 4d8+7 damage plus ongoing 15 acid and poison (save ends).

[Close] Bile Breath (standard; recharge 5 6) Acid, Poison: Close blast 5; +18 vs. Reflex; 8d12+7 acid and poison damage plus ongoing 15 acid and poison (save ends).

Foul Eruption (immediate reaction; when hit by a melee or ranged attack) Acid, Poison: Targets one creature that is adjacent to the bile beast; +20 vs. Reflex; 4d6+7 acid damage plus ongoing 5 acid.

Second Wind (standard; encounter) Healing: The bile beast spends a healing surge and regains 92 hp. (A typical bile beast has 2 healing surges.)
---
Alignment evil; Languages understands Ancient Giant
Skills Endurance +21
Str 28; Dex 16; Wis 22
Con 25; Int 8; Cha 15


ELDER BILE BEAST--- Level 28 Solo Brute
Design Notes: Elder bile beasts are one of several monsters using a variant design that roughly halves their hit points and roughly doubles their damage output.
Huge natural magical beast--- XP 12,000
Initiative +20; Senses Perception +22, darkvision
HP 520; Bloodied 260
AC 42; Fortitude 45; Reflex 37; Will 40
Resist acid 20, poison 20
Saving Throws +5
Speed 6, swim 5
Action Points 2
---
[Melee basic] Rancid Bite (standard; at will) Acid, Poison: Reach 2; +31 vs. AC; 8d8+10 damage plus ongoing 20 acid and poison (save ends).

[Melee] Frenzied Attack (standard; at will) Acid, Poison: The bile beast makes one attack each on up to five targets. Reach 2; +29 vs. AC; 6d8+9 damage plus ongoing 15 acid and poison (save ends).

[Close] Bile Breath (standard; recharge 5 6) Acid, Poison: Close blast 5; +27 vs. Reflex; 10d12+9 acid and poison damage plus ongoing 20 acid and poison (save ends).

Foul Eruption (immediate reaction; when hit by a melee or ranged attack) Acid, Poison: Targets one creature that is adjacent to the bile beast; +29 vs. Reflex; 4d8+10 acid damage plus ongoing 10 acid.

Second Wind (standard; encounter) Healing: The elder bile beast spends a healing surge and regains 130 hp. (A typical elder bile beast has 3 healing surges.)
---
Alignment evil; Languages understands Ancient Giant
Skills Endurance +21
Str 33; Dex 22; Wis 27
Con 28; Int 8; Cha 15
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Old 6th June 2009, 08:01 AM   #3 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
GOD-APE--- Level 19 Elite Brute
Gargantuan natural beast (ape)--- XP 4800
---
Initiative +15; Senses Perception +15; low-light vision
HP 442; Bloodied 221
AC 31; Fortitude 34; Reflex 32; Will 29
Saving Throws +2
Speed 10, climb 8
Action Points 1
---
[Melee basic] Massive Ape Fist (standard; at will): Reach 4; targets one or two adjacent creatures; +22 vs. AC; 3d8+7 damage.

[Melee] God-Ape’s Grab (standard; at will): Reach 4; targets one or two adjacent creatures; +20 vs. Reflex; 3d6+8 damage and the target is grabbed (escape ends).

[Melee] Fling (minor; recharge when the god-ape uses crush): Targets one or two grabbed creatures; +20 vs. Reflex; 2d10+8 damage, the target is no longer grabbed, slides 6 and falls prone.

[Melee] Crush
(minor; recharges when the god-ape uses fling): Targets each grabbed creature; +18 vs. Fortitude; 3d6+7 damage, and the target is dazed until the end of its next turn.

[Close] Thunder of the God-Ape (standard; encounter) Thunder: The god-ape pounds its chest and roars. Close burst 4; +18 vs. Fortitude; Hit: 4d8+6 thunder damage, and the target is dazed (save ends); Miss: half damage.

Rage of the God-Ape (free action; when the god-ape becomes dazed or stunned; at will): The god-ape makes a saving throw against the triggering effect, even if a save does not normally end it.
---
Alignment unaligned; Languages -
Skills Acrobatics +20, Athletics +22
Str 26; Dex 22; Wis 22
Con 21; Int 6; Cha 16
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Old 7th June 2009, 07:30 PM   #4 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
Best use of the recharge mechanic EVAR (as far as I have created, anyway).

TERATOMORPH--- Level 19 Elite Brute
Gargantuan elemental beast (blind, ooze)--- XP 4,800
---
Initiative +12; Senses Perception +15; blindsense 10, tremorsense 10
Warp Reality aura 10; the area is treated as difficult terrain, and at the end of the teratomorph’s turn, a random creature in the aura is attacked: +20 vs. Reflex; 2d6+7 acid, cold, fire, lightning, poison or thunder damage (determine randomly)
HP 436; Bloodied 218
AC 33; Fortitude 35; Reflex 28; Will 33
Resist all 5
Saving Throws +2
Speed 3, climb 3 (spider climb), swim 3 (plus see Dimensional Shift)
Action Points 1
---
[Melee basic] Mutating Strike (standard; recharge 1, 2): Reach 2; +21 vs. AC; 2d8+7 damage and ongoing 5 damage (save ends). If the victim dies from the damage, its body is horribly twisted and warped by the effects, making raising it from the dead problematic at best.

[Melee basic] Annihilating Strike (standard; recharge 2, 3): Reach 2; +21 vs. AC; 1d12+7 damage and target is stunned (save ends). If the victim is reduced to 0 hit points by this damage, its body is utterly destroyed.

[Melee basic] Bonding Strike (standard; recharge 3, 4): Reach 2; +21 vs. AC; 3d8+7 damage and target is grabbed (save ends).

[Melee basic] Transporting Strike (standard; recharge 4, 5): Reach 2; +21 vs. AC; 3d8+7 damage and target slides 8 squares.

[Melee basic] Draining Strike (standard; recharge 5, 6): Reach 2; +21 vs. AC; 2d10+7 damage and target is weakened (save ends).

[Melee basic] Disorienting Strike
(standard; recharge 1, 6): Reach 2; +21 vs. AC; 3d8+7 damage and target is dazed (save ends).

[Melee] Double Strike
(action; recharge): The teratomorph makes two basic attacks.

Extra Recharge (free; at the end of the teratomorph’s turn and when a creature provokes an opportunity attack; at will): The teratomorph immediately makes a recharge roll.

Dimensional Shift (move; recharge 5 6) Teleportation: The teratomorph teleports 10 squares.
---
Alignment unaligned; Languages -
Str 26; Dex 17; Wis 22
Con 18; Int 1; Cha 5
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Old 11th June 2009, 06:57 AM   #5 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
PYROLISK--- Level 19 Artillery
Small elemental beast (fire)--- XP 2400
---
Initiative +17; Senses Perception +14; low-light vision
HP 140; Bloodied 70
AC 31; Fortitude 31; Reflex 33; Will 29
Resist 20 fire
Speed 4, fly 6 (clumsy)
---
[Melee basic] Flame Peck (standard; at will) Fire: +25 vs. AC; 2d6+7 fire damage.

[Melee] Burning Wings of Gracelessness (immediate reaction; when an enemy moves adjacent to the pyrolisk; recharge 6) Fire: The pyrolisk flies at least 3 and up to 6 squares and makes an attack: +24 vs. Reflex; Hit: 2d8+7 damage plus 1d10 fire damage and target is blinded until the end of its next turn; Miss: Half damage.

[Ranged] Burning Gaze (standard; at will) Fire: Range 20; +24 vs. Reflex; 1d12+6 fire damage, plus target takes ongoing 10 fire damage (save ends). First failed save: The target instead takes ongoing 20 fire (save ends). Second failed save: The target instead takes ongoing 30 fire (save ends).

[Area] Explosive Detonation (standard; encounter) Fire: Area burst 2 within 10; +22 vs. Reflex; Hit: 4d12+7 fire damage, plus ongoing 10 fire and target is slowed (save ends); Miss: half damage and ongoing 5 fire (save ends).
---
Alignment unaligned; Languages -
Skills Stealth +22
Str 16; Dex 26; Wis 20
Con 20; Int 2; Cha 22
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Old 11th June 2009, 07:34 AM   #6 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
PYROHYDRA--- Level 19 Solo Artillery
Huge elemental beast (fire, reptile)--- XP 12,000
---
Initiative +13; Senses Perception +17; all-around vision
HP 740; Bloodied 370; see also regenerating heads
AC 31; Fortitude 29; Reflex 33; Will 29
Saving Throws +5
Speed 6
Action Points 2
---
[Melee basic] Bite (standard; at will): Reach 3; +25 vs. AC; 1d10+6 damage.

[Ranged] Breath Weapon (standard; at will): Range 12; +24 vs. Reflex; 3d6+8 fire damage.

[Melee] Hydra Fury (standard; at will): The pyrohydra makes four bite or breath weapon attacks.

[Close] Burn the Air
(standard; recharges each time regenerating heads triggers) Fire, Zone: Close blast 6; +22 vs. Reflex; 4d8+7 fire damage, plus target is blinded (save ends); creates a zone of burning air that lasts until the end of the pyrohydra’s next turn; any creature entering or starting its turn in the zone takes 10 fire damage and is blinded until the end of its next turn.

Many-Headed: Each time a pyrohydra would become dazed or stunned, it instead loses one attack while using hydra fury during its turn. The hydra can be dazed or stunned multiple times.

Regenerating Heads: When a pyrohydra first reaches 555, 370 and 185 hit points, a head is destroyed. At the start of the pyrohydra’s next turn after a head is destroyed, two heads grow in the lost head’s place, and the hydra gains an additional attack with hydra fury.
---
Alignment unaligned; Languages -
Str 23; Dex 19; Wis 17
Con 25; Int 2; Cha 13
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Old 12th June 2009, 07:35 AM   #7 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
SKELETON WARRIOR
Skeleton warriors are the hapless undead spirits of powerful warriors, often minor lordlings, who were tricked into making pacts that last long after their deaths. Now each skeleton warrior has had its soul bound into a golden circlet. If another creature wears the circlet, it can dominate the skeleton warrior whose soul is within the circlet, although strong-willed skeleton warriors can sometimes resist or break free of the circlet wearer’s control for a short time.


SKELETON WARRIOR SWORDSMAN--- Level 19 Soldier
Medium natural humanoid (undead)--- XP 2400
---
Initiative +17; Senses Perception +12; darkvision
HP 181; Bloodied 90
AC 35; Fortitude 33; Reflex 31; Will 31
Immune disease, poison; Resist necrotic 20; Vulnerable radiant 10
Speed 5
Action Points see satisfaction of victory
---
[Melee basic] Bastard Sword (standard; at will) Weapon: +24 vs. AC; 2d10+8 damage, and the target is marked until the end of its next turn.

[Melee] Flashing Blade (standard; at will) Weapon: +24 vs. AC; 2d10+8 damage, and the target is dazed until the end of its next turn.

[Melee] Strike of the Ages (standard; encounter) Weapon: +24 vs. AC; 4d10+8 damage, and the target is weakened (save ends).

[Close] Mark of Agreement (immediate reaction; when marked by an enemy within 5; at will): Close burst 5; targets the triggering enemy; that enemy is marked (save ends).

Satisfaction of Victory (immediate reaction; when the skeleton warrior swordsman drops a marked victim; encounter): The skeleton warrior swordsman gains an action point.
---
Alignment any; Languages Common
Skills Athletics +22, Intimidate +20
Str 26; Dex 22; Wis 17
Con 21; Int 14; Cha 22
---
Equipment scale armor, heavy shield, bastard sword


SKELETON WARRIOR LORDLING--- Level 21 Soldier (Leader)
Medium natural humanoid (undead)--- XP 3200
---
Initiative +15; Senses Perception +13; darkvision
HP 195; Bloodied 97
AC 37; Fortitude 33; Reflex 33; Will 34
Immune disease, poison; Resist necrotic 20; Vulnerable radiant 10
Speed 5
---
[Melee basic] Greataxe (standard; at will) Weapon: +28 vs. AC; 2d12+7 damage (2d12+31 on a crit).

[Melee] Overwhelming Strike (standard; recharges when the skeleton warrior lordling takes damage) Weapon: +26 vs. Fortitude; 2d12+7 damage (2d12+31 on a crit) and the target is dazed (save ends).

[Melee] Superior Strike (standard; encounter) Weapon: +26 vs. Will; 3d12+7 damage, and the target is weakened (save ends).

[Close] Lord’s Command (standard; encounter): Close burst 10; targets one ally; that ally makes a melee basic attack as a free action. If the attack hits, it deals an extra 1d10 damage.
---
Alignment any; Languages Common, often others
Skills Diplomacy +22, Insight +18, Intimidate +22
Str 27; Dex 16; Wis 17
Con 19; Int 22; Cha 24
---
Equipment plate armor, greataxe


SKELETON WARRIOR CASSOCK--- Level 23 Soldier (Leader)
Medium natural humanoid (undead)--- XP 5100
---
Initiative +17; Senses Perception +25; darkvision
HP 215; Bloodied 107
AC 37; Fortitude 38; Reflex 35; Will 39
Immune disease, poison; Resist necrotic 20; Vulnerable radiant 10
Speed 6
---
[Melee basic] Mace (standard; at will) Weapon: +30 vs. AC; 2d8+7 damage.

[Melee] Ironic Blow (standard; at will) Necrotic, Radiant, Weapon: +30 vs. AC; 3d6+8 radiant and necrotic damage.

[Ranged] Blasphemous Utterance (standard; recharge 5 6) Psychic, Thunder: Range 5; +28 vs. Will; 2d6+8 psychic and thunder damage, and the target is dazed (save ends).

[Close] Frightful Brandishing (minor; recharge 4 5 6) Fear, Weapon: Close burst 2; targets each living creature in burst; +26 vs. Will; Hit: the target suffers -2 to AC and Will until the end of the skeleton warrior cassock’s next turn.

[Close] Profane Healing (minor; encounter) Healing: Close burst 10; targets one undead creature in burst (including the skeleton warrior cassock); that creature may spend a healing surge and regain an extra 9 hit points.
---
Alignment any; Languages Common, often others
Skills Religion +25
Str 25; Dex 18; Wis 28
Con 23; Int 20; Cha 26
---
Equipment cassock (cloth armor), mace, shield
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Old 12th June 2009, 10:04 AM   #8 (permalink)
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Quote:
Originally Posted by the Jester View Post
Best use of the recharge mechanic EVAR (as far as I have created, anyway).

TERATOMORPH--- Level 19 Elite Brute
Gargantuan elemental beast (blind, ooze)--- XP 4,800
I take it for this monster you're making a single recharge roll for all of it's powers, and only recharging those that come up?

So far I've been rolling for each recharge power separately - but you've thrown up a really interesting variant on that.
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Old 12th June 2009, 12:41 PM   #9 (permalink)
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I agree that is an interesting way to recharge powers.

In fact it is an excellent way to force a good amount of variety in a creatures tactics. It would be quite interesting to have a creature that gets the use of one power from a list every turn as decided by a d6 roll.

you could expand to to incorporate double attacks, 2 rolls of the d6. I think I am going to have to try this out myself.

Hooray for Jester, another fresh mechanic.
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Old 12th June 2009, 04:04 PM   #10 (permalink)
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I'm glad you guys like it.

Matt, I've always been under the impression that you make one roll for the creature on its turn, and all powers recharge based off of that single roll. That's the assumption that I used when statting up the teratomorph. (Have I been doing this wrong? I'm honestly not sure, I'll have to look.)
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Old 12th June 2009, 05:19 PM   #11 (permalink)
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Quote:
Originally Posted by the Jester View Post
I'm glad you guys like it.

Matt, I've always been under the impression that you make one roll for the creature on its turn, and all powers recharge based off of that single roll. That's the assumption that I used when statting up the teratomorph. (Have I been doing this wrong? I'm honestly not sure, I'll have to look.)
I have always rolled each recharge power separately, otherwise if you rolled a 6 a creature might be getting 3 powers back all at once.
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Old 12th June 2009, 05:26 PM   #12 (permalink)
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This is what the MM says:-


Quote:

Some powers can be used only once in a given encounter.
Others recharge during the encounter, allowing the monster

to use them again.


Quote:


Recharge
: The power has a random chance

of recharging during each round of combat. At the start of
the monster’s turn, roll 1d6. If the roll is one of the die results
shown, the power is recharged and the monster can use it


It's actually a little ambiguous (surprise surprise), and can be taken both ways.

I am inclined to still read it as each power getting its own recharge roll.


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Old 12th June 2009, 10:59 PM   #13 (permalink)
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Quote:
Originally Posted by Mesh Hong View Post
I have always rolled each recharge power separately, otherwise if you rolled a 6 a creature might be getting 3 powers back all at once.
To me, the issue has always been simplicity. Since one of 4e's explicit goals is to speed up play at the table, I think rolling once is probably the intent- but who knows? You make a good point here!
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Old 13th June 2009, 06:35 AM   #14 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
PLESIOSAUR (Longneck Sea Behemoth)--- Level 19 Skirmisher
Huge natural beast (reptile)--- XP 2400
---
Initiative +17; Senses Perception +14
HP 178; Bloodied 89
AC 33; Fortitude 33; Reflex 31; Will 27
Speed 3, swim 8
---
[Melee basic] Bite (standard; at will): Reach 3; +24 vs. AC; 3d6+8 damage.

[Melee] Neck Lunge (standard; at will): The plesiosaur shifts 2 towards an enemy (and must shift at least 1), then makes a bite attack against that enemy. If the bite hits and the enemy is bloodied after taking damage, the enemy is knocked prone.

[Melee] Darting Smash (standard; recharges when bloodied): The plesiosaur shifts 2 and attacks: reach 3; +24 vs. AC; 4d10+7 damage and the target slides 3 and is knocked prone. Effect: the plesiosaur shifts 3.

To the Water (move; when out of water; at will): The plesiosaur moves 6 towards a body of water big enough for it to swim in. It gains resist 5 to damage from opportunity attacks triggered by this movement, and if an effect stops its movement, the plesiosaur makes a bite attack as a free action against the creature stopping its movement.

Stupid Toughness: At the start of its turn, if the plesiosaur is affected by any conditions that a save will end, it may make a saving throw against one of them.
---
Alignment unaligned; Languages -
Str 25; Dex 23; Wis 20
Con 18; Int 2; Cha 6
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Old 14th June 2009, 08:24 AM   #15 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
RAGGAMOFFYN
Raggamoffyns are mysterious creatures of animate scraps and bits of debris and garbage. Different types of raggamoffyns are constructed of different materials, but all are bits of society’s detritus.

SHRAPNYL--- Level 19 Controller
Medium natural animate --- XP 2400
---
Initiative +13; Senses Perception +17
Cloud of Steel aura 2; each creatures that starts its turn in the aura suffers 15 points of damage.
HP 182; Bloodied 91
AC 34; Fortitude 31; Reflex 29; Will 35
Speed 6, fly 6
---
[Melee basic] Jagged Blow (standard; at will): +24 vs. AC; 1d10+8 damage plus ongoing 10 (save ends)

[Melee] Engulf (standard; recharge 5 6) Charm: The shrapnyl moves into an adjacent enemy’s space (triggering opportunity attacks) and makes an attack: +23 vs. Will; Hit: the shrapnyl attaches itself to the target (save ends). While the shrapnyl is attached, the target is dominated, and the shrapnyl shares its space. Attacks on the shrapnyl or host do half damage to each of them. When the effect ends, the shrapnyl shifts to an adjacent unoccupied square.

[Close] Shrapnel Spray (standard; encounter): Close blast 3; +22 vs. AC; Hit: 4d12+7 damage; Miss: half damage.

Goad into Action (free; while attached to a victim; encounter): The shrapnyl’s host takes 10 points of damage and takes a standard action as a free action.
---
Alignment unaligned; Languages -
Str 21; Dex 19; Wis 26
Con 22; Int 10; Cha 17
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Old 14th June 2009, 05:05 PM   #16 (permalink)
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Nifft Bugbear Strangler (Lvl 6)
Quote:
Originally Posted by the Jester View Post
Best use of the recharge mechanic EVAR (as far as I have created, anyway).

TERATOMORPH--- Level 19 Elite Brute
Gargantuan elemental beast (blind, ooze)--- XP 4,800
Some very cool stuff here, but some questions:

1/ It has no at-will basic attack. All its attacks are Recharge, so it's possible for it to run out.

2/ Its aura is boring.

3/ It has no Engulf!

4/ Stun (save ends) is teh suxorz. My players hate it.

So let's see how I'd do this one...


TERATOMORPH --- Level 19 Elite Brute
Gargantuan elemental beast (blind, ooze) --- XP 4,800
---
Initiative +12; Senses Perception +15; blindsense 10, tremorsense 10
Warp Reality aura 10; the area is treated as difficult terrain, and at the beginning of the teratomorph’s turn, each creature in the aura is attacked (see below)
HP 436; Bloodied 218
AC 33; Fortitude 35; Reflex 28; Will 33
Resist all 5
Saving Throws +2
Speed 3, climb 3 (spider climb), swim 3 (plus see Dimensional Shift)
Action Points 1
---
[Melee basic] Mutating Strike (standard; at-will): Reach 2; +21 vs. AC; 2d8+7 damage and ongoing 5 damage (save ends). If the victim dies from the damage, its body is horribly twisted and warped by the effects, making raising it from the dead problematic at best.

[Melee basic] Bonding Strike: Reach 2; +21 vs. AC; 2d8+7 damage and target is grabbed.

Dimensional Shift (move; teleportation; recharge 3): The teratomorph teleports 10 squares.

[Melee] Transporting Strike (standard; recharge 4): Reach 2; +19 vs. Fortitude; 3d8+7 damage and target slides 8 squares.

[Melee] Draining Strike (standard; recharge 5): Reach 2; +19 vs. Reflex; 3d8+7 damage and target is weakened (save ends).

[Melee] Disorienting Strike (standard; recharge 6): Reach 2; +19 vs. Fort; 3d8+7 damage and target is dazed (save ends).

[Melee] Double Strike (standard; at-will): The teratomorph makes two melee attacks against two different targets.

Recharging Aura: The teratomorph only rolls once per round to recharge its powers. This roll also determines the nastiness of its aura.
  1. +19 vs. Reflex; hit 10 acid, fire, and thunder damage.
  2. +19 vs. Fortitude; hit 10 acid, cold and lightning damage.
  3. Enemies of the teratomorph cannot use teleporation powers within its aura.
  4. +19 vs. Will; hit 10 damage and teleport 2.
  5. +19 vs. Will; hit 10 damage and slowed until the end of the teratomorph's next turn.
  6. +19 vs. Fort; hit ongoing 10 acid damage.
---
Alignment unaligned; Languages -
Str 26; Dex 17; Wis 22
Con 18; Int 1; Cha 5


... regarding Engulf: I dunno.

Cheers, -- N
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Old 14th June 2009, 05:17 PM   #17 (permalink)
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the Jester Gnoll Huntmaster (Lvl 5)
Quote:
Originally Posted by Nifft View Post
Some very cool stuff here, but some questions:

1/ It has no at-will basic attack. All its attacks are Recharge, so it's possible for it to run out.
Look again. It recharges 2 powers with every recharge roll and gets at least one extra recharge check every round, so it shouldn't run out of powers. Now, if it had a bunch of warlord allies giving it extra attacks or something on top of its double attack, I guess...

Quote:
Originally Posted by Nifft View Post
2/ Its aura is boring.
! You really think so? I thought the "random target attacked by random damage type" made it an interesting choice whether or not to stay within the aura.

Quote:
Originally Posted by Nifft View Post
3/ It has no Engulf!
True enough. Looking at a bunch of other oozy monsters, I kinda felt like there were enough engulfers out there, but that may just be a matter of taste. Also, you could reflavor the aura as kind of a big area that's partially teratomorph pretty easily.

Quote:
Originally Posted by Nifft View Post
4/ Stun (save ends) is teh suxorz. My players hate it.


Admittedly, my party has tons of ways to get extra saves for each other, having a cleric and a warlord both in the party... so it's possible that, were my party different, I might be more leery of stun (save ends)... but ime the stun usually lasts less than 2 rounds, and often less than 1.

Lately I have been wondering how much a leader-heavy party influences my view of the effectiveness of the challenges my pcs are facing, though. I definitely appreciate the feedback.
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Old 14th June 2009, 05:44 PM   #18 (permalink)
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Nifft Bugbear Strangler (Lvl 6)
Quote:
Originally Posted by the Jester View Post
Look again. It recharges 2 powers with every recharge roll and gets at least one extra recharge check every round, so it shouldn't run out of powers. Now, if it had a bunch of warlord allies giving it extra attacks or something on top of its double attack, I guess...
Ah, now I see that you've interpreted the recharge roll in a kinda non-standard way, and that he gets a free recharge roll every OA... that's recent?

Since he recharges twice as often as he attacks (e.g. 4/round, +2/OA), what's keeping you from just giving him six at-will powers?

Quote:
Originally Posted by the Jester View Post
! You really think so? I thought the "random target attacked by random damage type" made it an interesting choice whether or not to stay within the aura.
It's not an attack with a random energy type, it's an attack with EVERY energy type! Might as well make it just-plain-damage.

Quote:
Originally Posted by the Jester View Post
Also, you could reflavor the aura as kind of a big area that's partially teratomorph pretty easily.
Yeah, true. You could favor acid damage a bit in the Aura and that would be the "engulf". That would be far easier to track than a condition!

Quote:
Originally Posted by the Jester View Post
Lately I have been wondering how much a leader-heavy party influences my view of the effectiveness of the challenges my pcs are facing, though. I definitely appreciate the feedback.
IMHO leaders make a huge difference. Warlords seem to thwart Skirmishers who rely on movement & positioning to get their extra damage, while Clerics seem to thwart critters who deal extra damage based on conditions.

Cheers, -- N
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Old 14th June 2009, 06:45 PM   #19 (permalink)
Puggalo
 
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the Jester Gnoll Huntmaster (Lvl 5)
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Originally Posted by Nifft View Post
Since he recharges twice as often as he attacks (e.g. 4/round, +2/OA), what's keeping you from just giving him six at-will powers?
Hmmm... nothing except for my love of random chaotic effects, which seems to blend well with the teratomorph. So I guess there is no real reason why you couldn't do that...

Quote:
Originally Posted by Nifft View Post
It's not an attack with a random energy type, it's an attack with EVERY energy type! Might as well make it just-plain-damage.
Oops, you're right! IIRC I had intended it to be a random damage type... I'll go edit.
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Old 14th June 2009, 08:10 PM   #20 (permalink)
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Nifft Bugbear Strangler (Lvl 6)
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Hmmm... nothing except for my love of random chaotic effects, which seems to blend well with the teratomorph. So I guess there is no real reason why you couldn't do that...
Thing is, with all those re-rolls, it's got a better-than-even chance of always being able to use the same attack!

IMHO you'd be better served just making the attack choice random and not using the Recharge mechanism at all.

Cheers, -- N
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