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!
...if you look at how a good encounter for these guys would be set up (for me), it usually would involve 16 of them falling off of the celing and landing on the party, stacking auras and causing mayhem.
Yeah that would work (and makes a lot more sense than just viewing a single minion in isolation), maybe you should have stated that in your post so people could get a feel of their intended use. i.e. a colony of Brown Mold rather than a collection of individual threats.
Snake Swarm Level 1 Soldier
Size origin type (keyword) XP 100
Initiative +6 Senses Perception +6
Swarm Attack Aura aura 1; the snake swarm makes a basic attack as a free action against each enemy that begins its turn in it's aura.
HP 30; Bloodied 15
AC 17; Fortitude 14; Reflex 16; Will 13
Immune fear; Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks
Speed 7
Action Points #
[M] Swarm of Fangs (standard, at-will)
+7 vs Armor Class: 1d10+3 damage, or 2d10+3 damage against a
prone target
M Pull Down (standard, at-will)
+6 vs Fortitude; the target is knocked prone
Alignment Unaligned Languages --
Str 15 (+2) Dex 18 (+4) Wis 12 (+1)
Con 14 (+2) Int 2 (-4) Cha 10 (+0)
Equipment; --
Isn't that a reskinned Needlefang Drake swarm? For the record its a creature that is considered "Broken" or overpowered for its level.
I do notice that its attacks have been reduced by 1 and its HPs by 8 but I still think this creature is a little too dangerous. At the very least I would reduce the damage of Swarm of Fangs to 1d6+3 and I would come up with something different from Pull Down as I can't imagine how a swarm of snakes is going to pull someone to the ground.
I'd say give the snake swarm some ongoing poison damage; it would separate it from other swarms. It could easily be cured by an ability that gives a saving throw, but otherwise poison damage could get really bad really quickly.
The snakes should deal extra damage against prone AND restrained targets (double the swarm up with a large constrictor snake and they could be a really strong combo); maybe even extra damage against enemies that grant combat advantage.
Keep in mind that the melee basic attack should be fairly weak because 1) it will deal extra damage in certain circumstances and 2) since its a swarm it may make an attack against adjacent enemy.
Another random thought; snake swarms shouldn't be able to pull someone down. I'm not sure what their 'special' (non-basic) attack should be. Perhaps a charge attack of sorts?
Snake Swarm Level 1 Controller
Size origin type (keyword) XP 100
Initiative +3 Senses Perception +6
Swarm Attack Aura aura 1; the snake swarm makes a basic attack as a free action against each enemy that begins its turn in it's aura.
HP 32; Bloodied 16
AC 15; Fortitude 14; Reflex 14; Will 13
Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks. Also see Get Back
Speed 7
Sea of Fangs (Standard, AW) * Poison
+5 vs. Fort; 1d6+3, slowed and ongoing 2 poison damage (save ends both)
Why did it have to be Snakes (Minor, ) * Fear;
+5 vs. Will; target is dazed until end of Swarm's next turn.
Get Back You Scaly Bastards
A PC with a torch can, as a standard action, make a Cha +2 attack vs. the swarm's Will. Success causes the swarm to be dazed until the end of the PC's next turn.
Spitting Snake Level 1 Artillery
Size origin type (keyword) XP 100
Init: +3 Perception +4
HP 25: Bloodied: 12
AC: 13, Fort: 13 Ref: 14 Will: 13
Speed 7
Jagged Fangs (Standard, At Will)
+8 vs. AC; 1d6+3 and ongoing 2 poison damage (save ends)
Spit (Standard, At Will)
Ranged 5/10 +6 vs. Fort; 1d10+3 poison damage, ongoing 2 poison damage (save ends)
It's In My Eyes (Standard, Encounter)
Range 5/10 +6 vs. Ref; 1d8+3 poison damage, target is blinded until end of Spitting Snake's next turn.
Deathstep Asp Level 2 Lurker XP 125
Init: +7 Perception: +7
HP: 32 Bloodied: 16
AC: 16 Fort: 14 Ref: 15 Will: 14
Speed 7 Forest Walk
Desperate Bite (Standard, AW)
+7 vs. AC; 1d6+3 damage, and Deathstep Snake shifts two squares.
Deathstep Strike (Standard, ) * Poison
Requires Combat Advantage: +5 vs. Fort; 2d6+3 poison damage, and target is slowed and takes ongoing 2 poison damage. First Failed Save: Target is immobilized and takes ongoing 5 poison damage. Second Failed Save: Target is unconscious.
Deathstep Slither (immediate reaction, encounter) * when hit by a melee attack
Deathstep Asp takes only half damage from attack and shift 4 squares but may not end this movement adjacent to an enemy
Snake Swarm
I really like the Get Back You Scaley Bastards vulnerability, very Indiana Jones. This is a great example of vulnerabilities meaning more than just taking extra damage.
Spitting Snake
I think 5 ongoing damage from Jagged Fangs is a little excessive for a level 1 creature. As this is a melee attack from an artillery creature I would be tempted to drop the ongoing damage entirely, but at the most it should probably be 2 damage.
I am always a bit warey of high damage attacks from standard creatures, especially at very low levels. With It's In My Eyes I would personally go with a vs. Reflex attack and reduce the damage to 2d6+3, the blinded effect is the real punishment from this power so with this in mind I might even reduce the damage down to 1d8+3.
Deathstep Asp
I really like it. The only thing I think when I look at the stat block is "should it have another power?", as it is a lurker you could maybe give it a power to help it withdraw from combat.
Deathstep Slither (immediate reaction, encounter) * when hit by a melee attack
Deathstep Asp takes only half damage from attack and my shift 4 squares but may not end this movement adjacent to an enemy
I need a generic snake that bites (level 1) and some type of constrictor snake (level 1). My intention is to have the swarm of "normal" snakes following around the others.
I mean, my players are 1st level and they are invading the temple of the snake goddess...I gotta have low level snakes right?
"If you die first, we're splitting up your gear" - SkidAce
"Just because you don't like it, don't understand it, and can't explain it, doesn't mean that it doesn't work. "- Celebrim
Last edited by SkidAce; 24th July 2009 at 04:17 PM..
Reason: typo
Here are some very quick and very generic level 1 snakes.
I still think the snakes posted earlier are also well worth looking at.
Red Fang Snake (young) Level 1 Minion Small Natural Beast XP 25
Initiative +3 Senses Perception -1, tremorsense 10 HP 1; a missed attack never damages a minion. AC 15; Fortitude 13, Reflex 14, Will 13 Immune poison Speed 6, climb 3
Bite (Standard; at-will) Attack +6 vs. AC; 4 damage
Quick Strike (Standard; at-will) Attack +4 vs. Will; 4 damage, if Red Fang Snake has combat advantage this attack deals 6 damage
Slither (Immediate Reaction; at-will) ♦ missed by melee attack If Red Fang Snake is missed by a melee attack it may shift 1 square as an immediate reaction
Alignment Unaligned Languages Skills Stealth +8 Str 10 (+0) Dex 16 (+3) Wis 8 (-1) Con 12 (+1) Int 3 (-4) Cha 13 (+1)
Red Fang Snake Level 1 Skirmisher Small Natural Beast XP 100
Initiative +5 Senses Perception +5, tremorsense 10 HP 29; Bloodied 14 AC 16; Fortitude 13, Reflex 15, Will 13 Immune poison Speed 6, climb 4
Poisonous Bite (Standard; at-will) Attack +6 vs. AC; 1d4+3 damage; on hit target takes 2 ongoing poison damage (save ends)
Darting Attack (Standard; at-will) Red Fang Snake makes a Poisonous Bite attack, and may shift 1 square before and after making the attack
Combat Advantage Red Fang Snake deals an additional 1d6 damage against targets granting it combat advantage
Alignment Unaligned Skills Stealth +8 Str 12 (+1) Dex 16 (+3) Wis 10 (+0) Con 13 (+1) Int 3 (-4) Cha 13 (+1)
Brownscale Constrictor Level 1 Controller Medium Natural Beast XP 100
Initiative +1 Senses Perception +5, low light vision HP 31; Bloodied 15 AC 16; Fortitude 14, Reflex 13, Will 12 Speed 5, climb 4
Bite (Standard; at-will) Attack +5 vs. AC; 1d4+3 damage
Coil Prey (Standard; at-will) Attack +6 vs. AC; 1d6+3 damage; on hit target is grabbed (escape ends, target takes a -3 penalty to escape checks)
Constrict (Standard; at-will) ♦ grabbed target only Target must be grabbed at the start of Brownscale Constrictors turn; attack +5 vs. Fortitude; 2d6+3 damage
Alignment Unaligned Skills Athletics +8, Stealth +6 Str 16 (+3) Dex 13 (+1) Wis 11 (+0) Con 15 (+2) Int 4 (-3) Cha 6 (-2)
Brownscale Constrictor (elder) Level 1 Elite Controller Large Natural Beast XP 200
Initiative +2 Senses Perception +6, low light vision HP 60; Bloodied 30; see Bloodied Withdrawal AC 17; Fortitude 15, Reflex 15, Will 13 Saving Throws +2 Speed 6, climb 5 Action Points 1
Coil Prey (Standard; at-will) Reach 2; attack +6 vs. AC; 1d6+3 damage; on hit target is grabbed (escape ends, target takes a -3 penalty to escape checks)
Constrict (Standard; at-will) ♦ grabbed target only Target must be grabbed at the start of Brownscale Constrictors turn; attack +5 vs. Fortitude; 2d6+3 damage
Bloodied Withdrawal (Immediate Reaction) ♦ when first bloodied When first bloodied Brownscale Constrictor may shift 6 squares as an immediate reaction, if Constrictor currently has a target grabbed it may shift 3 squares and carry its target with it
Threatening Reach Brownscale Constrictor has Threatening reach (2) with its Nip attack
Alignment Unaligned Skills Athletics +8, Stealth +7 Str 16 (+3) Dex 14 (+2) Wis 12 (+1) Con 14 (+2) Int 4 (-3) Cha 6 (-2)
Fanboy, I can do pixies but i'm going to need just a bit more information to make what you want.
Sure.
Tiny, flying, trouble making pixies. Think giggling flying artillery. No need to re-create pixies from 3.x. I'm thinking of using them with satyrs to torment the party.
Cwheeler, how about it being ejected from the body when the host becomes bloodied as well as taking a 8th of it's health's worth of damage.
Flipguarder, sorry this didn't happen first but it's going to take me an hour to create and balance this guy. I've been busy. I'll have a fair bit of time on the weekend so I can probably be done by sunday.
Also, an irratible, first level snake to add to the 7 or so already presented.
Dire Snake Level 1 Soldier Medium Natural Beast (reptilian) XP 100 Initiative +3 Senses Perception +6 HP 29; Bloodied 14 AC 17; Fortitude 13, Reflex 14, Will 13 Speed 6
Bite (Standard; at-will)
+8 Vs. AC, 1d6+3 damage and ongoing 5 poison damage (save ends)
Strike (Immediate Reaction, when hit with a melee attack; at-will)
The dire snake makes a bite attack against the triggering creature.
Deadly Poison
If a bitten creature fails to save against the ongoing poison from the snake's bite attack three consecutive times, the creature is weakened until the end of the encounter.
Alignment Unaligned Languages None Skills Stealth +8 Str 13 (+1) Dex 16 (+3) Wis 13 (+1) Con 13 (+1) Int 13 (+1) Cha 13 (+1) Equipment None
Fhtagn Kudos (double the kudos if you get the reference)
Here are all of the current requests that have NOT been created yet.
I have enough info on:
Wolverine (X-man)
4 seperate centaurs Flying, giggling, annoying pixies
Uber unicorn
I need more info on:
Lythlyx
Stygian Golem
Aleax
Abat Dolor
cwheeler spirit (I need a name)
yellow mold
"People similar to the dwarf bolter or hammerer(er)"
Guard 3rd level
Mid-level necromancer
Pixy Level 8 Artillery Tiny Fey Humanoid XP 350 Initiative +7 Senses Perception +12, Low Light Vision HP 71; Bloodied 35 AC 20; Fortitude 20, Reflex 20, Will 20 Speed 2, fly 8
IM IN UR EARZ, STABBIN UR BRAINZ (Standard; at-will)
+13 Vs. Fortitude, 2d6+5 damage.
Mini, poisoned crossbow (Standard; at-will)
+15 Vs. AC 1d8+5 and 10 ongoing poison damage.
Faery Fire (Minor; at-will)
+13 Vs. Will, the target takes a -2 to all attacks and defences and grants combat advantage
Alignment Unaligned Languages Common Skills Stealth +12 Str 17 (+7) Dex 17 (+7) Wis 17 (+7) Con 17 (+7) Int 17 (+7) Cha 17 (+7) Equipment Tiny Dagger, Crossbow
Thank you Mesh Hong and Sporemine...those are perfect for what I need. I especially like the constrictor and skirmisher (Mesh Hong) and the Dire snake (Sporemine) will be perfect for the temple altar room!
"If you die first, we're splitting up your gear" - SkidAce
"Just because you don't like it, don't understand it, and can't explain it, doesn't mean that it doesn't work. "- Celebrim
"If you die first, we're splitting up your gear" - SkidAce
"Just because you don't like it, don't understand it, and can't explain it, doesn't mean that it doesn't work. "- Celebrim
Isn't that a reskinned Needlefang Drake swarm? For the record its a creature that is considered "Broken" or overpowered for its level.
Yes, it was. /shrug it worked ok in the first encounter they met it in. I will probably modify based on the feedback.
And it can pull down targets the same way a swarm of beetles in the "Mummy" does...muhahaha. It actually scared the players to have me describe the snakes crawling up their legs bitiing and squeezing and tripping them up.
Of course the wizard blew them up...but there yah go...
"If you die first, we're splitting up your gear" - SkidAce
"Just because you don't like it, don't understand it, and can't explain it, doesn't mean that it doesn't work. "- Celebrim
"If you die first, we're splitting up your gear" - SkidAce
"Just because you don't like it, don't understand it, and can't explain it, doesn't mean that it doesn't work. "- Celebrim