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!
There are a couple things I would like feedback on:
Mageripper Swarm Level 6 Controller Medium Aberrant Beast XP 250 Initiative +6 Senses Perception +11
Swarm of Fangs aura 1;
The Mageripper swarm can make a bite attack as a free action against any creature in the aura.
HP 72; Bloodied 36 AC 20; Fortitude 18, Reflex 18, Will 18 Immune Gaze, Illusions; Resist Half damage from melee and ranged attacks; Vulnerable 5 close and area attacks Speed 6, climb 4
Bite (Standard; at-will)
+11 Vs. AC, 1d10+4 damage
Anti-Magic Shield (Immediate Reaction (when hit with a magic attack); 1 per round)
The attack is changed to a miss
Magic Leech
When missed with a magic attack, the target loses the use of that attack until the end of the encounter.
Alignment Unaligned Languages None Skills Athletics +11, Nature +11, Stealth +11 Str 16 (+6) Dex 16 (+6) Wis 16 (+6) Con 16 (+6) Int 16 (+6) Cha 16 (+6) Equipment None
This is an interesting creature but my gut reaction is to say that it should be paragon level with those sorts of abilities.
Swarm of Fangs should probably be the standard "all enemies starting their turn inside the aura take a Bite attack", i.e. ite aura attack happens on the players turn rather that the swarms.
Anti Magic Shell doesn't need the "1 per round" as a creature can only have 1 immediate reaction in a round anyway.
This ability in effect is very similar to the Mindflayer Masterminds "Cradle of the Elder Brain" power, a power that is very good, and thats a level 18 elite.
Also the term Magic Attack is a little vague, you are probably refering to powers with the Arcane keyword, and maybe the Divine keyword as well but there is the possibility of stretching the term magic attack to incorporate magic weapons (which I would say isn't intended) so it needs a little clarification.
All in all I think this power is too strong for a level 6 standard creature, it probably wants to be changed to an encounter power, or if the creature is an elite changed to a recharge power.
Magic Leech is a great power for a paragon or epic tier creature.
I see what you are trying to do with the creature and its a good idea but I think for heroic tier it will need to change its focus. As it is an anti arcane creature it could maybe do more damage to arcane powered creatures or maybe it gets a bonus to its defences from arcane attacks or gains bonus damage on an attack when it has been hit by an arcane attack, or when hit by an arcane attack has a free attack to deal damage equal to half the total back at the caster?
NOTE: I am not sure if all of these fit a controller.
Magebane
Whenever Mageripper Swarm hits a creature with an arcane power source
it deals an additional 1d6 damage
Arcane Resilience
Mageripper Swarm gains a +2 bonus to all defences against attacks with
the arcane keyword
Arcane Battery
Whenever Mageripper Swarm is damaged by an attack with the arcane
keyword its next successful attack deals an additional 5 damage and the
target is dazed (save ends)
Reflective Shell (immediate reaction, recharge ) when hit by an attack with the arcane keyword
When hit by an attack with the arcane keyword Mageripper swarm reflects
part of the attack back to the caster; attack +10 vs. Reflex; on hit target
takes damage equal to half of the damage dealt and any status effects
generated from the attack (note: Mageripper Swarm still takes full effect
of the attack)
anyway these are just ideas.
Quote:
Originally Posted by Sporemine
Necrosis Carnex Level 3 Skirmisher (Leader) Medium Natural Animate (undead) XP 150 Initiative +5 Senses Perception +8
Malign Aura (Necrotic, Fear) aura 3; All living creatures within 3 squares of the Necrosis Carnex take a -1 to all defenses.
HP 46; Bloodied 23 AC 17; Fortitude 15, Reflex 15, Will 15 Immune Necrotic, Poison, Disease, Sleep; Vulnerable Radiant 5 Speed 8
Necrotic Touch (Standard; at-will)
+6 Vs. Will, 1d10+3 necrotic damage.
Necrotic empowerment (Standard; recharge )
Burst 5, all allies in the burst can make a basic attack as a free action.
Unholy Explosion (Immediate Interrupt, when reduced to 0 hitpoints) ♦ Necrotic
Burst 3. all living creatures in the area are hit with the following attack. +6 Vs. Reflex 3d6+3 necrotic damage and all undead allies in the burst regain 15 hit points
I quite like this creature, it is potentially abusable (but thats not really our problem).
Necrotic Empowerment is really rather strong for a level 3 creature, I would say it should probably read all undead allies in burst. At this level on a standard creature I think it should probably be an encounter power or changed so that it only effects up to 2 allies. Otherwise level 3 PCs are going to get pummelled.
I like unholy explosion but 3d6+3 damage could be pushing it at level 3.
I think this creature should also have another attack power to keep it interesting.
Withering aura (Necrotic)
aura 2; All creatures in the aura take 1 necrotic damage. Multiple withering auras stack (void shards are immune to this ability)
HP 1; a missed attack never damages a minion. AC 17; Fortitude 16, Reflex 16, Will 15 Speed Fly 6 (hover)
Void touch (Standard; at-will)
+6 Vs. Will, 1 necrotic damage
Of another dimension (Immediate Reaction (when hit by an attack); at-will)
There is a 50% chance that the attack is changed to a miss.
Portal (Immediate Reaction (when missed by an attack); at-will)
Another void shard appears in a square adjacent to the activating void shard
I think this is proably balanced due to the very low damage, and the cumulatibe aura damage. In fact you might want to drop these down to level 1 minions for use in encounters from levels 2 to 4.
anyway all this is just my opinion, hope it helps.
Magic Overload (immediate interrupt, when hit with 3 magic (arcane or divine) attacks in a round) Arcane, Divine
Burst 10, The mageripper swarm detonates violently from an overload of power. All living creatures in the burst regain hit points as if they had spent a healing surge.
Necrosis carnex:
You're right, it was a typo. It should read a follows:
Necrotic empowerment (Standard; recharge )
Burst 5, all undead allies in the burst can make a basic attack as a free action.
Void shard:
So it was YOUR creature that inspired that one. Sorry I read about 30 threads on this site and giantitp.com that day. By the end I realized that it fit perfectly into my new campagain, where the sun never shines. They are supposed to come in at lv 2, so the level makes things easier.
Magic Overload (immediate interrupt, when hit with 3 magic (arcane or divine) attacks in a round) Arcane, Divine
Burst 10, The mageripper swarm detonates violently from an overload of power. All living creatures in the burst regain hit points as if they had spent a healing surge.
Necrosis carnex:
You're right, it was a typo. It should read a follows:
Necrotic empowerment (Standard; recharge )
Burst 5, all undead allies in the burst can make a basic attack as a free action.
Void shard:
So it was YOUR creature that inspired that one. Sorry I read about 30 threads on this site and giantitp.com that day. By the end I realized that it fit perfectly into my new campagain, where the sun never shines. They are supposed to come in at lv 2, so the level makes things easier.
The Quori is a strange one, and quite hard to interpret for someone else. From what I can remember of Eberron the Dreaming Dark inhabit peoples brains and control them from the plane of dreams, if a "head squid" dreaming dark is killed it just goes back to the plane of dreams.
Are the Quori the race that live in the plane of dreams and run the dreaming dark, and use the continent of Sarlona as a base of opperations for dealing with the physical world?
I also seem to remember that there are a few different types of Quori, probably Mastermind types, Assassin types and Soldier types?
Can you give me an idea of the type of creature(s) you are expecting, and the types of things you expect them to be able to do, also a vague way in which the PCs would come in contact with them might help as they are a very abstract race.
Well in the immortal words of Keith Baker, creator of Eberron, the Quori are psychic lobster assassins. And yes your remembering correctly, they are the inhabitants of the dream world. There are about 6 different types of quori each with their own roles. Here is a brief list of each type:
(CR 20) Kalaraq "Eyebinder" quori - nobility and ruling elite [Secrets of Sarlona]
(CR 11) Usvapna "Dream Master" quori - assassins and inquisitors [Magic of Eberron]
(CR 11) Du'ulora "Blackfury" quori - warlords and tacticians [Secrets of Sarlona]
(CR 9) Hashalaq "Dream Stealer" quori - loremasters and judges [Secrets of Sarlona]
(CR 7) Tsucora quori - hunters and soldiers [Eberron Campaign Setting]
(CR 5) Tsoreva "Mind Blade" quori - grunts and enforcers [Magic of Eberron]
I can give more specific information on any of the varieties upon request.
I expect PC's to interact with the different quori in a couple of different ways. The PC's will be having dream combats, traveling the planes, and exploring forgotten ruins, so I fully expect to use the full manifestation of almost every type of quori. However, the most common way would most likely be through possession of a willing host, which I had thought could be made into a template with slightly different specifics based on the type of quori.
The a reoccurring villain in the campaign is going to be an Usvapna who has mind seeded many different agents throughout the world that it could posses at a moments notice, thus if one agent died it could always inhabit some other agent. As such, each fight could be radically different based on whom it has possessed at the moment.
Does that help?
Last edited by illathid; 2nd August 2009 at 07:52 PM..
Reason: Adding picture links
Soel, how about something like this for the Stygian Golem?
This is very cool! One thing though, in past editions (not sure if its in 4e, though,) people touching the waters of the River Styx had to save or lose their memories completely. The Stygian Golem could have some kind of lesser effect (interested in seeing how one would do such a memory loss effect in 4e.)
As far as details for the other critters I suggested -
Aleax - basically, if you angered your god or some other celestial patron, they sent an angelic double of you to combat you. If you bested it, you received a bonus, if it killed you, then you were not worthy... Monstrous Supplement - Aleax
Abat Dolor - a humanoid race from the Abyss from one of Gygax's novels (not necessarily canon, but served as the basis for Grazzt's look and origin) Abat-dolor
This is very cool! One thing though, in past editions (not sure if its in 4e, though,) people touching the waters of the River Styx had to save or lose their memories completely. The Stygian Golem could have some kind of lesser effect (interested in seeing how one would do such a memory loss effect in 4e.)
You could make anyone touching it or anyone being hit by it (maybe a secondary attack vs. Will on its melee attacks) contract a Psychological Disorder (Amnesia) of an appropriate level, the rules and examples of this are in my Book of Distant Stars (see link in my sig).
The site is grinding to a halt due to the slow server. I need to know who is still looking at enworld and wants a monster. Post or re-post your monster ideas and they will be made by me or mesh.
You could make anyone touching it or anyone being hit by it (maybe a secondary attack vs. Will on its melee attacks) contract a Psychological Disorder (Amnesia) of an appropriate level, the rules and examples of this are in my Book of Distant Stars (see link in my sig).
Cool! I have your pdf, but I haven't yet got to dig deep into it. Need to rectifiy that!
Sporemine, here are my requests when you find the time and patience.
Lythlyx - spiral-flying, psionic eels. Here's a 3e conversion
Creature Catalog - Preview Creature
Aleax - basically, if you angered your god or some other celestial patron, they sent an angelic double of you to combat you. If you bested it, you received a bonus, if it killed you, then you were not worthy...
Monstrous Supplement - Aleax
Abat Dolor - a humanoid race from the Abyss from one of Gygax's novels (not necessarily canon, but served as the basis for Grazzt's look and origin)
Abat-dolor
Soul Harvest (Standard; recharge ) ♦ Necrotic
+9 Vs. Will, 3d6+4 Necrotic damage and the Vina Wraith regains 15 HP.
Shadow Rend (Move; encounter, Vina Wraith must be bloodied)
The Vina wraith shifts 8 squares. If it moves adjacent to an enemy at any point during the move, it makes the following attack. +9 Vs. Will, the target loses a healing surge and the Vina wraith regains 36 HP.
Spawn Wraith
Any humanoid killed by the Vina Wraith rises as a free willed Wraith at the start of it's creator's next turn, appearing in the space where it died. Raising the slain creature does not destroy the Wraith.
Cold Soul ♦ Necrotic
The Vina Wraith deals an extra 1d6 necrotic damage against any target it has combat advantage against.
Alignment Unaligned Languages Common Skills Intimidate +11, Stealth +13 Str 4 (+0) Dex 20 (+8) Wis 16 (+6) Con 16 (+6) Int 8 (+2) Cha 16 (+6)Equipment None
It's a wraith that has lived long enough to have an advanced connection with the negative energy plane.
Sorry if it's not exactly what you wanted. I'm really bad at converting from older editions.
Abat-dolor Level 12 Soldier Medium Immortal Humanoid XP 700 Initiative +12 Senses Perception +15, Darkvision HP 123; Bloodied 61 AC 28; Fortitude 24, Reflex 24, Will 24 Speed 6, fly 4 (hover), teleport 4
Greatsword (Standard; at-will)
+19 Vs. AC, 2d6+5 damage
Black Essence (Standard; at-will)
+17 Vs. Reflex, 1d8+5 acid damage and ongoing 10 acid damage.
Faerie Fire (Minor; at-will)
+17 Vs. Reflex, The target takes a -4 to all defenses (save ends)
Summon Abat-dolor (Standard; encounter)
There is a 50% chance that another abat-dolor appears in a square adjacent to this one. It acts immediately after it's summoner. Summoned abat dolors cannot use the Summon Abat-dolor ability for 24 hours
Terrifying Prescence
Any creature the Abat-dolor has combat advantage against takes -4 on attack rolls against it.
Alignment Chaotic Evil Languages Common, Abbysal Skills Endurance +15, Intimidate +15 Str 19 (+10) Dex 19 (+10) Wis 19 (+10) Con 19 (+10) Int 19 (+10) Cha 19 (+10) Equipment Greatsword, Bronze armor, Black Essence
Soel, here is an interpretation of the Lythlyx as a level 10 solo. I used the link you provided as inspiration.
Lythlyx Level 10 Solo Brute Large Aberrant Beast XP 2,500
Initiative +9 and +2 (roll once) Senses Perception +11, darkvision HP 424; Bloodied 212; see Bloodied Twist AC 24; Fortitude 25 (23), Reflex 24, Will 21 (24) Immune charm, sleep; Resist 10 psychic Saving Throws +5 Speed 3, fly 6 (hover), swim 6 Action Points 2
Body Whip (Standard; at-will) Reach 2; attack +13 vs. AC; 2d8+6 damage
Coil Foe (Standard; at-will) Reach 2; attack +13 vs. AC; 2d6+6 damage; on hit target is pulled into Lythlyx's square and grabbed (escape ends), escaping creatures may appear in any square adjacent to the Lythlyx, Lythlyx may grab up to 4 medium or small creatures at any one time and may move as normal while carrying creatures, this movement does not provoke opportunity attacks from grabbed creatures
Constrict (Standard; at-will) ♦ grabbed target only Grabbed target only; Attack +11 vs. Fortitude; 3d6+6 damage
Constricting Spiral (Standard; recharge ) ♦ grabbed target only Attacks all targets currently grabbed by Lythlyx; attack +11 vs. Fortitude; 2d6+6 damage; hit or miss Lythlyx may shift 2 squares after making this attack
Blood Drain (Minor; at-will) ♦ 1/round, grabbed target only Attacks all grabbed targets; attack +11 vs. Fortitude; on hit target takes a cumulative -1 penalty to its Fortitude defence until it takes an extended rest
Psychic Torture (Standard; encounter) ♦ psychic, while bloodied only While bloodied only; range 10; attack +14 vs. Fortitude; 2d6+3 psychic damage; on hit target is stunned and takes 5 ongoing psychic damage (save ends both)
Psychic Shockwave (Standard; encounter) ♦ psychic, only while bloodied Only while bloodied; burst 5; does not target grabbed creatures; attack +14 vs. Will; 2d10+3 psychic damage; on hit target is pushed 2 squares and dazed (save ends)
Spiral Jaunt (Move; recharge ) ♦ teleport, while bloodied only While bloodied only; Lythlyx teleports 6 squares as a move action and carries any grabbed creatures with it
Threatening Reach Lythlyx has threatening reach (2) with its Body Whip attack
Multiple Actions Lythlyx acts twice in a round on initiative +9 and +2 (roll once), each initiative is counted as a new turn
Bloodied Twist (Immediate Reaction) ♦ when bloodied When bloodied Lythlyx undergoes a subtle mental shift, it takes a -2 penalty to its Fortitude defence but gains a +3 bonus to its Will Defence and may use its Psychic Shockwave, Psychic Torture and Spiral Jaunt powers
Alignment Unaligned Skills Acrobatics +14, Endurance +14 Str 22 (+11) Dex 18 (+9) Wis 12 (+6) Con 18 (+9) Int 10 (+5) Cha 16 (+8)
Edit: Original request pulled. Spore said it would be a good idea to post my request for help to this thread, so here I go.
The quick and dirty:
-A Solo Lurker/Artillery monster between level 3-5 designed to fight 5 PC's
-Looks like a cross between a Drider and a Gnoll/Bugbear/Hobgoblin
-Reflects a physically unstable, highly magical aberrant mutation designed for war
- Is Large or Huge Sized
-Is capable of fighting in three dimensions via a network of cabling, platforms, catwalks, and iron beams
-Doesn't possess an obvious or easily exploitable weakness
-Is challenging enough to provide a satisfying end encounter for a dungeon, but doesn't instagib PC's, and isn't a annoying monster to fight.
Thats really all I've got as far as requirements, Spore. If there's anything else you need to know, feel free to post and say so. I'll fill in what I can.
Last edited by Twilightwaits; 6th August 2009 at 09:13 AM..
The Lythlyx and Abat Dolor look great guys! I'm probably going to make the Dolor as several variants, myself.
As far as the Aleax, I was thinking along the lines of a foe that can repeat ones attacks against them, some interrupt abilities towards their victim, and possibly has some denial of power abilities like the Enigma of Vecna from Thunderspire Labyrinth (can't use dailies, etc,) and of course a superior marking effect (maybe something that makes the target only able to attack the Aleax.)
Certainly this is a monster that players would hate, but its a special purpose monster, so it won't likely appear more than once in a given campaign. Also, it would have a tangible reward for its defeat, so I think it evens out with the rat bastardness.
I don't think its a silly request at all, but rather a interesting challenge for conversion within 4e's monster design framework, perhaps even a stress-test thereof. Maybe conversion is a wrong way to think of it, but rather a 4e reinvisioning, like so may other monsters that have reappeared in 4e, and are similar, yet different at the same time.
Soel, I have been looking back through my own campaign creatures and have pulled out the closest creatures I have used to the style you are after.
These two creatures use the PCs own attacks against them, and were quite entertaining.
Drow Shadow Caster Level 11 Controller Medium Fey Humanoid XP 600
Initiative +9 Senses Perception +14 Dancing Shadows (shadow) aura 10; enemies inside aura take a -1 penalty to attack HP 114; Bloodied 57 AC 25; Fortitude 23, Reflex 25, Will 23 Speed 6
Dagger Stab (Standard; at-will) Attack +16 vs. AC; 1d8+3 damage
Subvert Shadow (Standard; at-will) ♦ shadow, illusion Range 15; attack +15 vs. Will; on hit targets shadow makes a melee basic attack against them (using the shadows owners current stats)
Control Shadow (Standard; recharge ) ♦ shadow, illusion Range 15; attack +15 vs. Will; on hit targets shadow makes an will attack against any target in range (using the shadows owners current stats)
Steal Shadow (Standard; encounter) ♦ shadow, illusion Range 15; attack +15 vs. Will; on hit targets shadow seems to detach and shifts up to the owners speed then makes an attack using any encounter power that the owner knows against any target in range (using the shadows owners current stats)
Final Blow (Immediate Reaction) ♦ on death On death Caster makes a Subvert Shadow attack as an immediate free action
Slip Through Shadow (Minor; at-will) ♦ teleport, 1/round Caster may teleport 2 squares as a minor action
Alignment Evil Languages common, elven Skills Acrobatics +14, Stealth +14,Perception +14 Str 16 (+8) Dex 18 (+9) Wis 18 (+9) Con 18 (+9) Int 22 (+11) Cha 16 (+8)
Drow Master Shadow Caster Level 13 Elite Controller Medium Fey Humanoid XP 1,600
Initiative +11 Senses Perception +11 Dancing Shadows (shadow) aura 10; enemies inside aura take a -1 penalty to attack HP 264; Bloodied 132 AC 29; Fortitude 25, Reflex 28, Will 27 Saving Throws +2 Speed 7 Action Points 1
Longsword Slash (Standard; at-will) Attack +18 vs. AC; 2d6+4 damage
Subvert Shadows (Standard; at-will) ♦ shadow, illusion 2 attacks (different targets); range 20; attack +17 vs. Will; on hit targets shadow makes a melee basic attack against them (using the shadows owners current stats)
Control Shadows (Standard; recharge ) ♦ shadow, illusion 2 attacks (different targets); range 20; attack +17 vs. Will; on hit targets shadow makes an will attack against any target in range (using the shadows owners current stats)
Steal Shadow (Standard; recharge ) ♦ shadow, illusion Range 15; attack +17 vs. Will; on hit targets shadow seems to detach and shifts up to the owners speed then makes an attack using any encounter power that the owner knows against any target in range (using the shadows owners current stats)
Master Steal Shadow (Standard; encounter) ♦ shadow, illusion Range 15; attack +17 vs. Will; on hit targets shadow seems to detach and shifts up to the owners speed then makes an attack using any daily power that the owner knows against any target in range (using the shadows owners current stats)
Slip Through Shadow (Minor; at-will) ♦ 1/round Master may teleport 4 squares as a minor action
Alignment Evil Languages common, elven Str 18 (+10) Dex 20 (+11) Wis 20 (+11) Con 20 (+11) Int 22 (+12) Cha 18 (+10)
Mace Swing Cleave (Standard; at-will) Attack +10 vs. AC; 1d10+4 damage; on hit creature may cleave a secondary target for 3 damage
Leg Slam (Minor; at-will) ♦ 2/round Reach 2; attack +8 vs. Reflex; 1d4+3 damage; on hit target is either knocked prone or pushed 2 squares (Bugolith's choice)
Double Swing (Standard; recharge ) ♦ while bloodied only 2 attacks; attack +10 vs. AC; 1d10+4 damage; if creature hits two different target with this attack then it may cleave a third adjacent target for 6 damage
Acid Spit (Standard; at-will) ♦ acid, cannot use while bloodied Range 10/20; attack +8 vs. Reflex; 2d6+4 acid damage; on hit target takes 5 ongoing acid damage (save ends)
Weakened Acid Spit (Standard; at-will) ♦ acid, only while bloodied Range 10/20; attack +8 vs. Reflex; 1d8+4 acid damage; on hit target takes 3 ongoing acid damage (save ends)
Acid Spray (Standard; recharge ) ♦ acid Close blast 3; attack +8 vs. Fortitude; 2d8+4 acid damage; on hit target takes a -1 penalty to speed and AC defence (save ends both); on miss half damage
Acidic Cloud (Standard; encounter) ♦ acid, zone Burst 2; attack +8 vs. Fortitude; 3d6+4 acid damage; hit or miss creates a zone that lasts until the end of the encounter; all creatures entering or starting their turn inside zone take 5 acid damage
Mighty Leap (Move; recharge ) Bugolith leaps (shifts) 6 squares as a move action, this move may take it through enemy squares but it must end in clear space
Abominable Resilience (Immediate Reaction; encounter) ♦ Bugolith receives an effect that a save can end, recharges when first bloodied Bugolith makes a saving throw against the effect as an immediate reaction, this power recharges when the Bugolith becomes bloodied
Combat Advantage Bugolith deals an additional 1d6 damage with its Mace Swing Cleave and Double Swing powers against creatures granting it combat advantage
Alignment Unaligned Languages common Skills Athletics +10, Endurance +9 Str 16 (+5) Dex 18 (+6) Wis 12 (+3) Con 14 (+4) Int 6 (+0) Cha 3 (-2) Equipment heavy mace