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!
When you edit the monster click on the HP & DEFENSES section on the left hand side. You should then get in middle the details of that section. It starts with Initiative, etc... Starting after the section that contains the AC, Fort, Will, Ref, AP etc... you will see Auras, Senses, Weakness, etc... You may need to scroll down to see them. To add a new one just click on the plus sign and it will expand that section and give you a drop down list.
I appreciate your assistance, however, you can't add Immunity there. Unless I am dense tonight.
EDIT: I suppose I can use the Aura block and just label it Immunity, but that puts it in the wrong place on the monster block. Ah well it's a good work around. Thank you.
"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
I appreciate your assistance, however, you can't add Immunity there. Unless I am dense tonight.
EDIT: I suppose I can use the Aura block and just label it Immunity, but that puts it in the wrong place on the monster block. Ah well it's a good work around. Thank you.
Ahhhh yeah, you are right I thought it would be under Resistance, well it is in beta I guess they forgot to put that in.
Greatsword (standard; at-will) Weapon
+6 vs. AC; 1d10 + 4 damage, plus 1d10 damage when charging
Centaur Charge (standard; usable only in place of a melee basic attack when charging; recharge ) Weapon
+6 vs. Fortitude; 1d10 + 3 damage; and the target is knocked prone
Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur hunter; at-will)
Targets the triggering creature; +3 vs. AC; 1d6 + 2 damage
I can see with the new monster maker that many people are trying their hands at monster creation. That's always good to see. I built this thread to hone my monster creation skills and would like to pass that on to anybody else who wants to learn.
Here are some idea's for you to make when you feel like it.
Jello ooze (level 6 skirmisher)
Monkey with a Knife (level 3 lurker)
Generic guard (level 1 minion)
Swarm of animated Gold (level 8 skirmisher)
Dead body (level 0 minion)
Razor golem (level 14 brute)
Cultist (level 4 minion)
Posessed doll (level 7 artillery)
Animated rope (level 1 lurker)
Animated house (level 14 soldier)
Gem scarab (level 2 brute)
Skeletal archer (level 4 artillery)
Paper golem (level 2 skirmisher)
Rust golem (level 10 brute)
Swarm of animated torches (level 5 skirmisher)
Living spell (varies)
Fire and air elemental (level 14 Skirmisher)
Acid elemental (level 14 brute)
Gladiator (level 5 soldier)
Elite Guard (level 4 elite soldier)
I will post more in a bit, im watching Russell Peters now.
How about a creature who is so fast he damaged you before the fight? He hit you from the future. Later it the fight, he actually perfromed the attack and if it misses, you gain HP because the future attack form the past misses.
Bastard Sword (standard; at-will) Weapon
+5 vs. AC; 1d6 + 2 damage, plus 1d6 damage when charging
Mobile Melee Attack (standard; at-will) Weapon
Centaur Swordman can move up to 4 squares and make one melee basic attack at any point during that movement. He doesn’t provoke opportunity
attacks when moving away from the target of his attack.
Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur hunter; at-will)
Targets the triggering creature; +6 vs. AC; 1d6 + 2 damage
Combat Advantage
Centaur Swordsman deals an extra 1d6 damage on melee attacks against any target he has combat advantage against.
The next one I am working on is the Centaur Mastermind, I have him about 70% done need to come up with some interesting powers for him. Any suggestions in this area would be great.
Last edited by Delak; 18th August 2009 at 03:26 PM..
How about a creature who is so fast he damaged you before the fight? He hit you from the future. Later it the fight, he actually perfromed the attack and if it misses, you gain HP because the future attack form the past misses.
Bastard Sword (standard; at-will) Weapon
+5 vs. AC; 1d6 + 2 damage, plus 1d6 damage when charging
Mobile Melee Attack (standard; at-will) Weapon
Centaur Swordman can move up to 4 squares and make one melee basic attack at any point during that movement. He doesn’t provoke opportunity
attacks when moving away from the target of his attack.
Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur hunter; at-will)
Targets the triggering creature; +6 vs. AC; 1d6 + 2 damage
Combat Advantage
Centaur Swordsman deals an extra 1d6 damage on melee attacks against any target he has combat advantage against.
The next one I am working on is the Centaur Mastermind, I have him about 70% done need to come up with some interesting powers for him. Any suggestions in this area would be great.
Again, great work, just one thing though.
Quote:
Originally Posted by Delak
Mobile Melee Attack (standard; at-will) Weapon
Centaur Swordman can move up to 4 squares and make one melee basic attack at any point during that movement. He doesn’t provoke opportunity
attacks when moving away from the target of his attack.
It`s easier to say that he shifts 4 squares, that means he doesn`t provoke opportunity attacks.
Generic Guard Level 1 Minion Medium Any Humanoid XP 25 Initiative +1 Senses Perception +1 HP 1; a missed attack never damages a minion. AC 15; Fortitude 13, Reflex 13, Will 13 Speed 6
Basic Weapon Attack (Standard; at-will)
+6 Vs. AC; 1d10+3 Damage
Minion Wall
The Generic Guard gains a +1 to AC for every ally it's adjacent to.
Alignment Unaligned Languages Common Str 13 (+1)Dex 13 (+1)Wis 13 (+1)Con 13 (+1)Int 13 (+1)Cha 13 (+1) Equipment Weapon, Armor
Phidias Level 4 Solo Artillery Large Aberrant Magical Beast XP 875 Initiative +4 Senses Perception +9, All around vision, Darkvision
Aura Of Petrification aura 50;
Any creature that would die in the aura is instead petrified with 1 hit point.
HP 220; Bloodied 110 AC 16; Fortitude 16, Reflex 16, Will 16 Saving Throws +5 Speed fly 6 (hover) Action Points 2
Bite (Standard; at-will)
+11 Vs. AC, 1d10+4 damage
Central Eye (Minor; recharge ) ♦ Fear
Phidias dead central eye is terrifying to behold. +9 Vs. Will; the target is dazed and slowed.
Eye Rays (Standard; at-will)
A strong beleiver in self mutilation, phidias has only 3 working eye rays left. He can use up to 2 eye ray powers (chosen from the list below) each power must target a different creature. Using eye rays does not provoke opportunity attacks. 1--Telekenesis Ray: Ranged 10; +9 Vs. Fortitude; the target slides 4 squares. 2--Petrifying Ray: Ranged 10; +9 Vs. Fortitude; The target is slowed (save ends) First failed save: The target is immobilised instead of slowed (save ends) Second failed save: The target is petrified instead of immobilised (no save) 3--Disintegrate Ray: +9 Vs. Fortitude; 1d10+4 damage and ongoing 5 damage (save ends) Aftereffect: The target is dazed (save ends)
Death throes (Immediate Interrupt; encounter; first when bloodied and again when reduced to 0 hit points)
Burst 8, all creatures in the burst are hit with a petrifying eye ray.
Curse of Cold Stone (Immediate Interrupt; when bloodied)
When phidias is bloodied, he begins to partially turn to stone. His fly speed decreases from 6 to 4, he gains a +3 to AC and fortitude and a -3 to reflex.
Greetings adventurers, as you may already know, I am Phidias, extraordinay artist and the great mother's favourite creation. I believe that you are here to reclain what I took from the church. Unfortunately, that can never happen, you see, you are imperfect, an insult to the great mother's ultimate power. The only path of salvation now is to become sculptures, dedicated to the perfection of my creation. Surrender peacefully and the petrfication will be quick and peaceful. Fight and you will be destroyed.
Thanks for statting up Phidias, the insane beholder sculptor. I like the idea of him denouncing the heroes as imperfect and him promising to resculpt them into a true aesthetic ideal. Of course that means he needs to turn them to stone first, but it's all in the name of art.
I still may give him some kind of way out of stun/daze effects, but I've been thinking of adding something like that to all solos anyway. Based on some discussion of the problem of end of your next turn effects lasting longer than save end effects on solos (due to the +5 to saves), I may go with something like this:
Solo Resilience: Immediate Interrupt, Encounter, Recharge when first bloodied.
Trigger: When hit by any condition defined on pg 277 of the PHB except for marked.
Effect: The solo creature can make a save versus that effect, even if it normally would not allow a save.
This will give it two ways out of stun-lock powers per encounter. That seems reasonable. It doesn't mean those powers are automatically going to fail, but does make it harder to totally lock down the solo for the entire fight.
The resilience looks good but keep in mind, since he's level 4, you can add in some hobgoblins to protect him if he's stunned. The +5 to saves is really going to help him recover.
There's also this.
Hobgoblin Fodder Level 3 Minion Medium Natural Humanoid (goblin) XP 37 Initiative +3 Senses Perception +3 HP 1; a missed attack never damages a minion. AC 17; Fortitude 15, Reflex 15, Will 15 Speed 6
Spear (Standard; at-will)
+8 Vs. AC; 4 damage
Protect the Master
The hobgoblin fodder can sacrifice itself to protect 1 non minion creature within 5 squares from an effect a save can end.
Here is the Centaur Mastermind, Feedback on the powers is welcome on this one. It took me while trying to come up with the powers and I am not 100% in love with them.
Quarterstaff (standard; at-will) Weapon
Reach 2; +7 vs. AC; 1d8 + 3 damage, plus 1d6 damage when charging
Thunder Staff (standard; recharge ) Thunder, Weapon
Requires quarterstaff; +7 vs. AC; 2d10 + 3 thunder damage, and the target is dazed until the end of the centaur mastermind’s next turn
I Command You (standard; recharge ) Psychic
Ranged 5; +6 vs. Will; 2d6 + 3 psychic damage, and the target slides 3 squares
Winds of Change (standard; recharge when first bloodied) Zone
Close burst 5; targets enemies; ; +6 vs. Fortitude; 1d10 + 3 damage and pushes the target 3 squares and knocks them prone.
Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur mastermind; at-will)
Targets the triggering creature; +7 vs. AC; 1d6 + 3 damage
Here is the Centaur Mastermind, Feedback on the powers is welcome on this one. It took me while trying to come up with the powers and I am not 100% in love with them.
Quarterstaff (standard; at-will) Weapon
Reach 2; +7 vs. AC; 1d8 + 3 damage, plus 1d6 damage when charging
Thunder Staff (standard; recharge ) Thunder, Weapon
Requires quarterstaff; +7 vs. AC; 2d10 + 3 thunder damage, and the target is dazed until the end of the centaur mastermind’s next turn
I Command You (standard; recharge ) Psychic
Ranged 5; +6 vs. Will; 2d6 + 3 psychic damage, and the target slides 3 squares
Winds of Change (standard; recharge when first bloodied) Zone
Close burst 5; targets enemies; ; +6 vs. Fortitude; 1d10 + 3 damage and pushes the target 3 squares and knocks them prone.
Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur mastermind; at-will)
Targets the triggering creature; +7 vs. AC; 1d6 + 3 damage