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!
Here are a few creatures I recently used for your perusal. These were part of a side quest where my 6 level 18 PCs were cleaning out a research facility (the research facility had acquired some primordial matter and was experimenting with it).
1: Lash Hounds The encounter was 2x Lash Hound and 20 level 16 mutated researcher minions.
Lash Hound (two headed) Level 20 Elite Skirmisher Large Natural Magical Beast (subject 3) XP 5,600
Initiative +20 Senses Perception +20, darkvision HP 376; Bloodied 188; see Bloodied Kidnap AC 36; Fortitude 34, Reflex 35, Will 31 Resist 10 fire, 10 acid; Vulnerable 10 psychic Saving Throws +2 Speed 8 Action Points 1
Bite (Standard; at-will) Attack +25 vs. AC; 3d6+7 damage
Tongue Lash (Standard; at-will) ♦ acid Reach 3; attack +23 vs. Reflex; 2d8+8 acid damage; on hit secondary attack +23 vs. Fortitude; on hit target is immobilised (save ends)
Double Headed Attack (Standard; at-will) Lash Hound may make a Bite or Tongue Lash attack against 2 different targets
Jaws of Terror (Standard; recharge ) ♦ immobilised target only Immobilised target only; Lash Hound makes 2 Bite attacks against the same target with a +2 attack bonus; if both attacks hit the target takes an additional 2d6 damage and 10 ongoing bleeding damage (save ends)
Bloodied Kidnap (Immediate Reaction; encounter) ♦ when first bloodied When first bloodied Lash Hound makes an attack against the creature that bloodied it as an immediate reaction; reach 3; attack +23 vs. Reflex; on hit Lash Hound and its target teleport 8 squares
Howl of Ancient Doom (Standard; encounter) ♦ psychic, fear Close blast 5; enemies only; attack +23 vs. Will; 2d6+7 psychic damage; on hit target is stunned until the end of its next turn, aftereffect target takes a -4 penalty to saving throws (save ends)
Alignment Unaligned Skills Acrobatics +23, Athletics +22, Stealth +23 Str 24 (+17) Dex 26 (+18) Wis 20 (+15) Con 20 (+15) Int 6 (+8) Cha 3 (+6)
Overall the Lash Hounds worked quite well, they only managed to use their Jaws of Terror ability once each, this might have been due to the way that they were separated and couldn’t synergise with each other.
2: Chimera Lizard This was a solo creature, by itself.
Chimera Lizard (red & blue dragon, basilisk) Level 20 Solo Brute Large Natural Magical Beast (subject 12) XP 14,000
Initiative +15 Senses Perception +20, darkvision HP 940; Bloodied 470; see Bloodied Breath, Chimeric Fury AC 34; Fortitude 35, Reflex 31, Will 33 Resist 15 fire, 15 lightning Saving Throws +5, see Triple Redundancy Speed 6, fly 8 (clumsy) Action Points 2
Random Bite (Standard; at-will) Chimera Lizard makes a random bite attack, d6 (1-2 Red, 3-4 Blue, 5-6 Basilisk)
Red Dragon Bite (Standard; at-will) Attack +23 vs. AC; 3d6+8 damage
Blue Dragon Bite (Standard; at-will) ♦ lightning Attack +23 vs. AC; 2d6+5 damage; on hit if target has no resistance to lightning damage it takes a -2 penalty to attack rolls (save ends)
Basilisk Bite (Standard; at-will) Attack +21 vs. Fortitude; 2d8+8 damage; on hit target is slowed (save ends)
Triple Threat (Standard; at-will) Chimera Lizard makes a Red Dragon Bite, Blue Dragon Bite and a Basilisk Bite attack, each against a different target
Chimeric Fury (Standard; recharge ) ♦ while bloodied only While bloodied only; Chimera Lizard makes a Red Dragon Bite, Blue Dragon Bite and Basilisk Bite against the same target
Blue Dragon Lightning Blast (Standard; at-will) ♦ lightning 3 attacks, different targets; range 20; attack +21 vs. Reflex; 3d8+7 lightning damage
Basilisk Stare (Minor; recharge ) ♦ gaze Close blast 3; attack +21 vs. Fortitude; on hit target is slowed (save ends), first failed save target is immobilised (save ends), second failed save target is petrified (no save)
Combined Breath (Standard; recharge ) ♦ fire, lightning Close blast 5; attack +21 vs. Reflex; 4d10+7 fire & lightning damage; on miss half damage
Bloodied Breath (Immediate Reaction; encounter) ♦ when first bloodied When first bloodied Chimera Lizards Combined Breath recharges and is activated as an immediate reaction
Triple Redundancy If Chimera Lizard is hit with a single target effect that either stuns, blinds, or knocks it unconscious the attacker may choose which head it affects, apply the effect to that head as appropriate for the usual duration, all other effects (e.g. dazed or weakened) apply as usual
Alignment Chaotic Evil Skills Athletics +23, Endurance +20 Str 26 (+18) Dex 20 (+15) Wis 20 (+15) Con 20 (+15) Int 6 (+8) Cha 16 (+13)
My poor old Chimera Lizard got pummelled, but worked pretty much as intended and dished out a reasonable amount of damage while attracting its share of my PCs daily powers. The Triple Redundancy power was useful twice (against a stun and a blind effect) and seemed reasonable to my players.
3: Primordial Remnant This encounter comprised of the Remnant, a level 18 artillery fragment, and 12 level 16 mutated researcher minions.
Primordial Remnant Level 20 Solo Controller Huge Elemental Magical Beast (subject Aa) XP 14,000
Initiative +17 Senses Perception +23, truesight 20 HP 950; considered bloodied AC 36; Fortitude 32, Reflex 34, Will 35 Saving Throws +5 Speed 6, climb 6 (spiderclimb) Action Points 2, see Spark of Life
Snapping Maw (Standard; at-will) Reach 3; attack +25 vs. AC; 2d6+7 damage; on hit target gains 1 Primordial Influence Point
Triple Snap (Standard; at-will) 3 attacks; reach 3; attack +25 vs. AC; 1d10+7 damage; on hit target gains 1 Primordial Influence Point
Brain Warp (Standard; recharge ) ♦ psychic Range 10; attack +24 vs. Will; 3d8+8 psychic damage; on hit target is stunned until the end of Primordial Remnants’ next turn and target rolls a d6, on a result of 1-2 target permanently loses a point of intelligence or wisdom, on a 5-6 target permanently gains a point of intelligence or wisdom
Body Warp (Standard; recharge ) Range 10; attack +24 vs. Fortitude; 3d8+8 damage; on hit target is dazed (save ends) and target rolls a d6, on a result of 1-2 target permanently loses a point of strength or dexterity, on a 5-6 target permanently gains a point of strength or dexterity
Wave of Change (Standard; encounter) Burst 8; enemies only; attack +24 vs. Fortitude; 4d10+8 damage; on hit target gains 1 Primordial Influence Point and 1 Primordial Influence Point at the start of their turn (save ends)
Whipping Tendrils (Standard; at-will) Burst 3; attack +25 vs. AC; 2d8+7 damage; on hit target is pushed 3 squares and slowed (save ends)
Primordial Fear (Standard; encounter) ♦ fear, psychic Burst 8; attack +24 vs. Will; 1d10+8 psychic damage; on hit target is immobilised and takes 15 ongoing psychic damage (save ends both)
Primordial Echo (Standard; encounter) ♦ psychic, zone Area burst 2 within 15; enemies only; attack +24 vs. Will; 4d8+8 psychic damage; creates a zone that lasts until the end of the encounter; all creatures starting their turn inside the zone are slowed until the start of their next turn and gain 1 Primordial Influence Point
Spark of Life Whenever any creature within 20 squares of Primordial Remnant scores a critical hit Primordial Remnant gains an action point, this may take its current total greater than 2
Threatening Reach Primordial Remnant has threatening reach 3 with its Snapping Maw attack
Alignment Unaligned Languages primordial Skills Athletics +20, Endurance +21, Intimidate +14 Str 20 (+15) Dex 24 (+17) Wis 26 (+18) Con 22 (+16) Int 20 (+15) Cha 8 (+9)
Primordial Influence Whenever a PC gains 3 Primordial Influence Points they receive an attack +24 vs. Fortitude; on hit they gain a Primordial Mutation Point. At the end of the encounter roll a d6 twice for each Primordial Mutation Point, the first lowers a stat by 1 point the second raises a stat by 1 point.
Personally I thought this creature worked pretty well, it was nasty without being a damage dealing powerhouse. Between being marked and taking an additional -2 to all its attacks (from splintering shot) its attacks missed as often as they hit, though if I was to run it again I would probably reduce its AC by 2 points (this would bring it more in line with MMII guidelines).
At the end of the day I think any “Primordial Threat” should involve at least a taste of the raw power that the ancient Primordials once commanded. In this case my interpretation of this was the Spark of Life ability and the Primordial Influence system, which could lead to Primordial Mutation.
A: The Spark of Life power (to my surprise) proved to be incredibly useful, the creature spent an action point nearly every turn and at one point had 5 action points, in fact it died still having 3 action points left. My prediction was that it might gain 2 action points with this power, in the end having an action point to spend every round did not overpower the creature (for my group).
B: The Primordial Influence and Mutation system is a matter of taste and play style. At the end of the encounter out of 6 PCs I had 2 PCs with 1 mutation point each and a third PC with 2 mutation points (a fourth had withstood the attack +24 vs. Fortitude to shrug a mutation point off). As I have said my own opinion is that battling Primordials (or in this case primordial matter) should be dangerous and carry potential long term consequences, but I can totally understand anyones opinion of not wanting to mess with a PCs stats…. I would like to here other peoples opinion regarding this.
Anyway that’s my basic report, I would be happy to discuss or explain anything anyone is interested in.
These come off well to me. The only issue I'd have with my group is the taking away of stats. This has the potential to impart imbalance to a character and with some players really cause friction. To use these as is I'd have to add a high level (aka costly) ritual or something to that effect that could do a "de-warp" a character.
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The only issue I'd have with my group is the taking away of stats. This has the potential to impart imbalance to a character and with some players really cause friction.
Yes it might seem like a major imposition to some people, it is certainly an unusual and unpredictable mechanic.
Quote:
Originally Posted by DanmarLOK
To use these as is I'd have to add a high level (aka costly) ritual or something to that effect that could do a "de-warp" a character.
The way I look at it is that it is a great plot hook for any characters alterred by the creature who want to return to their unaltered state. This gives the DM a solid basis for additional side quests to track down a cure or ritual.
In my case (without giving too much away to my players), the facility had been abandoned in a chaotic state, it is not unreasonable that the people conducting the Primordial Matter Research have relocated to one or more other safer facilities to continue their research. The researchers probably have the greatest understanding of the processes involved and also probably have another sample of Primordial Matter (or a stable piece taken from the original source). This provides a possible route of investigation and adventure. Of course there is also the fact that any meddling with primordial matter must be stopped as it is far too dangerous, if mortals gained the primordial power of creation and destruction it would change the world forever.