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Old 19th October 2009, 03:07 AM   #1 (permalink)
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How to flavor your monsters into something special...

You know, the monster manual is a wonderful thing. It gives you, with just one book, limitless options. When combined with the Dungeon Master's guide? It offers even more.

Now, it's easy enough to just pick monsters out of the book and play, but what if you want to give a set of monsters a theme. Perhaps to make a set of villains for your campaign that stand out as creatures your players can recognize instantly.

I now present the monsters I made for my campaign, A set of four creatures called Voidlings.

Void.PDF

Now, look over those monsters, and I'll let you in on a secret...


Go ahead, I can wait...



Oh, back already? All right. The secret is, the creatures started as a Kobold Minion, Kobold Wyrmpriest, and two other monsters for the 5th and 7th level creatures.

It only was the effort of a few minutes to rename some powers already a part of the builds, and a few more to slide new versions of them in for powers already there. Touch of renaming, tweaking, and generally making them work more like some dark life-sucking creatures from beyond, and I'm ready to make my players pay for ever THINKING about being heroes.

If you want more powerful versions of them, just add levels like advised in the DMG. Take a Void Wrath, add some cleric levels dedicated to the Void, and you have Priestess Night. This hedonistic young lady enjoys whipping her cultists and followers into debauched parties in the name of 'Life', and watches with glee as they follower her down a road of perversion that feed her Void masters with not only rage, lust and terror, but also culminate in human sacrifices and willing slaves.

Priestess Night (Void Wraith) Level 10 Lurker (Leader)
Medium aberrant humanoid XP 500
Initiative +14 Senses Perception +14; darkvision
HP 84; Bloodied 42
AC 24; Fortitude 21; Reflex 23; Will 24
Immune disease; poison
Speed 6, fly 6 (hover); phasing
Action Points 1
Dire Touch of the Void (at-will; standard) • Void
+13 vs Reflex; 1d8 + 5 void damage, and the target is weakened (save ends); Void wraith heals 5 damage.
Scream of the Void (encounter; standard) • Void
Close burst 2; +13 vs Fortitude; 2d6 + 5 void damage, and those hit are slowed and dazed(save ends both).
Endless Void (when reduced to 0 hit points) • Void
Close burst 1; targets enemies; each target is slowed and weakened(save ends both). When slain, a Void Wraith explodes into shards of life-draining void that cripple anyone nearby.
Void Jump (at-will; move)
The void wraith teleports up to 4 squares, gaining combat advantage against any target that it arrives adjacent to until the end of its next turn.
Combat Advantage • Void
The void wraith deals an extra 1d6 void damage against any target it has combat advantage against.
Shell of the Void
Any humanoid killed by a void wraith, instead of being effected by ashen doom, can instead be inhabited by the void wraith. The wraith still has access to all of its powers in its new form, except for phasing. It can also learn new abilites as if a member of the victim's race. This ability alllows a void wraith to act as the perfect spy. When damaged in this shell, they can only be detected by their blood. Their wounds drip Void, not blood. The void wraith can release its body in order to phase if needed, leaving a column of Ashen Doom where it once stood.
Ashen Doom (at-will; free) • Void
Any time a creature is killed by a Void keyword attack, its body is destroyed and turned to a black-grey column of ash. All non-magical items on the creature are also turned to ash. This does not prevent the creature from being raised from the dead with a ritual, and should be considered a story device rather than a power to permanently destroy characters.
Healing Word (encounter x2, once per turn; minor) • Healing
Close burst 5; targets one ally in burst; the target spends a healing surge and regains an additional 2d6 hit points.
Channel Divinity of the Void (encounter; free) • Divine, Void
Summon a Void Wing or Void Walker to do her bidding. She may have a number summoned equal to her Charisma bonus, with Void Wings needing one charisma bonus point, and Void Walkers needing two. She normally has three Void Walkers and three Void Wings already serving her. The Void Wings CAN summon Void Spawnlings.
Invoke the Void (encounter; standard)
Close burst 10; allies in the burst gain 10 temporary hit points and shift 1 square. After the encounter, all allies lose not only the temporary hit points, but take 10 void damage.
Void Cleric Powers (encounter x3; standard) • Void
Add 3 encounter cleric powers from the cleric list. Make the powers fit the theme of Void, and change them from time to time for flavor.
Alignment Chaotic Evil Languages Common, Voidial
Skills Stealth +15, Acrobatics +15, Bluff +14, Diplomacy +14, Intimidate +14, Religion +12
Str 15 (+7) Dex 21 (+10) Wis 18 (+9)
Con 15 (+7) Int 15 (+7) Cha 18 (+9)
Equipment Mace, Chainmail, Adventurer’s Kit

She has an excessive amount of powers really, but you could probably leave out some of the basic Void abilities for void wraiths, and try to keep her secret just a bit longer about what she is.

Either way, you now have enough material for the Heroic tier. Just mix in other creatures to keep it from being "all void, all the time" and you're good!

(post from Foolish Frost's Playground)
Attached Files
File Type: pdf Void.PDF (2.99 MB, 9 views)
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Old 19th October 2009, 06:04 AM   #2 (permalink)
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Nice reflavoring you did there. Personally, I would never make a standard monster with 11 powers - that's elite territory to me, and the complex end of the elite spectrum at that.
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Old 19th October 2009, 06:52 AM   #3 (permalink)
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I tend to add a lot of powers to my monsters - even the standard ones.

I'll have the typical 3-5 powers or so, and then I may add another 1-4 or 5 more that are just some cool little things that I think have style that I might break out. I usually put the powers at the bottom of the list and separate with a line when printed - making them optional basically.

EX: I have a group of thieves from a thieves guild who I set up with some powers. Then I think about the fight, and where it will be. Then I start adding in these optional powers that are often times specific to the location...

Just a quick example...

Quote:
Falling Parts (standard;encounter)
Close Burst 3; +12 vs REF; 2d10 + 5 Damage
The thief shoves a nearby shelf unit, knocking parts down into the effected area.
I like doing these because they are there as a reminder right there with the thieves stat block and tie in nicely (specifically) with that encounter. In another encounter with the same thieves, I would take this power out before printing, or simply cross it off if (for example) they were no where near the shelves.

I guess the short of it is, I dig having a lot of powers to choose from, though I would clarify that as "when I make them".


---edit---

And good post by the way Fool

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Old 19th October 2009, 02:35 PM   #4 (permalink)
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I find more powers more fun for both me and the players. But you have to be careful to avoid overly optimizing creatures so that they have abilities that give them both striking and controlling and leadering powers rather than their focused role and attack every defense rather than focusing on a select one or two. Omni-creatures can be not fun for players.
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Old 19th October 2009, 03:26 PM   #5 (permalink)
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You know, that's a problem I had with this creature: It has it's own abilities, and then, it get's to start taking on levels of a class...

You suddenly have twice the powers.

I guess I could have just made it so it can only use the cleric powers until it 'dies' in human form, then becoming the Void Wraith again with full stats.

Just seemed like more likely for it to use the power a bit while in human form to give hints as to what it is.
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Old 20th October 2009, 03:32 AM   #6 (permalink)
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Yeah, I'm with weem, this is a great thread Fool.

I do a final "compression" check when finishing a homebrew monster, looking for ways to reduce its number of powers by combining multiple effects into single powers or auras.

When I'm running a bunch of bad guys I want to convey the essence of the monster with minimum flipping through power lists. Now, with major elites and solos it's another story. The strigha that Weem and Danmar helped me with has upwards of 11 powers.
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Old 20th October 2009, 06:59 AM   #7 (permalink)
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Quote:
Originally Posted by Quickleaf View Post
When I'm running a bunch of bad guys I want to convey the essence of the monster with minimum flipping through power lists. Now, with major elites and solos it's another story. The strigha that Weem and Danmar helped me with has upwards of 11 powers.
That's a good philosophy... as a DM you want a new monster to be different and diverse, but for the sake of game play you have to keep power lists from getting too overboard or you'll just bog down the speed of play.

But it is darned tempting to rack up an impressive power list just to go toe-to-toe with the PCs...
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Old 20th October 2009, 12:00 PM   #8 (permalink)
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You know, the more I think of it, the more I think I should Just make Night a PC class while in human shape, and then have her become a Void Wraith when she hit's 0 HP. That makes her a two stage monster, but the question is this: How do you rate the threat of a monster becoming another monster? If she's a level 11 cleric of the Void, and then when she dies she becomes a 7th level Void Wraith, what do you actually have in terms of challenge?
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Old 20th October 2009, 01:16 PM   #9 (permalink)
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Quote:
Originally Posted by Neuroglyph View Post
But it is darned tempting to rack up an impressive power list just to go toe-to-toe with the PCs...
My personal creature design rule is that a creatures stat block should not take up more than one sheet of A4 paper when printed out. This makes sure that everything I need is in one place for easier referencing during combat.

This is also one of the reasons I use multiple stage solo creatures as each stage of the creature can be on its own sheet, so that during play I just need to switch sheets at the appropriate time keeping things as simple and easy to read as possible.

One of the problems with having a massive amount of powers is that in the heat of combat you are going to miss some. For example, I have long sinse stopped being surprised to suddenly realise when one of my own creatures dies that it should have had a bloodied reaction that should have been quite effective, sometimes I switch it to an on death reaction, sometimes I just get on with the action.

Its quite embarrassing that just because I can design competent monsters it doesn't mean I can run them competently!
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Old 20th October 2009, 08:48 PM   #10 (permalink)
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Quote:
Originally Posted by TheFool1972 View Post
That makes her a two stage monster, but the question is this: How do you rate the threat of a monster becoming another monster? If she's a level 11 cleric of the Void, and then when she dies she becomes a 7th level Void Wraith, what do you actually have in terms of challenge?
I'm really interested in this idea of multi-stage monsters. My answer would be go with an elite 11th build with 11th level NPC that turns into 11th level Void Wraith (assuming both your conceptions for the cleric/void wraith are as standard monsters).

Quote:
Originally Posted by Mesh Hong View Post
This is also one of the reasons I use multiple stage solo creatures as each stage of the creature can be on its own sheet, so that during play I just need to switch sheets at the appropriate time keeping things as simple and easy to read as possible.
Ooo, tell me more about how you run multi-stage solos? What are some examples?

Quote:
Originally Posted by Mesh Hong
Its quite embarrassing that just because I can design competent monsters it doesn't mean I can run them competently!
Your monsters are great. Personally, I save the full page monsters for major bad guys, maybe two or three of them per tier.
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Old 21st October 2009, 08:58 AM   #11 (permalink)
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Ooo, tell me more about how you run multi-stage solos? What are some examples?
An extreme example of a multi stage creature I have used is a parasitic entity from the far realms called second skin. It survives by joining with a host and using the host power in conjunction with its own.

This is a 3 stage boss, which starts as a Huge creature and reduces in size at each stage, ending up as a medium sized creature. The first stage is Second Skin joined with a Fell Troll, when the this form becomes bloodied the body of the Fell Troll cannot contain Second Skin any longer and its flesh sloughs off revealing Second Skins next form, resembling a Living Statue. When this form is reduced to 200 HPs its stone body crumbles away to reveal its final base form which is mass of black tentacles.

Second Skin Fell Troll Level 20 Solo Brute
Huge Aberrant Humanoid (phase 1) XP 14,000

Initiative +16 Senses Perception +20, darkvision
HP 1190; Bloodied 595; see Shed the Skin
Regeneration 10, if takes acid damage regeneration doesn't function next
turn
AC 34; Fortitude 36, Reflex 32, Will 34
Immune charm, disease, poison;
Resist 20 lightning, 10 radiant;
Vulnerable 15 psychic, 5 necrotic
Saving Throws +5
Speed 10
Action Points 2

Stone Tipped Claw (Standard; at-will)
Reach 3; attack +23 vs. AC; 2d6+8 damage

Backhand Slam (Standard; at-will)
Reach 3; attack +21 vs. Reflex; 2d8+8 damage; on hit target is pushed 4
squares and knocked prone

Ferocious Attack (Standard; at-will)
Second Skin makes 2 Stone Tipped Claw and 1 Backhand Slam attack

Crunching Rush (Standard; recharge )
Second Skin moves up to 10 squares in a straight line, this movement
provokes opportunity attacks as normal; when any part of this movement
would take him into an enemies space he may make the following attack;
attack +20 vs. Fortitude; 1d10+8 damage; on hit Second Skin may either
grab target and carry them along or slide them 2 squares and knock them
prone, Second Skin may only grab and carry 2 targets, at the end of the
movement Second Skin makes an attack against each grabbed target;
attack +20 vs. Reflex; 2d8+8 damage; on hit target is released from the
grab, prone and dazed (save ends); on miss target is released from the
grab

Eye Beam Strafe (Standard; encounter) radiant
Close blast 5; attack +21 vs. Reflex; 4d12+7 radiant damage; on hit
target takes a -4 penalty to attacks (save ends); on miss half damage

Bellow of Revenge (Standard; encounter) fear
Burst 10; attack +21 vs. Will; on hit target is stunned until the end of
their next turn, after effect target takes a -2 penalty to attack (save
ends)

Shed the Skin (Immediate Reaction) when first bloodied
When first bloodied Second Skin sheds the Fell Troll revealing its ultimate
form, see separate stat block

Threatening Reach
Second Skin has threatening reach (3) with its Stone Tipped Claw attack

Alignment Evil Languages deep speech, common, giant
Skills Athletics +23, Dungeoneering +20, Endurance +24
Str 26 (+18) Dex 22 (+16) Wis 20 (+15)
Con 28 (+19) Int 18 (+14) Cha 24 (+17)

-----------------------------------------------------------------------

Second Skin Level 20 Solo Controller
Large Aberrant Humanoid (phase 2) XP 0

Initiative +16 Senses Perception +20, darkvision
HP 595; Bloodied 297; at 200 HPs see Shed the Stone
AC 36; Fortitude 34, Reflex 33, Will 34
Immune charm, disease, poison;
Resist 20 lightning, 10 radiant;
Vulnerable 15 thunder, 5 necrotic
Saving Throws +5
Speed 6
Action Points 1

Stone Punch (Standard; at-will)
Reach 2; attack +23 vs. AC; 3d6+7 damage

Lightning Charged Punch (Standard; at-will) lightning
Reach 2; attack +23 vs. AC; 2d8+7 damage; on hit target takes 10
ongoing lightning damage (save ends)

Double Punch (Standard; at-will)
Second Skin makes a Stone Punch and a Lightning Charged Punch attack

Ultimate Control (Standard; recharge ) psychic
Line of sight; does not provoke opportunity attacks; attack +24 vs. Will;
on hit target is dominated (2 saves ends), note Brand gains a +5 bonus to
Will defence vs. this attack

Lightning Arc (Standard; recharge ) lightning
Close blast 3; attack +24 vs. Reflex; 4d8+7 lightning damage; on hit
target is dazed (save ends)

Eye Beams Strafe (Standard; encounter) radiant
Close blast 5; attack +24 vs. Reflex; 4d12+7 radiant damage; on hit
target takes a -4 penalty to attacks (save ends); on miss half damage

Share My Pain (Immediate Reaction; recharge ) psychic, when
damaged
When damaged Second Skin may psychically cause damage to a nearby
creature and an immediate reaction; range 5; attack +20 vs. Will; on hit
target takes an amount of psychic damage equal to half the total that
Second Skin took from the attack

Shed the Stone (Immediate Reaction) when reduced to 200 HPs
When reduced to 200 HPs Second Skins stone flesh falls away revealing its
ultimate base form, see separate stat block

Alignment Evil Languages deep speech, common
Skills Dungeoneering +20, Endurance +20, Insight +20
Str 24 (+17) Dex 22 (+16) Wis 20 (+15)
Con 20 (+15) Int 26 (+18) Cha 24 (+17)

-----------------------------------------------------------------------

Second Skin (Base Form) Level 20 Solo Skirmisher
Medium Aberrant Beast (phase 3) XP 0

Initiative +20 Senses Perception +20, darkvision
Aura of Paranoia (fear, psychic) aura 5; Second Skin and all creatures
inside aura count as both allies and enemies, and take all benefits and
disadvantages from this (can provide flanking, take both ally and enemy
effects from powers and abilities from effects or creatures inside aura)
HP 200; Bloodied 100; see Refusal to Die
Regeneration 10, regenerate does not function next turn if Second Skin
takes thunder damage
AC 36; Fortitude 31, Reflex 35, Will 35
Immune charm, disease, poison;
Resist 10 radiant, 10 fire
Saving Throws +5
Speed 6, teleport 3
Action Points 1

Tentacle Rake (Standard; at-will)
Attack +25 vs. AC; 2d6+8 damage; on hit target takes 5 ongoing damage
(save ends)

Double Rake (Standard; at-will)
Second Skin makes 2 Tentacle Rake attacks; if both attacks hit the same
target they takes 10 ongoing damage (save ends)

Psychic Tornado (Standard; recharge ) psychic
Burst 3; attack +21 vs. Will; 3d8+8 psychic damage; on hit target is
pushed 6 squares and knocked prone

Mass Domination (Standard; encounter) psychic
Burst 5; attack +20 vs. Will; 1d6+8 psychic damage; on hit target is
dominated (save ends); Brand gets a +5 bonus to Will defence against this
attack

Refusal to Die (Immediate Reaction) necrotic, when first reduced to
0 HPs
Burst 5; attack +22 vs. Fortitude; 2d6+8 necrotic damage; on hit Second
Skin regains a number HPs equal to the damage taken by target

Combat Advantage
Second Skin deals 2d6 extra damage with melee attacks when it has
combat advantage

Alignment Evil Languages deep speech, telepathy 10
Skills Dungeoneering +20
Str 20 (+15) Dex 26 (+18) Wis 20 (+15)
Con 18 (+14) Int 22 (+16) Cha 26 (+18)
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