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Old 3rd November 2009, 08:53 AM   #1 (permalink)
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bmadden Goblin Sharpshooter (Lvl 2)
Qualleg

Hi

My 4e group is finally approaching paragon and I want to move the campaign towards the (BOOM BOOM BOOM) Far Realm.
Original, I know.
I would like the host for this entanglement to be the Qualleg (p. 68 Legacy of the Dragons)
For those unfamiliar with the creature, it's a CR10 Large Aberration: "This strange creature is suspended within a mobile sphere of thick, gelatinous material that protects it from the elements and allows it to survive...The qualleg is a long, finned, fishlike beast with a single red eye that glows with a malevolent light."
The entry for the Qualleg description is long and full of details that can be easily adapted to my purposes.
I'm going to convert the Qualleg to some 4e roles and use them in my campaign.
The reason I'm posting is to ask if anyone: A. has used the Qualleg in a campaign, and B. has converted the Qualleg to 4e.
I never actually used the Qualleg in 3e.

Thanks
Ben

Last edited by bmadden; 4th November 2009 at 05:50 AM.. Reason: typo
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Old 3rd November 2009, 09:28 AM   #2 (permalink)
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Mesh Hong Hobgoblin Soldier (Lvl 3)
Quote:
Originally Posted by bmadden View Post
"This strange creature is suspended within a mobile sphere of thick, gelatinous material that protects it from the elements and allows it to survive...The qualleg is a long, finned, fishlike beast with a single red eye that glows with a malevolent light."
I have never heard of these, but they sound great!

You could probably do all sorts of interesting things with these guys.
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Old 3rd November 2009, 08:55 PM   #3 (permalink)
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Mentat55 Hobgoblin Soldier (Lvl 3)
The qualleg are sweet -- unfortunately I never got to use them against my Arcana Unearthed party.

They seem naturally disposed towards being controllers and soldiers, with attacks that knock prone, and their enveloping liquid working as some sort of aura or difficult terrain, coupled with a nasty drowning attack. Since they are also magisters in AE, they could make good artillery monsters as well.

Here is one go at a basic qualleg:

Qualleg Level 11 Controller
Large aberrant magical beast XP 600
Initiative +7 Senses Perception +12; darkvision
Enveloping Liquid aura 1; creatures that cannot breathe water suffer a -2 penalty to attack rolls, defenses, and skill checks.
HP 114; Bloodied 57
AC 25; Fortitude 23; Reflex 23; Will 22
Resist 10 acid, 10 fire; Vulnerable 10 lightning
Speed 6, climb 4 (spider climb)
m Tentacle (at-will; standard)
Reach 2; +16 vs AC; 1d8 + 5 damage, and the target is knocked prone.
M Crushing Liquid (encounter; standard)
Targets one enemy affected by enveloping liquid; +15 vs Fortitude; 3d8 + 5 damage, and the target is unconscious (save ends).
C Swirling Liquid (at-will; minor 1/round)
Close burst 1; +15 vs Reflex; the qualleg slides the target 1 square.
A Fleeting Phantasms (recharge 5 6; standard) • Illusion, Psychic
Area burst 1 within 10; +15 vs Will; 2d8 + 5 psychic damage, and the target grants combat advantage to all attackers (save ends).
Enveloping Shield (encounter; minor)
The qualleg gains a +4 bonus to AC, Fortitude, and Reflex defenses until the end of its next turn.
Arcane Harmonics (encounter; free)
The qualleg immediately makes a saving throw with a +4 bonus against one effect a save can end.
Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +14
Str 15 (+7) Dex 15 (+7) Wis 15 (+7)
Con 18 (+9) Int 18 (+9) Cha 15 (+7)
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Old 4th November 2009, 05:36 PM   #4 (permalink)
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Mesh Hong Hobgoblin Soldier (Lvl 3)
This might be a little over the top, but can be seen as a statement of intent for the types of abilities I would give the Qualleg. As overseers from another world I think they deserve to have some bizarre abilites!

Qualleg Observer Level 14 Elite Controller
Large Aberrant Magical Beast XP 2,000

Initiative +8 Senses Perception +16, darkvision
Psychic Drain (psychic) aura 2; all creatures entering or starting their
turn inside aura take 5 psychic damage
HP 276; Bloodied 138; see Temporal Anchor, Gelatinous Collapse
AC 28; Fortitude 25, Reflex 27, Will 27
Resist 15 psychic
Saving Throws +2
Speed 5
Action Points 1

Slam (Standard; at-will)
Attack +19 vs. AC; 2d6+3 damage; on hit secondary attack +18 vs.
Fortitude; on hit target is slowed (save ends)

Arcane Transposition (Standard; at-will) psychic, teleport
2 targets within burst 10; attack +18 vs. Fortitude or Will (whichever is
higher); 1d10+6 psychic damage; if both targets are hit they immediately
switch places

Gelatinous Expulsion (Standard; recharge )
Close blast 4; attack +18 vs. Reflex; 1d10+6 damage; on hit target is
immobilised and gains vulnerability 5 psychic (save ends both)

Temporal Anchor (Standard; encounter) psychic, recharges when
first bloodied
Range 15; attack +18 vs. Will; 3d6+6 psychic damage; on hit target takes
10 ongoing psychic damage and delays its turn by 5 initiative (this cannot
take its initiative to less than 1) (save ends both); this power recharges
when Qualleg is first bloodied

Illusionary Terrain (Standard; encounter) zone, illusion, minor to
sustain
Area burst 3 within 15; attack +18 vs. Will; on hit target is dazed until the
end of Quallegs next turn; creates a zone; all enemies entering or starting
their turn inside the zone take an attack +18 vs. Will; on hit target treats
the zone as difficult terrain and takes a -2 penalty to attack until the
start of their next turn; minor action to sustain

Arcane Deflection (Immediate Reaction; at-will) psychic, when
Qualleg receives a status effect from an attack
When Qualleg receives a status effect from an attack it may make the
following attack as an immediate reaction against its aggressor; attack
+16 vs. Will; on hit Qualleg moves one status effect it is currently subject
to the target

Arcane Flow (Move; encounter) teleport
Qualleg teleports 10 squares as a move action

Gelatinous Collapse (Immediate Reaction) on death
Burst 3; attack +16 vs. Reflex; on hit target is knocked prone and
restrained (save ends)

Alignment Unaligned Languages deep speech, telepathy 10
Skills Arcana +18, Diplomacy +17, Dungeoneering +16
Str 16 (+10) Dex 12 (+8) Wis 18 (+11)
Con 18 (+11) Int 23 (+13) Cha 20 (+12)
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Old 5th November 2009, 01:45 PM   #5 (permalink)
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Mustrum_Ridcully Snaketongue Initiate (Lvl 7)Mustrum_Ridcully Snaketongue Initiate (Lvl 7)
I never got to use the Qualleq in my arcana evolved campaign.
Here is my take:
Qualleq Magister
Level 15 Elite Controller (XP 2.400)
Medium aberrant magical beast (aquatic)
Initiative +10 Senses Perception +10; blindsight
Enveloping Liquid aura 1; The enveloping liquid creates difficult terrain. Any non-aquatic creature ending its turn in the aura is weakened until the
end of its next turn and the Qualleq can slide the target 3 squares to any other square in the aura. Creatures can choose to swim if they are fully inside the aura.
HP 296; Bloodied 148
AC 29; Fortitude 27; Reflex 28; Will 26
Saving Throws +2
Speed 6, climb 4 (Spider Climb)
Action Points 1

Tentacle Lash (at-will; standard)
The Quelleq shifts 1 square before or after the attack. ; +20 vs AC; 1d10 + 6 and slide the target 1 square.

Rays of Frost (at-will; standard) • Arcane, Cold
10; Targets one or two creatures within 2 squares of each other; +19 vs Fortitude; 1d10 + 6 cold damage and the target is slowed until the end of its next turn.

Blast of Cold (encounter; standard) • Arcane, Cold
Close Blast 5; +19 vs Reflex; 4d8 + 6 cold damage and the target is immobilized (save ends). Miss: Half damage and the target is slowed
(save ends).

Expanding Liquid (recharge 5 6; standard)
Special: This power is recharged when the Quelleq is bloodied and the Qualleq uses it immediately as a free action.
The Qualleqs aura increases by 2 squares until the end of his next turn.
Close Burst 2; Targets enemies only; +19 vs Reflex; 3d10 + 6 and the target slides 3 squares. Miss: The target is pushed 2 squares.

Deflecting Enveloping Liquid (recharge 5 6; immediate interrupt)
Trigger: The Qualleq is subject to an attack. Effect: The Qualleq gains a +4 bonus to his AC or Reflex defense until the start of his next
turn.

Alignment :Unaligned; Languages: Common, Deep Speech
Skills Arcana +18, Dungeoneering +15, History +18
Str 14 (+9) Dex 17 (+10) Wis 17 (+10)
Con 20 (+12) Int 23 (+13) Cha 17 (+10)
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Old 13th November 2009, 08:36 PM   #6 (permalink)
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bmadden Goblin Sharpshooter (Lvl 2)
Thanks everyone for those great posts!

I'm going to use all of them in a partly submerged Qualleg outpost under a volcano on an island that serves as a giant gate to the Far Realm.
The party is working their way down through a spiral dungeon carved into the base of the caldera.
The Qualleg are using a huge crystal (akin to an Eberron Dragonshard) to keep the gate open, and the party is looking for it.

As soon as I can get DDI to cooperate I'll post my version of the Qualleg, too.
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