Give me the idea, I build the monster

Gyro

First Post
The Road Warrior

This is a great thread. Thanks. I apologize for reviving it if Sporemine is no longer monitoring it.

I am working on a 15th level 4e Eberron adventure based on the Road Warrior. Basically, a House Tharashk Dragonshard prospecting camp has gone off the grid and the party has the investigate. It is being besieged by Carrion Tribe marauders who cruise around in a mix of stolen House Orien elemental carriages, construct steeds and an eclectic mix of regular mounts. I need to stat out Lord Humonguous, Wez (the mohawk dude) and the miserable toadie with the pink rancoon tail hat who had his fingers cut off.

I am thinking Humonguos would have some sort of encounter power, fear based, to simulate his scary "give up and you won't be hurt" speech. Stunned, save-ends? Probably a scary aura and a brutal hand crossbow attack. I see him as an elite controller leader type.

I am not sure if Wez should be a soldier to protect Humongeous, Brute, or a skirmisher to replicate all his fancy jumping around powers from the film.

I don't know about the Toadie. Maybe he should be essentially a living trap/hazard that helps the various mauraders in some way.

Thanks.
 

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Sporemine

First Post
I've been half monitoring it for the past while, so don't be surprised if it takes a few days.

I don't have much experience with road warrior, so more info would be good.

Kudos

-Sproremine
 




Mesh Hong

First Post
I'd love to see 4E stats for a Great Ape (think King Kong) as a boss fight... if you are able. :)

OK, for old times sake here is a pretty nasty Great Ape, I would want to see this creature climbing tall structures during the encounter, probably in a city environment.

King Ape Level 20 Solo Brute
Huge Natural Beast XP 14,000

Initiative +17/+8 Senses Perception +19, low light vision
HP 960; Bloodied 480; see Crunching Gore, Primal Terror, Throw Anything
AC 32 (30); Fortitude 34 (32), Reflex 33 (31), Will 30 (28)
Immune fear;
Vulnerable fire, see Fear of Fire
Saving Throws +5, +2 vs. Fire effects
Speed 8, climbing 6
Action Points 2

:bmelee: Slam (Standard; at-will)
Reach 3; attack +23 vs. AC; 3d8+9 damage

:melee: Grab and Throw (Standard; recharge :5::6:)
Reach 3; attack +23 vs. AC; 2d10+9 damage; on hit target takes the
following secondary attack; attack +21 vs. Fortitude; 2d10+9 damage; on
hit target is thrown (pushed) 6 squares and knocked prone; on miss target
takes half damage and may shift 1 square as an immediate free action

:melee: Mighty Rend (Standard; recharge :5::6:)
2 attacks against the same target; attack +23 vs. AC; 3d6+9 damage; if
both attacks hit target is dazed (save ends) and takes a cumulative -1
penalty to AC until the end of the encounter

:melee: Crunching Gore (Standard; recharge :6:) only while bloodied
Only while bloodied; King Ape moves 8 squares (King Ape may move
through enemy squares and provokes opportunity attacks as usual, but
does not provoke opportunity attacks from its target) and makes the
following attack against a single target at any point; attack +24 vs. AC;
3d12+9 damage; on miss the target takes half damage; on hit the target
is grabbed and carried by the King Ape until the end of its movement
where it is slammed into the ground taking the following secondary attack;
attack +21 vs. Fortitude; 2d6+9 damage; on hit target is released from
the grab, knocked prone and dazed (save ends); on miss the grab is
maintained (escape ends)

:close: Flailing Slam (Standard; at-will)
Burst 3; attack +21 vs. Reflex; 2d8+9 damage; on hit target is pushed 3
squares; on miss target must make a DC20 Athletics or Acrobatic check or
be knocked prone

:close: King of the Jungle (Standard; encounter) thunder, fear
Burst 8; attack +21 vs. Will or Fortitude (which ever is higher); 4d10+7
thunder damage; on hit target is stunned until the end of King Apes next
turn; on miss target takes half damage

:close: Primal Terror (Standard; encounter) psychic, only while bloodied
Only while bloodied; burst 5; attack +21 vs. Will; 3d6+7 psychic damage;
on hit target takes a -4 penalty to attack rolls (save ends); on miss
target takes half damage

:ranged: :area: Throw Anything (Standard; at-will)
King Ape grabs something cinematically large and hurls it; (medium object)
range 15; attack +21 vs. Reflex; 3d8+9 damage; (large object) area burst
1 within 15; attack +21 vs. Reflex; 2d8+9 damage; while bloodied King Ape
gains a +2 attack bonus with this attack

Natural Climber
King Ape does not grant combat advantage for climbing, also while
climbing King Ape cannot be knocked prone and may reduce any push, pull
or slide effect by 6 squares

Threatening Reach
King Ape has threatening reach (3) with its Slam attack

Multiple Actions
King Ape acts twice each round on initiative +17 and +8; on each turn it
may make a standard, move and minor action though it can still only spend
1 action point a round

Fear of Fire
If King Ape is taking ongoing fire damage or starts its turn inside a zone
with the fire keyword it takes a -2 penalty to all defences until the start
of its next turn and must attempt to leave the zone; also if King Ape is
taking ongoing fire damage it also takes that damage again at the end of
its turn if it fails its saving throw

Alignment Unaligned
Skills Athletics +29, Endurance +22
Str 28 (+19) Dex 25 (+17) Wis 18 (+14)
Con 24 (+17) Int 16 (+13) Cha 12 (+11)

He is in no way subtle but I hope this is the sort of thing you wanted to see.
 

Kingreaper

Adventurer
I like the level 14 prince, will have to steal some of his abilities for my level 14 general. (who currently has a bunch of powers based on drinking wine, from a wine glass, in combat)

@knightmedic
On the subject of the weeping angels, all I can think is that it'd require spot checks to stop them approaching you, and you could make a gaze attack (as a move action) that stuns them, and renders them invulnerable.

Only way to kill them is when you're not looking at them; make it very clear that you weapons can't even chip their stone bodies, and they are literally unmovable. (maybe a DC 35-40 or so strenght check might do it.)

Heroes dropped to zero by the angels are out of the campaign, no death saves, no body, no resurrection magic (they died of old age centuries ago, you're not bringing them back). All other damage is fluffed as being lucky dodges etc.
You'll need a party that digs the horror theme to make that sort of thing work.
If you fancy I can try and make them up as mid-heroic skirmishers?
 


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