Give me the idea, I build the monster


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illathid

First Post
Well, as long your taking suggestions, I wouldn't mind seeing some of the Quori (living nightmares from Eberron) brought into 4e. I thought there would be at least one in the new ECG, but sadly that is not the case. Thanks in advance!

Ummmmmmm...

Here are all of the current requests that have NOT been created yet.

I have enough info on:
Wolverine (X-man)
4 seperate centaurs
Flying, giggling, annoying pixies
Uber unicorn

I need more info on:
Lythlyx
Stygian Golem
Aleax
Abat Dolor
cwheeler spirit (I need a name)
yellow mold
"People similar to the dwarf bolter or hammerer(er)"
Guard 3rd level
Mid-level necromancer

Sorry if i missed any, I'm in a rush.

Kudos

-Sporemine

Hint Hint
;)
 

Sporemine

First Post
Hey people

The site is still slow from the slashdotting and i'm travelling (on my laptop, moving from wireless network to wireless network.) On top of that my wireless card is being pissy, causing problems.

Bottom line, don't be offended if I ignore you for 3 days or so...

I'll try to get some new stuff up as soon as possible.

Kudos

-Sporemine
 

Mesh Hong

First Post
I could use a Ki-Rin, been looking for one.

I pegged them at Paragon or higher, just because of the Unicorns being similar (Ki-Rin is like a japanese unicorn, but usually has more spells or abilities devoted to good)


Ok FunkBGR here is a possible build for a Ki-Rin, I am not really familiar with them so knowing that they are Lawful Good I extrapolated from that.

It’s a bit strange building a Lawful Good creature, but I suppose that evil groups deserve everything they get!


Ki-Rin Level 18 Elite Skirmisher
Large Fey Magical Beast XP 4,000

Initiative +14 Senses Perception +16, low light vision, truesight 10
Noble Beauty (charm) aura 5; Each time any creature inside the aura
wishes to attack the Ki-Rin it must first make a saving throw, on fail they
cannot attack the Ki-Rin (note creature does not lose its action)
HP 300; Bloodied 150
AC 34; Fortitude 32, Reflex 29, Will 33
Immune charm;
Resist 10 radiant; Vulnerable 5 necrotic
Saving Throws +2
Speed 9, fly 6 (hover)
Action Points 1

:bmelee: Hooves (Standard; at-will)
Attack +23 vs. AC; 3d8+7 damage

:melee: Radiant Charge (Standard; at-will) radiant, charge attack
Charge attack only; attack +23 vs. AC; 4d8+7 damage; on hit target is
weakened and takes 10 ongoing radiant damage (save ends both)

:melee: Slam and Charge (Standard; recharge :5::6:)
Attack +21 vs. Fortitude; 1d10+7 damage; on hit target is pushed 1
square and knocked prone; hit or miss Ki-Rin makes a Radiant Charge
attack against a secondary target

:ranged: Beam of Pure Light (Standard; recharge :4::5::6:) radiant
Range 10/20; attack +21 vs. Reflex; 2d12+7 radiant damage (undead
instead take 4d12+7 radiant damage); on hit target is dazed (save ends)

:close: Circle of Life (Standard; encounter) radiant, healing, zone,
sustain minor
Burst 3; enemies only; attack +21 vs. Will; 2d10+7 radiant damage; on hit
target is pushed 5 squares; hit or miss creates zone, minor action to
sustain; all allies starting their turn inside the zone regain 20 HPs, minions
instead gain 10 Temporary HPs

Fey Step (Move; recharge :5::6:) teleport
Ki-Rin teleports 5 squares as a move action

Fey Renewal (Minor; encounter) healing
Ki-Rin regains 50 HPs and may make an immediate save verses each status
effect it is subject to even if those effects do not normally allow a saving
throw, note Ki-Rin may use this power even if stunned, but not if it is
unconscious or dying

Alignment Lawful Good Languages elven
Skills Arcana +19, Diplomacy +21, Heal +16, Nature +16
Str 24 (+16) Dex 16 (+12) Wis 14 (+11)
Con 18 (+13) Int 20 (+14) Cha 25 (+16)
 

Mesh Hong

First Post
I can’t actually see see where the request for a necromancer came from but here is one I created a while back.

The Master (Human Lich) Level 11 Elite Controller
Medium Natural Humanoid (undead) XP 1,200

Initiative +8 Senses Perception +9, darkvision
Aura of the Grave (necrotic) aura 1; Any living creature inside aura gains
only half benefit from healing effects
Necrotic aura (necrotic) aura 3; All living creatures entering or starting
their turn inside the aura take 5 necrotic damage
HP 228; Bloodied 114; see Indestructable
Regeneration 10 (if Lich takes Radiant damage regeneration doesn't
function on its next turn)
AC 27; Fortitude 23, Reflex 26, Will 25
Immune disease, poison;
Resist 10 necrotic
Saving Throws +2
Speed 6
Action Points 1

:bmelee: Staff Strike (Standard; at-will) necrotic
Attack +16 vs. AC; 1d8+3 necrotic damage

:melee: Life Leeching Staff (Standard; at-will) necrotic, healing
Attack +16 vs. AC; 2d8+3 necrotic damage; on hit target loses a healing
surge and The Master heals 28 HPs

:ranged: Necrotic Rays (Standard; at-will) necrotic
2 attacks; range 10/20; attack +15 vs. Fortitude; 1d8+5 necrotic
damage; on hit target is slowed (save ends); if both attacks hit the same
target then target is Immobilised (save ends) instead

:ranged: Cold Hand of Death (Standard; recharge :5::6:) cold
Range 10; attack +15 vs. Reflex; 2d8+5 cold damage; on hit target is
immobilised and takes 5 ongoing cold damage (save ends both)

:ranged: Finger of Death (Standard; encounter) necrotic
Range 20; attack +15 vs. Will; 2d6+5 necrotic damage; on hit target loses
a healing surge and is weakened (save ends); on first failed save target is
weakened and dazed (save ends both); on third failed save target is
stunned (save ends); on fourth failed save target is reduced to 0 HPs and
falls unconscious

:ranged: Reanimate (Standard; encounter) necrotic, healing
Range 20; target destroyed (non minion) undead creature is reanimated
at it's Bloodied HPs; creature acts immediately (same initiative as the
caster) and starts prone

Indestructible
When The Master is reduced to 0 HPs its body and possessions crumble
into dust, but it is not destroyed. It reappears (along with its possessions)
in 1d10 days within 1 square of its phylactery, unless the phylactery is
also found and destroyed.

Alignment Unaligned Languages common, abyssal
Skills Arcana +15, History +15, Insight +14, Intimidate +13
Str 14 (+7) Dex 16 (+8) Wis 18 (+9)
Con 18 (+9) Int 21 (+10) Cha 16 (+8)
Equipment Bone Staff, Robe of Night


NOTE: originally the Reanimate power brought a creature back at 25HPs but as it is an encounter power I have changed it to Bloodied HPs. An alternative could be to keep it at 25HPs but make it a minor action, recharge :5::6: power, depending on how much reanimation antics you feel is appropriate :)
 

Mesh Hong

First Post
Well, as long your taking suggestions, I wouldn't mind seeing some of the Quori (living nightmares from Eberron) brought into 4e. I thought there would be at least one in the new ECG, but sadly that is not the case. Thanks in advance!

The Quori is a strange one, and quite hard to interpret for someone else. From what I can remember of Eberron the Dreaming Dark inhabit peoples brains and control them from the plane of dreams, if a "head squid" dreaming dark is killed it just goes back to the plane of dreams.

Are the Quori the race that live in the plane of dreams and run the dreaming dark, and use the continent of Sarlona as a base of opperations for dealing with the physical world?

I also seem to remember that there are a few different types of Quori, probably Mastermind types, Assassin types and Soldier types?

Can you give me an idea of the type of creature(s) you are expecting, and the types of things you expect them to be able to do, also a vague way in which the PCs would come in contact with them might help as they are a very abstract race.
 

willows

First Post
These are awesome! I'd love to see some heroic-tier swanmays and bird maidens (they're approximately 2e rangers and Al-Qadim idol-priests respectively, who can turn into birds of various kinds). I'd use 4e druid or shaman as a touchstone for their class-like powers. IIRC they have some Charm-type abilities on top of their class powers, and advanced bird maidens can turn into giant eagles as well as their more usual tropical-bird forms.
 

Mesh Hong

First Post
Willows here is an example Swanmay.

Elven Swanmay Level 6 Elite Skirmisher
Medium Fey Humanoid (shapechanger) XP 500

Initiative +9 Senses Perception +10, low light vision
HP 136; Bloodied 68; see stressful shift
AC 22; Fortitude 17, Reflex 21, Will 20
Resist 5 all (swan form only)
Saving Throws +2, +5 vs. charm
Speed 6, swim 6, fly 5 (clumsy, swan form only)
Action Points 1

:bmelee: Sword Strike (Standard; at-will) human form only
Attack +11 vs. AC; 1d8+4 damage

:bmelee: Bill Peck (Standard; at-will) swan form only
Attack +9 vs. Reflex; 1d6+4 damage; on hit target is pushed 1 square

:melee: Graceful Arc (Standard; at-will) human form only
Swanmay makes a Sword Strike attack against all adjacent enemies; hit or
miss Swanmay may shift 2 squares after making this attack

:melee: Disarming Peck (Standard; recharge :4::5::6:) swan form only
Attack +11 vs. AC; 1d6+4 damage; on hit target must make a DC18
endurance check; on fail target drops their weapon in their current square

:ranged: Mobile Huntress (Standard; at-will) human form only
Range 10/20; attack +11 vs. AC; 1d8+4 damage, if Swanmay has moved
at least 4 squares this turn the damage is increased to 2d6+4

:close: Wing Beat (Standard; recharge :5::6:) thunder, swan form only
Close blast 3; attack +8 vs. Fortitude; 3d6+2 thunder damage; on hit
target is pushed 2 squares and dazed (save ends)

Shapechange (Minor; at-will) polymorph, 1/round
Swanmay may change between humanoid and Swan forms as a minor
action

Combat Advantage
Swanmay deals an additional 1d6 damage against targets granting it
combat advantage

Stressful Shift (Immediate Reaction) when first bloodied, on death
When first bloodied Swanmay must shapechange from humanoid to swan
or vice versa as an immediate free action; on death a Swanmay will
always revert to its humanoid form

Alignment Good Languages elven, speak with animals (in swan form)
Skills Heal +10, Nature +10, Stealth +12
Str 14 (+5) Dex 19 (+7) Wis 15 (+5)
Con 12 (+4) Int 13 (+4) Cha 18 (+7)
Equipment short bow, longsword, leather armour, feather token
 
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Mesh Hong

First Post
Soel, how about something like this for the Stygian Golem?


Stygian Golem Level 20 Elite Brute
Large Elemental Humanoid (earth) XP 5,600

Initiative +14 Senses Perception +16, darkvision, truesight 10
Abyssal Gloom (necrotic) aura 5; All non magical light sources inside the
aura are extinguished, all enemies entering or starting their turn inside the
aura it take 10 necrotic damage
HP 472; Bloodied 236
AC 34; Fortitude 36, Reflex 30, Will 34
Immune disease, poison, charm, sleep;
Resist 20 necrotic, 20 variable (3/encounter); Vulnerable 5 radiant
Saving Throws +2, also see Abyssal Determination
Speed 6 earthwalk (cannot shift)
Action Points 1

:bmelee: Hard Slam (Standard; at-will)
Reach 2; attack +23 vs. AC; 3d8+9 damage

:melee: Double Slam (Standard; at-will)
2 attacks; reach 2; attack +23 vs. AC; 3d6+9 damage; on hit target is
pushed 1 square and knocked prone

:melee: Heavy Grab (Standard; at-will)
Reach 2; attack +21 vs. Reflex; 2d6+9 damage; on hit target is grabbed
(escape ends)

:melee: Bury Alive (Standard; recharge :5::6:) necrotic, grabbed target only
Grabbed target only; attack +21 vs. Fortitude; 2d6+9 damage; on hit
target is pushed completely into the ground burying it (releasing the
grab); whilst buried target looses its line of effect to other creatures, is
restrained and takes 15 ongoing necrotic damage (DC35 athletics check or
2 saves ends), escaping creatures emerge prone on the surface

:close: Earth to Mud (Standard; encounter) zone
Burst 10 (two stage); attack +20 vs. Reflex; (stage 1; burst 1 to 5)
4d8+7 damage; on hit target is immobilised (save ends), aftereffect target
is slowed (save ends); (stage 2; burst 6 to 10) 2d8+7 damage; on hit
target is slowed (save ends); hit or miss creates a zone that last until the
end of the encounter; all creatures without earthwalk take a -2 penalty to
speed while inside the zone

Stygian Glare (Immediate Reaction; at-will) gaze, fear, when hit by a
melee attack
When hit by a melee attack; attack +18 vs. Will; on hit target takes a -2
penalty to all defences until the start of their next turn

Abyssal Determination
Stygian Golem cannot be stunned; if any effect would stun the Golem it is
instead dazed

Alignment Unaligned Languages abyssal
Skills Athletics +24, Endurance +23, History +18, Intimidate +11
Str 28 (+19) Dex 18 (+14) Wis 23 (+16)
Con 26 (+18) Int 16 (+13) Cha 3 (+6)
 

Sporemine

First Post
Thanks for the help mesh. The site is still slow and I have spotty access to the internets.

There are a couple things I would like feedback on:

Mageripper Swarm
Level 6 Controller
Medium Aberrant Beast
XP 250
Initiative +6
Senses Perception +11

Swarm of Fangs aura 1;
The Mageripper swarm can make a bite attack as a free action against any creature in the aura.

HP 72; Bloodied 36
AC 20; Fortitude 18, Reflex 18, Will 18
Immune Gaze, Illusions; Resist Half damage from melee and ranged attacks;
Vulnerable 5 close and area attacks
Speed 6, climb 4

:bmelee: Bite (Standard; at-will)
+11 Vs. AC, 1d10+4 damage

Anti-Magic Shield (Immediate Reaction (when hit with a magic attack); 1 per round)
The attack is changed to a miss

Magic Leech
When missed with a magic attack, the target loses the use of that attack until the end of the encounter.

Alignment Unaligned
Languages None
Skills Athletics +11, Nature +11, Stealth +11
Str 16 (+6) Dex 16 (+6) Wis 16 (+6) Con 16 (+6) Int 16 (+6) Cha 16 (+6)
Equipment None


Necrosis Carnex
Level 3 Skirmisher (Leader)
Medium Natural Animate (undead)
XP 150
Initiative +5
Senses Perception +8

Malign Aura (Necrotic, Fear) aura 3; All living creatures within 3 squares of the Necrosis Carnex take a -1 to all defenses.

HP 46; Bloodied 23
AC 17; Fortitude 15, Reflex 15, Will 15
Immune Necrotic, Poison, Disease, Sleep;
Vulnerable Radiant 5
Speed 8

:bmelee: Necrotic Touch (Standard; at-will)
+6 Vs. Will, 1d10+3 necrotic damage.

:area: Necrotic empowerment (Standard; recharge :5::6:)
Burst 5, all allies in the burst can make a basic attack as a free action.

:area: Unholy Explosion (Immediate Interrupt, when reduced to 0 hitpoints) ♦ Necrotic
Burst 3. all living creatures in the area are hit with the following attack. +6 Vs. Reflex 3d6+3 necrotic damage and all undead allies in the burst regain 15 hit points

Alignment Evil
Languages Understands Creator
Skills Acrobatics +8, Athletics +8
Str 14 (+3)Dex 14 (+3)Wis 14 (+3)Con 14 (+3)Int 14 (+3)Cha 14 (+3)Equipment None


Void Shard
Level 3 Minion
Tiny Shadow Animate
XP 37
Initiative +3
Senses Perception +3

Withering aura (Necrotic)
aura 2; All creatures in the aura take 1 necrotic damage. Multiple withering auras stack (void shards are immune to this ability)

HP 1; a missed attack never damages a minion.
AC 17; Fortitude 16, Reflex 16, Will 15
Speed Fly 6 (hover)

:bmelee: Void touch (Standard; at-will)
+6 Vs. Will, 1 necrotic damage

Of another dimension (Immediate Reaction (when hit by an attack); at-will)
There is a 50% chance that the attack is changed to a miss.

Portal (Immediate Reaction (when missed by an attack); at-will)
Another void shard appears in a square adjacent to the activating void shard

Alignment Unaligned
Languages None
Str 16 (+4)Dex 16 (+4)Wis 14 (+3)Con 16 (+4)Int 14 (+3)Cha 14 (+3)Equipment None

Kudos

-Sporemine
 
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