Mesh Hongs Monster Request / Discussion Thread

Mesh Hong

First Post
Well this is actually quite a difficult assignment as you are both specific and vague at the same time. For some reason I couldn’t find an “Angel of Torment” stat block to reference so I have gone with my own gut.

From what little I know of Glasya I find it quite unlikely she would have actual Angels so I have made the creature a devil summoned from Malbolge as part of a bargain with your wounded succubus. As you stated you had a fiery miniature you wanted to use I have themed the creature fairly heavily on that element.

Anyway here is a first draft.

Champion of Glasya Level 19 Elite Skirmisher (Leader)
Medium Immortal Humanoid (devil) XP 4,800

Initiative +22 Senses Perception +17, darkvision
Flames of Suffering (fire) aura 5; All enemies inside aura take a -2
penalty to saving throws and take 5 fire damage whenever they pass a
saving throw (this damage ignores fire resistance)
HP 364; Bloodied 182; on death see The Mistress Beckons
AC 33; Fortitude 31, Reflex 32, Will 32
Saving Throws +2
Speed 6, fly 8 (clumsy)
Action Points 1

:bmelee: Sickle Slice (Standard; at-will) fire
Attack +24 vs. AC; 2d10+14 damage; on hit if Champion has combat
advantage the target also takes 10 ongoing fire damage (save ends)

:melee: Whip Crack (Standard; at-will)
Reach 3; attack +22 vs. Reflex; 2d8+14 damage; on hit target is slowed
(save ends)

:melee: Mobile Assault (Standard; at-will)
Champion makes a Sickle Strike and Whip Crack attack in any order and
may shift 3 square between attacks

:melee: Triple Headed Lash (Standard; recharge :5::6:)
Reach 3; 3 attacks against the same target:
1. Attack +22 vs. Fortitude; 2d8+10 damage; on hit slide target 3 squares
after resolving all attacks from this power
2. Attack +22 vs. Reflex; 2d8+10 damage; on hit target takes 10 ongoing
fire damage (save ends), if the target is already taking ongoing fire
damage it is instead increased by 5 for the appropriate duration
3. Attack +22 vs. Will; 2d8+10 damage; on hit target is dazed (save ends)

:close: Call Out The Pain (Standard; encounter) fire
Burst 5; enemies only; attack +22 vs. Fortitude; 3d10+15 fire damage; on
hit target gain vulnerability 5 all (save ends); on miss target takes half
damage

Retribution of Glasya (Immediate Reaction; recharge :5::6:) triggered
action
When an ally within 10 squares of Champion is hit by an attack from an
adjacent enemy the triggering enemy takes fire damage equal to half the
damage dealt and is immobilised until the end of its next turn

The Mistress Beckons (Free) triggered action
When reduced to 0 HPs Champion returns (teleports) to Malbolge leaving a
fiery wake; burst 5; creates a zone that lasts until the end of the
encounter all creatures entering or starting their turn inside the zone take
15 fire damage

Alignment Evil Languages common, supernal
Skills Arcana +18, Bluff +20, Diplomacy +20, Endurance +20, Insight +17,
Religion +18
Str 24 (+16) Dex 25 (+16) Wis 16 (+12)
Con 22 (+15) Int 18 (+13) Cha 22 (+15)
Equipment 3 headed whip, flaming sickle

Well I’m not 100% happy with it but in theory it certainly seems to be able to kick out a continuous stream of damage. Anyway I hope you find it interesting.
 

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Mesh Hong

First Post
Here are the creatures I used a couple of weeks ago as the final encounter of a series where the PCs were inside Tharizduns extra dimensional prison stopping the Flailing Prince from releasing him.

Amusingly this fight took place beneath and around the massive hulk of Tharizdun chained on all fours and skewered through his stomach by a massive spike. Near the end of the combat Tharizdun had one arm released that tried to pound anyone within 5 squares of it for big damage, he also started shouting at the PCs, daring them to look into his eyes……. Not unsurprisingly none of them took him up on his offer.

The group had also faced 2 encounter before this fight, the first of which had cost them a good deal of surges and the second of which them annihilated taking practically no damage at all.

Final Encounter (177,000 xp)
4x Blood Leech (level 30 brute)
1x Blood Brood Prophet (level 28 elite controller)
1x Flailing Prince (level 29 solo skirmisher)

The Blood leeches were attached and feeding from Tharizdun but dropped off to attack the PCs as the combat began.


Giant Blood Leech Level 30 Brute
Large Natural Beast (blind) XP 19,000

Initiative +20 Senses Perception +21, blindsight 10, tremorsense 20
HP 340; Bloodied 170
AC 42; Fortitude 43, Reflex 39, Will 40
Immune gaze;
Resist 10 necrotic;
Vulnerable 5 acid
Speed 5, spiderclimb 5, swim 5

:bmelee: Slimy Slam (Standard; at-will)
Attack +35 vs. AC; 4d10+20 damage

:melee: Suckered Bite (Standard; at-will)
Attack +35 vs. AC; 3d10+20 damage; on hit target is grabbed and takes
20 ongoing damage (escape ends both), Leech cannot use this attack if it
currently has a target grabbed

:melee: Suck Blood (Standard; at-will) grabbed target only
Grabbed target only; attack +33 vs. Fortitude; 40 damage; on hit Leech
regains 40 HPs; on miss target takes 20 damage

Alignment Unaligned
Skills Stealth +22, (+30 in water)
Str 30 (+25) Dex 14 (+17) Wis 12 (+16)
Con 30 (+25) Int 3 (+11) Cha 3 (+11)

----

Blood Brood Prophet Level 28 Elite Controller
Medium Immortal Humanoid XP 26,000

Initiative +22 Senses Perception +25, lowlight vision
Visions of Doom (fear) aura 3; All enemies inside aura take a -2 penalty
to saving throws
HP 516; Bloodied 258; also see Blood Glorious Blood
AC 42; Fortitude 40, Reflex 42, Will 41
Resist 20 necrotic
Saving Throws +2
Speed 6, fly 8 (hover)
Action Points 1

:bmelee: Axe Swing (Standard; at-will)
Attack +33 vs. AC; 3d8+18 damage (19/20 crit: 6d6+42 damage); on hit
target gains cumulative vulnerability 5 to all damage (save ends)

:melee: Double Swing (Standard; at-will)
Prophet makes 2 Axe Swing attacks

:melee: Blood Seeking Axe (Standard; encounter, recharge on miss)
Attack +33 vs. AC; Prophet rolls the attack twice and takes the highest
result; 4d8+40 damage; on hit target takes 20 ongoing bleeding damage
and loses a healing surge at the start of their turn (save ends both); on
miss this power recharges

:ranged: Total Domination (Standard; recharge :5::6:) psychic, charm, sustain
minor, cannot recharge while active
Range 10; attack +32 vs. Will; 2d10+10 psychic damage; on hit target is
dominated (save ends); sustain minor, Prophet makes an attack +32 vs.
Will (does not provoke opportunity attacks), on hit the target requires a
cumulative additional save to end the effect; this power cannot recharge
while Prophet has a target dominated

:area: Burn Blood (Standard; recharge :5::6:) fire, necrotic
Area burst 2 within 15; enemies only; attack +32 vs. Fortitude; 4d6+10
fire and necrotic damage; on hit target loses a healing surge

Blood Glorious Blood (Free) when first bloodied
When first bloodied the creature instigating the effect that bloodied the
Prophet takes an attack +32 vs. Fortitude (does not provoke opportunity
attacks); on hit the target takes similar typed damage equal to amount of
damage the effect dealt to the Prophet; on miss the creature takes half
damage

Alignment Chaotic Evil Languages common, supernal
Skills Arcana +29, Diplomacy +28, Insight +25, Streetwise +28
Str 18 (+18) Dex 26 (+22) Wis 22 (+20)
Con 26 (+22) Int 30 (+24) Cha 28 (+23)
Equipment blood seeking axe, leather armour

----

The Flailing Prince Level 29 Solo Skirmisher
Medium Shadow Humanoid XP 75,000

Initiative 40 / 30 Senses Perception +24, truesight 10
HP 1,350; Bloodied 675; also see Flail Dance, Ring of Obliteration
AC 44; Fortitude 43, Reflex 42, Will 41
Resist 20 psychic, 20 necrotic
Saving Throws +5 (Prince may make an unmodified save at the start of
its turn against any one ongoing effect, even if that effect would not
normally allow a save)
Speed 8 (phasing)
Action Points 2, may only spend 1 AP each round; Prince regains an
action point whenever it is subject to a critical hit

:bmelee: Flail Strike (Standard; at-will)
Attack +34 vs. AC; 4d6+15 damage, critical: 6d6+39 damage and the
target is restrained (save ends), also see Flail of Destruction

:melee: Draining Whip (Minor; at-will) necrotic, 1/turn
Reach 4; attack +32 vs. Reflex; 1d10+15 damage; on hit secondary
attack +32 vs. Fortitude; on hit target loses a healing surge

:melee: Flail Dance (Standard; recharge :5::6:) additional attack when bloodied
Prince makes 2 Flail Strike attacks and may shift 4 squares between the
attacks; when bloodied this increases to 3 attacks

:ranged: Tombstone Prison (Standard; encounter or recharge :6: if it misses)
Range 20; attack +32 vs. Will; 2d10+20 damage; on hit target is
transported to pocket dimension, stunned and takes 20 ongoing damage
(no save), a large bone tombstone appears in the square the target left
bearing its name and a carved representation of its face; the target can
only be freed by destroying the tombstone; AC 40; Fortitude 42; Reflex
35; Will 35; HP 150; Resist 20 necrotic; Vulnerable 5 Radiant; if this attack
misses the target is slowed and takes 20 ongoing necrotic damage (save
ends both) and the power becomes recharge 6 until it successfully hits a
target

:close: Summon Bones (Standard; recharge :5::6:) summon
Burst 5; Prince summons 6 Skeleton Warriors that appear in any free
square inside the burst and act on initiative 20 (see separate stat block)

:area: Wall of Bone (Minor; recharge :5::6:) wall, necrotic
Wall 10 within 15 squares; summons a contiguous wall 8 squares high and
10 squares long that blocks line of sight and cannot be destroyed; all
creatures ending their turn adjacent to the wall take 15 necrotic damage;
wall lasts until the start of Princes turn on the same initiative as it was
summoned

:area: Skull Haunt (Standard; recharge :6:) necrotic
Area burst 2 within 15; attack +32 vs. Fortitude; 4d6+10 necrotic
damage; on hit a floating skull appears in the targets square and follows it
if the target moves (save ends) while under this effect the target takes
10 ongoing necrotic damage and grants combat advantage to all enemies

Multiple Actions
Prince acts twice each round on initiative 40 and 30

Flail of Destruction (Free; encounter)
Target hit by Flail Strike takes an additional 40 damage and takes a -2
penalty to AC until the end of the encounter

:ranged: Ring of Obliteration (Standard; encounter) necrotic, when bloodied
Only when bloodied; Range 10; attack +32 vs. Fortitude; on hit target is
reduced to 0 HPs and takes a -4 penalty to death saves; on miss target
takes 6d10+20 necrotic damage

Alignment Chaotic Evil Languages most languages
Skills Acrobatics +29, Athletics +30, History +27, Insight +24,
Intimidate +27, Religion +27, Stealth +29, Streetwise +27
Str 32 (+25) Dex 30 (+24) Wis 20 (+19)
Con 30 (+24) Int 26 (+22) Cha 26 (+22)
Equipment draining whip, flail of destruction, ring of obliteration

----

Skeleton Warrior Level 28 Minion
Medium Natural Animate (undead) XP 0 (see Flailing Prince)

Initiative 20 Senses Perception +22, darkvision
HP 1; a missed attack never damages a minion.
AC 42; Fortitude 40, Reflex 40, Will 38
Immune disease, poison;
Resist 30 all;
Vulnerable radiant damage deals an additional 10 damage before applying
resistance
Speed 6

:bmelee: Scimitar Strike (Standard; at-will)
Attack +33 vs. AC; 15 damage, 20 damage if target is granting combat
advantage

Speed of the Dead
Skeleton gains a +4 bonus to attack rolls when making opportunity attacks

Alignment Unaligned
Str 28 (+23) Dex 30 (+24) Wis 12 (+15)
Con 12 (+15) Int 6 (+12) Cha 3 (+10)
Equipment scimitar, shield

Anyway, I hope you find these creatures interesting.
 

sappire07

First Post
hey mesh hong i have a monster request



next session the pcs are going to investigate a ruined keep from the ancient empire of nerath. i am thinking of populating the ruins with creatures from the far realms that are coming from a portal in the keeps celler. so i tried to come up with a way to keep the partys magic users from walking right through the place. i was thinking of some sort of mutated hound that feeds on magic. the party is lvl14



the party consists of​
  • eladrin sorcerer​
  • elven ranger​
  • dragonborn paladin​
  • gnomish bard​
  • half elven cleric​
  • elven wizard​
  • githyanki swordmage​
 

Mesh Hong

First Post
This is a good one as I am partial to aberrations, and “feeding on magic” gives me the excuse for some interesting powers.

I notice you have a large group so I have devised an initial selection of 3 types of similar creatures in order for you to build an appropriate encounter or encounters.

Hulth Hound Lockjaw (level 14 soldier)
Hulth Hound Stalker (level 14 lurker)
Hulth Hound Absorber (level 15 elite controller)

Hulth Hound Lore
The origin of the Hulth hound is at present still unclear, and as such is source of speculation for those scholars specialising in far realm studies. Present theory states Hulth Hounds are either natural hunting beasts that were mutated by the strange magical forces that exist in the proximity of portals to the far realms, or that they are creatures native to the far realms that are drawn to portals to other worlds by the strange magical forces in worlds alien to them.

Hulth Hounds are sometimes mistaken by the inexperienced for Displacer Beasts due to their similar physical appearance, large dog with tendrils branching from their backs or shoulders. But their nature is much different and it should quickly become apparent that these beasts are something altogether more deadly.

Hulth Hounds are drawn to sources of magical energy and usually lair near to portals to the far realms. The pack leader (usually a large Absorber) collects together items of a magical nature and the whole pack feeds from them until their enchantments are finally consumed which is a process that can take either months or years depending on the power of the item. What remains is transferred into a separate section of the lair. Strangely the pack never abandons these items but seem to hold the remains as some form of trophy or historical record of the success of the pack.

As a species all Hulth Hounds exhibit elemental resistance and a variety of traits and protections evolved from their strange diet and proximity to the powerful magical forces that exist near portals to the far realms.

Hulth Hound Lockjaw
The Lockjaw is the most common type of Hulth Hound encountered. They commonly have the appearance of a large hunting dog with an oversized head and two, four foot long black/purple tendrils branching from their powerful shoulders.

In combat they attempt to grab and hold their enemies with their powerful bite, then crush them with their vice like jaws.

Hulth Hound Lockjaw Level 14 Soldier
Medium Aberrant Beast XP 1,000

Initiative +14 Senses Perception +8, darkvision
HP 138; Bloodied 69
AC 29; Fortitude 27, Reflex 26, Will 25
Resist 10 variable (1/encounter), also see Elemental Shield
Speed 6

Siphon Power trait
Lockjaw gains a +1 bonus to AC for each adjacent Arcane or Divine
powered enemy

Grounding Field trait
Aura 3; all enemies inside the aura cannot teleport

:bmelee: Lockjaw Bite (Standard; at-will)
Lockjaw cannot use this power if it already has a target grabbed; attack
+19 vs. AC; 2d8+12 damage; on hit target is grabbed (escape ends),
aftereffect (unless Lockjaw releases grab) target takes 10 damage

:bmelee: Tendril Lash (Standard; at-will) psychic
Attack +19 vs. Reflex; 1d10+12 psychic damage

:melee: Lockjaw Crush (Standard; at-will)
Target must be grabbed by Lockjaw Bite; attack +19 vs. Fortitude;
3d8+12 damage; on hit target takes a cumulative -1 penalty to AC until
the end of the encounter

Elemental Shield (Free) triggered action
Must have activated variable resistance; whenever Lockjaw is hit by an
attack it is resistant to all adjacent enemies take 10 damage of the
appropriate type

Alignment Unaligned Languages deep speech
Skills Athletics +18, Intimidate +16, Stealth +17
Str 23 (+13) Dex 20 (+12) Wis 12 (+8)
Con 18 (+11) Int 10 (+7) Cha 8 (+6)


Hulth Hound Stalker
Stalker as rarer than Lockjaws and can be immediately identified by their single eight foot long black/red tendril that sprouts from the centre of their back.

Stalkers are sly combatants who use their invisibility from shadows to lunge at enemies when most advantageous pushing them away from their allies and leaving them open to the rest of the pack.

Hulth Hound Stalker Level 14 Lurker
Medium Aberrant Beast XP 1,000

Initiative +18 Senses Perception +15, darkvision
HP 106; Bloodied 53
AC 27; Fortitude 25, Reflex 28, Will 24
Resist 10 variable (1/encounter)
Speed 8, phasing

Siphon Power trait
Stalker gains a +1 bonus to AC for each adjacent Arcane or Divine
powered enemy

Shadow Stalk trait
Whenever Stalker starts its turn inside a shadowed or dark square it
becomes invisible until it makes an attack or ends it turn in bright light

:bmelee: Bite (Standard; at-will)
Attack +19 vs. AC; 2d8+12 damage, if stalker has combat advanatge this
attack instead deals 3d8+14 damage and on hit the target is slowed (save
ends)

:melee: Tripping Tendril (Minor; at-will) 1/round
Reach 2; attack +17 vs. Fortitude or Reflex (whichever is higher); on hit
target is knocked prone

:melee: Sudden Lunge (Standard; recharge :5::6:)
Stalker must be invisible to target or have combat advantage against
target and be at least 4 squares away from target; Stalker moves 8
squares and make the following attack; attack +18 vs. Fortitude; 4d8+12
damage; on hit target is pushed 4 squares, knocked prone and slowed
(save ends); hit or miss Stalker may move 3 squares after making this
attack

Alignment Evil Languages deep speech
Skills Acrobatics +19, Athletics +16, Stealth +19
Str 18 (+11) Dex 24 (+14) Wis 16 (+10)
Con 16 (+10) Int 10 (+7) Cha 12 (+8)


Hulth Hound Absorber
Absorber are noticeably larger than the lesser Hulth Hounds and can be identified by their mane of black tendrils that can dart forward up to ten feet. They also have more pronounced claws on their forefeet which use to bat opponents to the ground.

Absorbers are so called from the powerful magical abilities they have manifested from their successful leadership. No two are completely identical but it is most common for an Absorber to have gained the ability to render magic useless in a limited area as this is one way it can control its pack, by controlling the availability of their food.

Hulth Hound Absorber Level 15 Elite Controller
Large Aberrant Beast XP 2,400

Initiative +13 Senses Perception +17, darkvision
HP 292; Bloodied 146
AC 28; Fortitude 26, Reflex 28, Will 27
Resist 10 variable (1/encounter)
Saving Throws +2, +5 vs. charm
Speed 6, teleport 3
Action Points 1

Siphon Power trait
Absorber gains a +1 bonus to AC for each adjacent Arcane or Divine
powered enemy

Threatening Reach trait
Absorber can make opportunity attacks against all enemies within reach

:bmelee: Claw Rake (Standard; at-will)
Reach 2; attack +18 vs. AC; 2d6+13 damage; on hit target is knocked
prone

:ranged: Psychic Projection (Standard; at-will) psychic
Range 10/20; 1 or 2 targets; attack 3d6+10 psychic damage; on hit slide
target 3 squares

:close: Absorbing Tendrils (Standard; recharge :5::6:) psychic, charm
Close burst 5; enemies only; attack +18 vs. Will; 2d10+10 psychic
damage; on hit target cannot use daily or encounter powers (save ends)

:area: Magic Disjunction (Standard; encounter) psychic, zone
Area burst 2 within 15; attack +18 vs. Fortitude; 2d6+14 psychic damage;
on hit target is dazed; hit or miss creates a zone, all creatures inside the
zone cannot use or be affected by powers with the arcane or divine
keyword, Absorber may move the zone 4 squares as a move action,
sustain minor

:ranged: Arcane Feedback (Immediate Reaction; at-will) triggered action
When Absorber is hit by an attack with the arcane keyword it may make
the following attack against the triggering enemy; does not provoke
opportunity attacks; attack +18 vs. Will; 1d10+14 psychic damage

Alignment Evil Languages deep speech
Skills Arcana +14, Dungeoneering +17, Stealth +18
Str 16 (+10) Dex 23 (+13) Wis 20 (+12)
Con 18 (+11) Int 14 (+9) Cha 12 (+8)


Well there they are, I think the Hulth could be developed into a broader group. You could have humanoid masters that breed and train the Hounds in order to gather magical items for collection. Periodically they could come through the nearby portals and collect anything the hounds have found that they find interesting.

Anyway I hope these creatures are interesting or give you some ideas.
 


Mesh Hong

First Post
In another thread I was asked what a Solo version of my Succubus Seneschal might look like.

Here is the answer to that question.
Note: MM3 guidelines with MM1 HPs

Succubus Queen Level 26 Solo Controller
Medium Immortal Humanoid (devil, shapechanger) XP 45,000

Initiative +22 Senses Perception +25, darkvision
HP 1,170; Bloodied 585; also see My Pleasure, Your Pain
AC 40; Fortitude 36, Reflex 39, Will 40
Resist 30 fire, 15 poison
Saving Throws +5, at the start of each turn Queen may make an
unmodified saving throw against any one effect (including effects that
usually do not allow saving throws)
Speed 7, fly 10 (hover), also see Sticky Situation
Action Points 2

:bmelee: Corrupting Caress (Standard; at-will)
Attack +31 vs. AC; 4d6+16 damage; on hit target takes a cumulative -2
penalty to Will defence (save ends)

:close: Wandering Hands (Standard; at-will)
burst 1; Queen makes a Corrupting Caress attack against all enemies in
burst

:melee: Love Bite (Standard; recharge :4::5::6:) poison
Attack +31 vs. AC; 4d10+16 damage; on hit target is dazed and takes 20
ongoing poison damage (save ends both)

:melee: Dance of the Seven Veils (Standard; encounter) charm, psychic
Queen moves 7 squares and makes the following attack against each
enemy as it moves adjacent to each target; attack +29 vs. Will; 2d6+11
psychic damage; on hit target is dominated (save ends)

:melee: Charming Kiss (Minor; at-will) charm, 1/round
+31 vs. AC; on a hit, the Queen makes a secondary attack against the
same target. Secondary Attack: +29 vs. Will; the target cannot attack
the Queen, and if the target is adjacent to the Queen when the
Queen is targeted by a melee or a ranged attack, the target interposes
itself and becomes the target of the attack instead. The effects last until
the Queen or one of its allies attacks the target or until the Queen
dies. If the target is still under the effect of this power at the end of the
encounter, the Queen can sustain the effect indefinitely by kissing the
target once per day. The Queen can affect only one target at a time
with its charming kiss.

:ranged: Dominate (Minor; at-will) gaze, psychic, 1/round
Range 10; does not provoke opportunity attacks; attack +29 vs. Will;
1d10+11 psychic damage; on hit target is dominated until the end of
Queens next turn

:area: Rod of Chastity (Standard; recharge :5::6:) psychic
Area burst 2 within 15; any number of creatures of Queens choice within
burst; attack +29 vs. Fortitude; 3d8+11 psychic damage; on hit target
takes 20 psychic damage the first time each round it targets the Queen
with an attack (save ends)

:close: Sticky Situation (Move; encounter) teleport
Burst 1; attack +29 vs. Reflex; on hit target is immobilised until the end of
Queens next turn; hit or miss Queen teleports 10 squares

Change Shape (Minor; at-will) polymorph
The Queen can alter its physical form to take on the appearance of any
Medium humanoid, including a unique individual

My Pleasure, Your Pain (Free; encounter) triggered action
When Queen first becomes bloodied the triggering enemy (or the closest
enemy if no enemy caused her to become bloodied) gains vulnerability
psychic 10 and takes a -1 penalty to all attack rolls until to the end of the
encounter

Alignment Evil Languages common, supernal
Skills Bluff +28, Diplomacy +28, History +24, Insight +26
Str 12 (+14) Dex 28 (+22) Wis 26 (+21)
Con 18 (+17) Int 22 (+19) Cha 30 (+23)
Equipment rod of chastity

Well it’s a whole lot of dominate, a whole lot, but she could certainly be the life and soul of any party.

I hope you find it interesting.
 

It's great! (must spread some more xp around...)

Shouldn't 'dance of seven veils be shifts 7 squares' instead of moves? Otherwise, it's an awful lot of OAs coming her way...
 

Mesh Hong

First Post
It's great! (must spread some more xp around...)

Shouldn't 'dance of seven veils be shifts 7 squares' instead of moves? Otherwise, it's an awful lot of OAs coming her way...

I thought about it and decided that move would be fairer than shift, if she hits with the dominate then the target can't take opportunity attacks, if she misses then I am sure that the PC will enjoy making her pay.

Really she has so much dominate going on that I think the PCs will enjoy any chance they get to hit her instead of their allies.
 

ColonelHardisson

What? Me Worry?
I'm in no urgent need for critters, but I like having a selection of monsters to choose from. I'm digging this request thread quite a bit. The butterflies above got me to thinking about something that fascinates me - prehistoric creatures.

I'm a big fan of dinosaurs and prehistoric critters. I won't request those, per se, because there are enough of them (and other animals) already available to be able to fiddle with the stats to come up with various and sundry species. However, an entry in the 3e Epic Level Handbook - the prismasaurus - sparked an idea. What about prehistoric magical creatures? I'm thinking of creatures - dinosaurs and prehistoric mammals - that have powers appropriate to their body structure. For example, a hadrosaur with sonic abilities that it focuses through its crest. It would be easy enough to simply reskin regular critters with such powers, I know. I'm just thinking about how magic might have tweaked the evolution of such creatures, or how it might have created primitive delineations between non-magical animals and magical creatures, along the lines of mundane and fey creatures. Do you think you'd be interested in doing something like that?
 

Ace32

Explorer
Awesome thread and quite an ambition!

One set of creatures that I've found myself missing come from the genie group. I know 4e professes to want to 'end pointless symmetry', but the lack of the marids and daos has bothered me. I had hopes we'd see the Dao in MM3 since they were mentioned in some of the planar material - but no luck. And of course, Marids were drawn from real-world mythology and certainly have just as much place in D&D as the efreet.

Have you seen any attempts to build those monsters? Or perhaps had any inspiration on them youself?
 

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