Mesh Hongs Monster Request / Discussion Thread

ColonelHardisson

What? Me Worry?
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.

I'd swear I saw dao referred to in real-world mythology, too, but I can't for the life of me remember where I read about them outside of D&D.

I have to agree that I also missed the missing genies, including the jann. For that matter, there are tons of Al-Qadim creatures I like a lot and would use in a 4e game. A lot of them could be derived from pre-existing critters with a bit of re-skinning, but I'd like to see someone tackle them.
 

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Sporemine

First Post
Hey mesh, long time no see.
I'm just getting back into D&D, and working on a new campaign that heavily favors pre-made random encounters, which fits my design process better.

I need a level 3 "monster" named Pete

The PCs have a chance of stumbling upon a run down cabin in the woods, with a humanoid automation (Pete) endlessly repeating the task of going to the nearby stream, picking up water in a bucket, walking to the house, dumping it into an overflowing water barrel, and returning to the river for another bucketful.

If approached or asked any questions the automation will simply reply "Hello, my name is Pete. Please speak to my master in his cabin." and gesture to the nearby building.

If the PCs investigate, they will find that the door is ajar.

If they choose to enter, they will find Pete's master dead in a large mahogany chair; now nothing more than a skeleton. He has died of natural causes. A closed book sits on the arm of the chair, and a lightly glowing blue pendant hangs around the skeleton's neck.

The book contains the old man's last writings in the form of a will. He sensed the end of his life was upon him, asked his creation to fetch him some water, and recorded his last wishes in the book.

The blue amulet allows whoever who wears or holds it to control Pete, commanding him with a minor action. If he is approached by the wearer, he will say to him or her "What are my orders new master?"

The old man has left everything to his son, including Pete. This is a plot hook leading into a quest to find the man's son.

Also, kudos on continuing to use Asmor's monster maker. I'd make this myself, but I haven't made anything in a while and you seem to want requests.

Kudos

-Sporemine
 

Mesh Hong

First Post
Thanks for the requests, I have just got back from holiday but I will see what I can do to furnish any requests.

My own campaign has recently finished, we made it all the way from level 1 to over 30 and a good time was had by all. I will post the end game threat when I get the chance.

My group will be taking a break from D&D now, and we have already moved on to Nemesis so that we can get back to some good old fashioned horror gaming. I ran the introductory 2 session taster scenario and have passed on the GMs chair to someone else, I am looking forward to being a player again.
 

Mesh Hong

First Post
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?


The concept of Earth Genies is quite interesting as I usually picture genies as floating humanoids without legs, which is a vision that leads to me thinking of air or fire.

Anyway here are two versions of the same basic idea. I would probably use Dao with the support of other lesser elementals and a number of different castes of slaves. Personally I would probably want to develop them with a definite theme, maybe built around gem mining or something similar but I have kept these examples as generic as I could.

Dao Arrogant Level 9 Elite Controller
Medium Elemental Humanoid (earth) XP 800

Initiative +6 Senses Perception +12, darkvision, truesight 5
HP 188; Bloodied 94
AC 23; Fortitude 21, Reflex 21, Will 22
Saving Throws +2
Speed 6 earthwalk
Action Points 1

Cruel Advantage trait
Dao gains a +5 bonus to damage with all Scimitar attacks against slowed
or restrained targets

:bmelee: Scimitar Slash (Standard; at-will)
Attack +14 vs. AC; 2d8+8 damage, also see Cruel Advantage

:melee: Slashing Blade (Standard; at-will)
Dao makes 2 Scimitar Slash attacks

:melee: Strike and Earth Wave (Standard; at-will)
Dao makes a Scimitar Slash; hit or miss Dao makes the following secondary
attack against the same target; attack +12 vs. Reflex; 2d6+8 damage; on
hit target is pushed 4 squares and knocked prone

:close: Fissure (Standard; recharge :4::5::6:)
Close blast 3; enemies only; attack +12 vs. Reflex; 2d6+6 damage; on hit
target is slowed (save ends)

:ranged: Sink Hole (Minor; recharge :5::6:)
Range 15; attack +12 vs. Reflex; 1d10+8 damage; on hit target is
restrained (save ends) aftereffect target is slowed (save ends)

:area: Earth to Mud (Standard; encounter) zone
Area burst 3 within 15; attack +12 vs. Fortitude; 2d10+6 damage; hit or
miss creates a zone that lasts until the end of the encounter; all
creatures without earthwalk who start their turn inside the zone take 5
damage and are slowed until the start of their next turn

Sacrificial Ruby (Immediate Interrupt; encounter) triggered action
When Dao is subject to one or more status effects from a single source or
event it may negate all the effects but not the damage as an immediate
interrupt, using this power destroys the ruby it carries

Alignment Evil Languages common, terran, telepathy 20
Skills Athletics +12, Diplomacy +14, Dungeoneering +12, Endurance +11,
Intimidate +14
Str 16 (+7) Dex 14 (+6) Wis 17 (+7)
Con 14 (+6) Int 18 (+8) Cha 20 (+9)
Equipment bronze scimitar, sacrificial ruby

----

Dao Suppressor Level 16 Elite Controller
Large Elemental Humanoid (earth) XP 2,800

Initiative +12 Senses Perception +18, darkvision, truesight 10
HP 308; Bloodied 154
AC 30; Fortitude 28, Reflex 28, Will 29
Saving Throws +2
Speed 7 earthwalk, phasing
Action Points 1

Cruel Advantage trait
Dao gains a +5 bonus to damage with all Staff attacks against slowed,
immobilised or restrained targets

:bmelee: Staff Strike (Standard; at-will)
Attack +20 vs. AC; 3d8+11 damage; on hit slide target 1 square; also see
Cruel Advantage

:close: Spinning Staff (Standard; at-will)
Dao a Staff Strike attack against all enemies within reach

:close: Fissure (Standard; recharge :4::5::6:)
Burst 3; enemies only; attack +19 vs. Reflex; 3d6+8 damage; on hit target
is slowed (save ends), first failed save target is instead immobilised (save
ends)

:ranged: Sink Hole (Minor; recharge :5::6:)
Range 15; attack +19 vs. Reflex; 2d8+11 damage; on hit target is
restrained (save ends) aftereffect target is slowed (save ends)

:close: Earth Wave (Standard; encounter)
Close Blast 5; attack +19 vs. Fortitude; 3d6+11 damage; on hit target is
pushed 6 squares and knocked prone; on miss target is pushed 1 square

:area: Earth to Mud (Standard; encounter) zone
Area burst 3 within 15; attack +19 vs. Fortitude; 3d6+8 damage; hit or
miss creates a zone that lasts until the end of the encounter; all
creatures without earthwalk who start their turn inside the zone take 10
damage and are slowed until the start of their next turn

Emerald Circlet (Immediate Interrupt; recharge :5::6:) triggered action
When Dao is subject to one or more status effects from a single source or
event it may negate all the effects but not the damage as an immediate
interrupt

Alignment Evil Languages common, terran, telepathy 20
Skills Arcana +19, Athletics +18, Diplomacy +20, Dungeoneering +18,
Endurance +17, Intimidate +20
Str 20 (+13) Dex 18 (+12) Wis 21 (+13)
Con 18 (+12) Int 22 (+14) Cha 24 (+15)
Equipment bronze staff, emerald circlet

Anyway I hope you find these interesting, or they give you some ideas.
 
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Mesh Hong

First Post
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?

Magical Dinosaurs? Sounds like a good idea to me.

First up is the Chronoraptor, vicious and toothy reptiles enhanced with arcane runes that allow them a rudimentary control of time. These dreaded pack hunters rely on surprise and their speed to burst from the undergrowth and wear their victims down with a series of attacks that slow or disorientate.

Chronorators usually operate in small hunting packs of 3 to 5 and have enough intelligence to operate with a range of hunting tactics. They usually set up ambushes, and have also been known to use one of their number to lure targets into a location where the Chronoraptors will have an advantage such as a dead-end wooded gully or ravine.

Each Chronoraptor has a number of natural arcane runes visible as a contrasting colour patch of its scaly hide. When they use their temporal abilities these briefly glow then disappear, only reappearing when the magic permeating their bodies recharges, either immediately, within seconds or over the course of a day.

Chronoraptor Level 8 Skirmisher
Medium Natural Magical Beast XP 350

Initiative +11 Senses Perception +5, lowlight vision
HP 84; Bloodied 42; see Vicious Predator
AC 22; Fortitude 20, Reflex 21, Will 19
Speed 6, charge 7

Combat Advantage trait
If Chronoraptors Bite attack hits a target granting it combat advantage it
deals an additional 1d6 damage and the target is slowed (save ends)

Vicious Predator trait
While Chronoraptor is bloodied it gains +1 bonus to attack rolls and a +3
bonus to damage with its Bite attack

:bmelee: Bite (Standard; at-will)
Attack +13 vs. AC; 2d6+7 damage

:melee: Temporal Rend (Standard; encounter)
Target must be slowed or granting combat advantage; attack +11 vs.
Will; 2d8+10 damage; on hit target is dazed and takes 5 ongoing damage
(save ends both); on miss target takes half damage and is knocked prone

Temporal Acceleration (Minor; recharge :5::6:)
Chronorator moves its speed, if it moves at least 2 squares it gains
combat advantage against all enemies until the end of its current turn

Alignment Unaligned
Skills Athletics +13, Nature +10, Stealth +14
Str 18 (+8) Dex 20 (+9) Wis 12 (+5)
Con 12 (+5) Int 5 (+1) Cha 3 (+0)

----

My second example is the Earth Mote Triceratops. These mammoth beasts are huge reptiles with large rune inscribed bony plates along their backs, have short tails ending in a series of mace like spikes and three large horns on their wide armoured heads. They are primarily identified by the large lumps of earth or stone that orbit their bodies in eccentric circles at a distance of 5 to 15 feet.

These dinosaurs were somehow imbued with the power of the earth in the distant past and have maintained powerful natural telekinetic abilities. The few brief tales of these creatures describe them throwing these rocks with unnatural accuracy and even using them as crude shields to protect them from harm.

Earth Mote Triceratops’s are powerful but simple beasts and though they are fearsome if angered they are actually herbivores and only aggressive when defending their territorial feeding grounds and watering holes. Once engaged though their primal instincts kick in and they will never retreat or flee but might break off if the combat takes them too far from their guarded territory.

Earth Mote Triceratops Level 14 Elite Brute
Huge Natural Magical Beast XP 2,000

Initiative +9 Senses Perception +13, lowlight vision
HP 340; Bloodied 170; see Empowered Telekinesis
AC 26; Fortitude 28, Reflex 25, Will 25
Saving Throws +2
Speed 5, charge 6
Action Points 1
Earth Motes 3

Solid Footing trait
Triceratops may reduce all push, pull or slide effects it is subject to by 5
squares and if it is subject to an effect that would knock it prone it may
make an immediate free saving throw to remain standing

Earth Motes Trait
Triceratops begins an encounter with 3 lumps of earth or stone slowly
orbiting itself that it can use in a variety of ways; Triceratops may have a
maximum of 4 Earth Motes at any one time

Flying Rocks Trait, Earth Mote
Aura 3; all creatures starting their turns inside the aura take the following
effects; if Triceratops has 1 or 2 Earth Motes target takes 5 damage; if
Triceratops has 3 or 4 Earth Motes target takes 5 damage and takes a -2
penalty to attack rolls until the start of its next turn

:bmelee: Gore (Standard; at-will)
Reach 2; attack +19 vs. AC; 3d6+12 damage; when charging this attack
instead deals 3d10+16 damage; on hit target is pushed 3 squares and
takes 10 ongoing damage (save ends)

:close: Tail Thrash (Standard; at-will)
Close Blast 3; attack +17 vs. Reflex; 2d10+10 damage

:melee::close: Spikes At Both Ends (Standard; at-will)
Triceratops makes a Gore and Tail Thrash attack in any order

:ranged: Mote Toss (Standard; at-will) Earth Mote
Expends 1 earth Mote; range 10/20; attack +17 vs. Fortitude; 3d10+16
damage; on hit target is knocked prone; on miss target takes 2d6+12
damage and may shift 1 square as an immediate free action

:area: Mote Explosion (Standard; encounter) Earth Mote
Expends 1 Earth Mote; area burst 2 within 15; attack +17 vs. Reflex;
6d6+12 damage; on hit target is knocked prone and dazed (save ends);
on miss target is knocked prone

Raise Earth Mote (Minor; recharge :5::6:) Earth Mote
Triceratops telekinetically lifts a lump of earth or stone that slowly orbits it
and gains an additional Earth Mote

Mote Shield (Immediate Interrupt; recharge :4::5::6:) triggered action,
Earth Mote
When Triceratops is hit by any single target attack it may expend 1 Earth
Mote to shield itself as an immediate interrupt; Triceratops takes half
damage and is not subject to any effects generated by the attack

Empowered Telekinesis (Free) triggered action
When first bloodied Triceratops's Raise Earth Mote power recharges,
Triceratops may use this power as an immediate free action if it wishes

Alignment Unaligned
Skills Athletics +19, Endurance +17
Str 24 (+14) Dex 14 (+9) Wis 12 (+8)
Con 20 (+12) Int 4 (+4) Cha 3 (+3)

Well there are two examples for you. I hope you find them interesting.
 


Mesh Hong

First Post
Here’s a little something I have just thought of:

Vortex Horror
A Vortex Horror is a 12ft tall vaguely humanoid creature composed of thick twisting trunks of white sinew and muscle wreathed in pulsing strands of crackling black lightning. The headless creature’s most notable feature is the hole in the centre of its wide torso that contains a swirling vortex of dark energy that twists away into infinity as if it is connected to another plane in a way that is disturbing for the mortal mind to view.

Vortex Horrors are thankfully rare in the middle world, most arrive either through the vile summonings of aberrant cults or, if rumours are to be believed, by errors in the maintenance or operation of teleportation circles or rituals.


Vortex Horror Level 16 Elite Controller
Large Aberrant Humanoid XP 2,800

Initiative +15 Senses Perception +9, darkvision
HP 310; Bloodied 155
AC 30; Fortitude 27, Reflex 30, Will 28
Resist lightning see Superconductor
Saving Throws +2
Speed 5
Action Points 1

Superconductor trait
Any attack with the lightning keyword gains a +5 bonus to hit the Horror,
when hit by such an attack the Horror takes only half damage and is not
subject to any effects generated by the attack, the Horror also recharges
its Create Vortex and Empower Vortex powers as an immediate free action

:bmelee: Crackling Grab (Standard; at-will) lightning
Reach 2; attack +21 vs. AC; 3d6+10 lightning damage; on hit target is
grabbed and takes 10 ongoing lightning damage (escape ends)

:bmelee: Shocking Slam (Standard; at-will) lightning
Reach 2; attack +21 vs. AC; 2d8+11 lightning damage; on hit target is
pushed 1d6 squares and takes the following secondary attack +19 vs.
Fortitude; on hit target is knocked prone and gains vulnerability 5 lightning
(save ends)

:melee: Double Attack (Standard; at-will)
Horror makes 2 basic attacks, any combination of Crackling Grab or
Shocking Slam attacks

:melee: Consuming Vortex (Standard; at-will) lightning, vortex
Grabbed target only; attack +19 vs. Reflex or Fortitude (whichever
higher); 3d8+11 lightning damage; on hit target is teleported to the
central square of any existing Vortex created by the Horror, is knocked
prone, dazed and gains 5 vulnerability lightning (save ends both),
aftereffect gains vulnerability 5 lightning (save ends)

:ranged: Lightning Bolts (Standard; at-will) lightning
Range 10; 1 or 2 targets; attack +21 vs. AC; 2d10+10 lightning damage;
on hit target is pushed 2 squares

:area: Create Vortex (Minor; recharge :4::5::6:) vortex, lightning, zone
Area Burst 1 within 20 (must target free square, and cannot target a
square containing a vortex zone); attack +19 vs. Fortitude; on hit target
is slowed (save ends); hit or miss creates a zone that lasts until the
Horror is defeated or the end of the encounter; any creature other than
the Horror entering or starting their turn inside the zone takes 5 lightning
damage, note: damage from overlapping vortex zones does not stack

Empower Vortex (Minor; recharge :5::6:) vortex
1 target vortex zone created by the Horror size increases in by 1 square
and deals an additional 5 lightning damage to creatures other than the
Horror starting their turn inside the zone, if the target vortex zone has
already been empowered in this way then instead its zone size increases
by 1 square and its damage does not increase

:close: Vortex Surge (Standard; encounter) vortex, lightning
Targets all creatures adjacent to Horror or inside a vortex zone; attack
+19 vs. Reflex; 3d8+12 lightning damage; on hit target is immobilised until
the end of their next turn; on miss target takes half damage

Vortex Leap (Move; recharge :5::6:) teleport
Horror teleports to any free square within 10 squares of the centre of a
vortex zone as a move action

Alignment Chaotic Evil Languages deep speech
Skills Arcana +16, Endurance +17
Str 16 (+11) Dex 24 (+15) Wis 12 (+9)
Con 18 (+12) Int 16 (+11) Cha 18 (+12)

Well there it is, I hope you find it interesting, or it gives you some ideas.
 

Zieche

Explorer
Love this thread. I've been lurking for a few months and loved the Flicker Devil in my homebrew when my PCs were lower. (To their dismay!);)

Currently my PCs are coming to the apex encounter in a monestary / Asulym where githzerai monks have dedicated themselves to "curing" those driven mad by dabbling in far realm magics. Lots of aberrations with strange mind powers and possessed monks.

Also the party is the 2nd adventuring group to attempt to clear out the asulym. The've found several dead NPC adventures but not the whole party.

I've got this idea for the evil tainted beast that has corrupted the place and unleashed the crazed inmates. It's previously taken parts from the previous adventuring group and monks (brain, heart, eyes etc) as it's building it's new body in this reality.

Party is 6 level 7 PCs.
Monk, Fighter, Swordmage, Warlock, Cleric, Ranger.

My Request:

Conglomeration Beast -
Large creature, Claw arms, tenticles, bug eyes.
Solo or Elite with backup.

It would have Halfing Luck and Elven Accuracy absorbed from the previous adventurers. (and anything it gobbled up from the monks)

Some sort of madness aura that causes hallucinanations.

Reality shifting abilities: at will teleport?

aberrant assualt (abberant allies can make a melee basic)?



And what ever else you care to add! Thanks for taking the time to upkeep this awesome thread!
 

Mesh Hong

First Post
Currently my PCs are coming to the apex encounter in a monestary / Asulym where githzerai monks have dedicated themselves to "curing" those driven mad by dabbling in far realm magics. Lots of aberrations with strange mind powers and possessed monks.

Also the party is the 2nd adventuring group to attempt to clear out the asulym. The've found several dead NPC adventures but not the whole party.

I've got this idea for the evil tainted beast that has corrupted the place and unleashed the crazed inmates. It's previously taken parts from the previous adventuring group and monks (brain, heart, eyes etc) as it's building it's new body in this reality.

That's my kind of plot, good stuff.

Lets see what we can come up with!
 

Mesh Hong

First Post
OK I am not sure how many encounters you have left inside the asylum, but my initial idea revolves around your boss creature having to build itself a body from harvested parts. This implies that it is a disembodied entity seeking to manifest fully, you also state that it has acquired traits from the previous failed assault by another investigative team.

With that in mind I thought it might be nice if the boss creature could project a psychic creature that would gather essence for it. You could introduce one of these Gatherers as part of a series of encounters so that the boss creature can acquire multiple imprints from the PCs through combat. This would also establish a theme and add some mystery or tension as to what was going on.

Here is the stat block for the Gatherer, when describing the Gather For The Master power describe it as grabbing the targets head and the psychic damage coming from the Gatherer crashing through the targets mind and memories. This should give your PCs/players something to worry about, especially when another one turns up in the next encounter, and another in a third.

Note that I have kept the Gatherer very simple as it is not the focus of any encounter it is present in. The first time it shows up the PCs might not consider it a real threat compared to the crazed inmates throwing themselves at them.

Eweri Gatherer Level 7 Lurker
Medium Aberrant Beast XP 300

Initiative +11 Senses Perception +12, darkvision
HP 30; Bloodied 15; see Break Projection
AC 21; Fortitude 18, Reflex 20, Will 19
Resist insubstantial
Saving Throws +2 vs. non damage effects
Speed 6 phasing

Blend Into Memory trait
If Gatherer moves four or more squares as part of a single action it
becomes invisible until the start of its next turn or it makes an attack

:bmelee: Spectral Swipe (Standard; at-will) psychic
Attack +10 vs. Reflex; 2d6+6 psychic damage; on hit target takes a
cumulative -1 penalty to either Fortitude, Reflex or Will (Gatherers choice)
until the end of the encounter

:melee: Gather for the Master (Standard; at-will) psychic
requires combat advantage; attack +10 vs. Fortitude or Will (whichever is
lower); 2d8+6 psychic damage; on hit Eweri Resplendent gains a
manifestation point (see separate rules)

:close: Break Projection triggered action
When reduced to 0 HPs Gatherer dissipates in a cloud of vapour and
makes the following attack as an immediate free action; burst 2; attack
+10 vs. Fortitude or Will (which ever is lower); on hit the target is dazed
(save ends) and Eweri Resplendent gains a manifestation point (see Eweri
Resplendent)

Alignment Evil Languages deep speech, telepathy 20
Skills Dungeoneering +12, Insight +12, Stealth +14
Str 8 (+2) Dex 19 (+7) Wis 18 (+7)
Con 10 (+3) Int 18 (+7) Cha 12 (+4)

Boss Encounter
When the PCs face the boss creature they see it as a vaguely conical mass of distorted flesh and fused body parts. The creature has a bank of eyes around its centre and multiple 10ft long squirming black tentacles sprouting from crevasses around its bulk, most disturbingly it has a single long multi-jointed arm that ends in a vicious claw that extends from the top of its conical body giving it a 15ft reach.

You can describe vague hallucinations distracting the PCs throughout the area, but as they are heroes these cause no mechanical effect but can be used to add a layer of uncertainty and mystery to the encounter. However when the PCs are within 10ft of the creature the Hallucinations grows stronger and start to become more and more distracting. This mechanic should add a little tactical movement to the encounter.

The creature has a few tricks up its sleeve, some of these require it to spend the Manifestation Points it has acquired through the efforts of its previous Gatherers. It also has a bloodied reaction to project another Gatherer to try and restock its Manifestation Points and an on death power where it has an interesting ability that gives it a chance to overwhelm a PC and seek sanctuary in their mind until it has the opportunity to start its evil plans once again.

Eweri Resplendent Level 7 Solo Skirmisher (Leader)
Large Aberrant Beast XP 1,500

Initiative +10 Senses Perception +12, darkvision
HP 312; Bloodied 156; see Desperate Projection, Escape Into Memory
AC 21; Fortitude 19, Reflex 21, Will 20
Saving Throws +5
Speed 6
Action Points 2
Manifestation Points (variable)

Intense Hallucinations trait
Aura 2; fear; all enemies starting their turn inside the aura take a
cumulative -1 penalty to attack rolls (to a maximum of -3), this penalty
ends when the target starts its turn outside the aura

:bmelee: Claw Strike (Standard; at-will)
Reach 3; attack +12 vs. AC; 2d8+6 damage; on hit slide target 1 square

:melee: Double Claw (Standard; at-will)
Eweri Resplendent makes 2 Claw Strike attacks and may shift 2 squares
after each attack

:melee: Spectral Frond (Minor; at-will) psychic
Reach 2; attack +10 vs. Reflex; 1d6+6 psychic damage

:ranged: Project Essence (Minor; at-will) manifestation point, psychic
Expends 1 manifestation point; range 15; attack +10 vs. Will; 1d12
psychic damage; on hit a 10ft shadowy tentacle sprouts from the targets
head or shoulder, at the start of the targets turn the tentacle makes a
Spectral Frond attack against all the targets allies within reach (save
ends)

:close: Reality Shove (Standard; at-will) manifestation point, force
Expends 1 manifestation point; burst 5; enemies only; attack +10 vs.
Fortitude; 2d6+6 force damage; on hit target is pushed 6 squares and
knocked prone; on miss target takes half damage

:close: Aberrant Assault (Standard; recharge :5::6:)
Burst 10; 1, 2 or 3 allies in burst; target may take an immediate free
move, basic attack or charge action, these creatures gain either a +1
bonus to speed or attack roll for this action

Fold Space (Move; encounter) teleport
Burst 5; slide all creatures inside the burst 1 square and Eweri Resplendent
teleports 10 squares

Regulate Essence triggered action, manifestation point
Expends 1 manifestation point; when Eweri Resplendent misses with an
attack, fails a saving throw or is hit by an attack it may reroll the attack
or saving throw or force the target to reroll the attack as an immediate
interrupt action

Desperate Projection triggered action
When first bloodied Eweri Resplendent projects an Eweri Gatherer (see
separate stat block) as an immediate free action, the Gatherer appears in
any free square within burst 5 and has an initiative that places it acting
directly after the triggering turn

:close: Escape Into Memory triggered action
On death Eweri Resplendent makes the following attack as an immediate
free action; burst 10; enemies only; attack +10 vs. Will; any target hit by
this attack takes part in a immediate encounter that is resolved before
continuing with the current encounter (see Mental Battle encounter)

Alignment Evil Languages deep speech, telepathy 20
Skills Arcana +12, Dungeoneering +12, Stealth +13
Str 16 (+6) Dex 20 (+8) Wis 18 (+7)
Con 14 (+5) Int 18 (+7) Cha 12 (+4)

Note: I am not sure if the Eweri Resplendent needs 2 action points, I would see how the encounter is going before going too mad with them.

Mental Battle Encounter
All targets hit by the Eweri Resplendent’s Escape Into Memory power are immediately drawn into a very real seeming encounter in an strange and twisting version of their current encounter room.

The Eweri Resplendent seems to collapse in a mass of body parts then suddenly rises as a huge headless humanoid mass of flesh and shadow. Only the PCs hit by the triggering attack are present and all other creatures have disappeared. The initiative order remains the same and the battle continues.

Note: No matter how this encounter ends the PCs will continue the previous stage of the encounter from the exact point where this encounter started. This encounter is really just a psychic link or projection and takes place in an instant out of time. Also note that this is a continuation of the previous encounter and does not count as a new encounter.

During this battle take a note of all PC encounter power, daily power and item power usage. Do not tell them until the right time but all resources expended in this part of the encounter are not actually expended as it is all taking place in their minds. The exception to this is HP and Healing Surge loss.

In this part of the encounter the Eweri Champion will attempt to ‘kill’ a single PC before it is finally defeated. If it manages to reduce a PC to 0 HPs the encounter immediately ends with the PC in question believing that they in fact slew the beast during its final attack (you could even describe that happening). In this case what has actually happened is that the Eweri has successfully entered the PCs mind where it will lie dormant, hiding and recovering until it can start its body building plans again (i.e. this is a plot twist/hook for further adventures, and the Eweri could be a surprise reoccurring bad guy in a later adventure).

If the PCs defeat the Eweri Champion before it can accomplish its goal it is utterly destroyed.

Either way once this part of the encounter is resolved the previous part of the encounter continues from the point it left off. The only resources expended being HPs and Healing Surges, if a PC was reduced to 0 HPs they have their HPs set to 1 and they start dazed (save ends).

Eweri Champion Level 7 Brute
Huge Aberrant Humanoid (blind) XP 300

Initiative (as Eweri Resplendent) Senses Perception +5, blindsight
HP 100; Bloodied 50
AC 19; Fortitude 21, Reflex 18, Will 18
Speed 5

Threatening Reach trait
Eweri Champion has threatening reach (3) with its Ripping Claw attack

:bmelee: Ripping Claw (Standard; at-will) psychic
Reach 3; attack +12 vs. AC; 2d8+6 psychic damage

:melee: Double Handed Rend (Standard; recharge 456) psychic
2 attacks against the same target; reach 3; attack +12 vs. AC; 1d10+8
psychic damage; if at least 1 attack hits the target is knocked prone; if
both attacks hit the target also takes an additional 1d10 psychic damage

Alignment Chaotic Evil
Str 20 (+8) Dex 14 (+5) Wis 14 (+5)
Con 14 (+5) Int 8 (+2) Cha 12 (+4)

Well that’s probably enough to give you an idea or two. I would probably pad the final encounter with the Eweri Resplendent out with enough minions to keep things interesting, and be ready to send in more waves as dramatically appropriate. I would also want to make sure there was at least 1 or 2 rounds of combat after the Eweri is defeated to distract the players from thinking too much about what just happened right away.

Leading up to the boss encounter I would probably have 3 encounters that included a Gatherer and various deranged inmates and maybe include members of the previous adventuring group in maddened torment either as adversaries or as part of the scenery (displayed dead or in the final stages of gruesome torture or dissection).

Anyway I hope you find this interesting or it gives you some ideas.
 

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