to all the monster creators out there

Valerion Steele

First Post
maybe this isnt worth a new thread at all....

but i asked myself if someone out there with the inspiration and energy needed could brew me some duergar up for my 4e-lite group....
i´d appreciate any help from you great guys i read so much from...

thanks
 

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I'm not one of the people doing awesome work creating 4e monsters all over the place, but I thought I'd at least try a hand at some. Do you want your duergar more traditional, or the more fiendish-flavoured version that we've heard hints about?
Are you going to be using the official DnD minis to represent the duergar? Designing abilities that fit specific minis could be an interesting take.
 

Here are two duergars, based around the idea that their job is to fill one role so they don't have invisibility or enlargement. They're kind of designed after the Duergar Slaver and Duergar Champion minis.


Duergar Slaver, Level 3 Soldier
Medium Natural Humanoid (Duergar)
Init +3; Senses Darkvision, Perception +2
HP 47; Bloodied 23
AC 17; Fort 15 Ref 13 Will 15
-------------
Speed 5
:bmelee: Branding Iron (Standard; at-will) * Weapon, Fire
+5 vs. AC; 1d6+3 damage AND ongoing 5 fire damage (save ends)
:melee: Manacles (Standard; at-will) * Weapon
Reach 2; +6 vs. AC; 1d6+2 damage and the target is marked until the end of this creature's next turn. See also Entangling Manacles
Entangling Manacles (Swift; Recharge :6: )
When the slaver hits with Manacles; +6 vs. Ref; Prone
--------------
Alignment Unaligned; Languages Dwarven
Skills Intimidate +9
Str 16 (+4) Dex 14 (+3) Wis 12 (+2)
Con 15 (+3) Int 12 (+2) Cha 16 (+4)

Duergar Hammerer, Level 3 Brute
Medium Natural Humanoid (Duergar)
Init +2; Senses Darkvision, Perception +1
HP 56; Bloodied 28
AC 15; Fort 17 Ref 12 Will 14
--------------
Speed 5
:bmelee: Hammer (Standard; at-will) * Weapon
+6 vs. AC; 1d8+4 damage
:melee: Overhead Blow (Standard; at-will) * Weapon
+4 vs. AC; 1d8+8 damage. Miss: Followup
Followup: +7 vs. Ref; Prone
:melee: Resounding Blow (Standard; encounter) * Weapon
+5 vs. Fort; 1d8+4 damage AND Dazed until the end of this creature's next turn.
Hit Them When They're Down
+5 damage against prone creatures
---------------
Alignment Unaligned; Languages Dwarven
Str 18 (+5) Dex 13 (+2) Wis 10 (+1)
Con 16 (+4) Int 9 (+0) Cha 12 (+2)
 
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voice220 said:
Those are great. I especially like the Hammerer's powers. I'm lining those up for my game too if you don't mind. :)
I was hoping for Hammerspace or Hammertime abilities. (a cookie if you get the references).
 

I think there are enough people complaining about 4e being too anime, and the Hammerer's Reflex Defense is quite low so you most definately can touch it.
 

Hammerspace: in anime, (and BESM) it is where characters in comedies pull stuff from when it looks like they pull it from thin air

Hammertime: MC Hammer..... oh how I wish I could forget you!
 

Duergar Hammer Priest, Level 4 Soldier (Leader)
Medium Natural Humanoid (Duergar)
Init +5; Senses Darkvision, Perception +4
HP 53; Bloodied 26
AC 20; Fort 15 Ref 15 Will 15
-----------
Speed 5
:bmelee: Warhammer (Standard; at-will) * Weapon
+7 vs. AC; 1d10+2 damage
:melee: Hammer Space (Standard; Recharge :5: :6: ) * Weapon
+6 vs. Fort; 1d10+2 damage AND push 1 square AND slide adjacent ally to the space that the target left
:close: Hammer Time (Standard; Encounter)
Close Blast 4; allied duergar in the area can make a free basic attack OR recharge a recharging or encounter ability
Can't Touch This
Adjacent duergar allies can use this creature's AC or Defenses when attacked by a :melee: or :ranged: attack.
-------------
Alignment Unaligned; Languages Dwarven
Str 15 (+4) Dex 16 (+5) Wis 14 (+4)
Con 13 (+3) Int 12 (+3) Cha 15 (+4)


Couldn't resist :D
 

Enlarged Duergar, Level 3 Elite Brute
Large Natural Humanoid (Duergar)
Init +5; Senses Darkvision, Perception +2
HP 108; Bloodied 54
AC 18; Fort 17 Ref 13 Will 14
Saving Throws +2
AP 1
----------------
Speed 6
:bmelee: Warhammer (Standard; at-will) * Weapon
Reach 2; +8 vs. AC; 2d8+6 damage
:melee: Shield Slam (Standard; at-will) * Weapon
Can use when charging; +6 vs. AC; 1d12+4 damage AND Push 2 squares
:melee: Groundbreaking Theory (Standard; Recharge :5: :6: ) * Weapon
+6 vs. AC; 2d12+4 damage AND the target's square becomes difficult terrain
If the target has a space larger than 1 square, choose 1 square within the target's space and within this creature's reach
And Stay Down (Immediate Reaction, when an enemy within 2 squares becomes prone; Recharge :6: )
This creature makes an immediate Warhammer attack against that enemy
-----------------
Alignment Unaligned; Languages Languages
Str 22 (+7) Dex 8 (+0) Wis 12 (+2)
Con 14 (+4) Int 10 (+1) Cha 11 (+1)
 


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