Give me the idea, I build the monster

Sporemine

First Post
The new list

Unfinished

Quori:
(CR 20) Kalaraq "Eyebinder" quori - nobility and ruling elite [Secrets of Sarlona]
(CR 11) Usvapna "Dream Master" quori - assassins and inquisitors [Magic of Eberron]
(CR 11) Du'ulora "Blackfury" quori - warlords and tacticians [Secrets of Sarlona]
(CR 9) Hashalaq "Dream Stealer" quori - loremasters and judges [Secrets of Sarlona]
(CR 7) Tsucora quori - hunters and soldiers [Eberron Campaign Setting]
(CR 5) Tsoreva "Mind Blade" quori - grunts and enforcers [Magic of Eberron]

"Mental disease thingy"

Phidias the Beholder

Bird maidens

Aleax

Jello ooze (level 6 skirmisher)

Monkey with a Knife (level 3 lurker)

Swarm of animated Gold (level 8 skirmisher)

Dead body (level 0 minion)

Razor golem (level 14 brute)

Cultist (level 4 minion)

Posessed doll (level 7 artillery)

Animated rope (level 1 lurker)

Animated house (level 14 soldier)

Gem scarab (level 2 brute)

Skeletal archer (level 4 artillery)

Rust golem (level 10 brute)

Swarm of animated torches (level 5 skirmisher)

Living spell (varies)

Fire and air elemental (level 14 Skirmisher)

Acid elemental (level 14 brute)

Gladiator (level 5 soldier)

Elite Guard (level 4 elite soldier)

Completed

Paper golem (level 2 skirmisher)

Generic guard (level 1 minion)

Centaur Mastermind (Elite level 2 controller, Leader)

Kudos

-Sporemine
 
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Sporemine

First Post
Only use 1 per encounter and emphasize that it's made of paper and it's not as overpowered as it seems.

Paper Golem
Level 3 Elite Skirmisher
Small Natural Animate (Construct)
XP 300
Initiative +5
Senses Perception +8, Blindsense
HP 92; Bloodied 46
AC 17; Fortitude 15, Reflex 15, Will 15
Vulnerable 30 Fire
Saving Throws +2
Speed 10
Action Points 1

:bmelee: Arm Blade Papercut (Standard; at-will)
+8 Vs. AC; 1d10+3 damage and ongoing 5 damage (save ends)

:melee: Double Slash (Standard; at-will)
The Paper Golem makes 2 basic attacks

:melee: Frenzy (Standard; encounter)
The paper golem shifts 12 squares and makes 4 arm blade attacks at any point during the movement.

Sharp Arms
The Paper golem critical hits on a roll of 19 or 20

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

Kudos

-Sporemine
 
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Sporemine

First Post
Phidias
Level 4 Solo Artillery
Large Aberrant Magical Beast
XP 875
Initiative +4
Senses Perception +9, All around vision, Darkvision

Aura Of Petrification aura 50;
Any creature that would die in the aura is instead petrified with 1 hit point.

HP 220; Bloodied 110
AC 16; Fortitude 16, Reflex 16, Will 16
Saving Throws +5
Speed fly 6 (hover)
Action Points 2

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

:ranged: Central Eye (Minor; recharge :5::6:) ♦ Fear
Phidias dead central eye is terrifying to behold. +9 Vs. Will; the target is dazed and slowed.

:ranged: Eye Rays (Standard; at-will)
A strong beleiver in self mutilation, phidias has only 3 working eye rays left. He can use up to 2 eye ray powers (chosen from the list below) each power must target a different creature. Using eye rays does not provoke opportunity attacks.
1--Telekenesis Ray: Ranged 10; +9 Vs. Fortitude; the target slides 4 squares.
2--Petrifying Ray: Ranged 10; +9 Vs. Fortitude; The target is slowed (save ends) First failed save: The target is immobilised instead of slowed (save ends) Second failed save: The target is petrified instead of immobilised (no save)
3--Disintegrate Ray: +9 Vs. Fortitude; 1d10+4 damage and ongoing 5 damage (save ends) Aftereffect: The target is dazed (save ends)

:area: Death throes (Immediate Interrupt; encounter; first when bloodied and again when reduced to 0 hit points)
Burst 8, all creatures in the burst are hit with a petrifying eye ray.

Curse of Cold Stone (Immediate Interrupt; when bloodied)
When phidias is bloodied, he begins to partially turn to stone. His fly speed decreases from 6 to 4, he gains a +3 to AC and fortitude and a -3 to reflex.

Alignment Unaligned
Languages Common, Beholder
Skills Acrobatics +9, Arcana +9, Athletics +9, Bluff +9, Diplomacy +9, Heal +9
Str 15 (+4)Dex 15 (+4)Wis 15 (+4)Con 15 (+4)Int 15 (+4)Cha 15 (+4)
Equipment None

Greetings adventurers, as you may already know, I am Phidias, extraordinay artist and the great mother's favourite creation. I believe that you are here to reclain what I took from the church. Unfortunately, that can never happen, you see, you are imperfect, an insult to the great mother's ultimate power. The only path of salvation now is to become sculptures, dedicated to the perfection of my creation. Surrender peacefully and the petrfication will be quick and peaceful. Fight and you will be destroyed.

Here's phidias

Kudos

-Sporemine
 
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Zinovia

Explorer
Thanks for statting up Phidias, the insane beholder sculptor. I like the idea of him denouncing the heroes as imperfect and him promising to resculpt them into a true aesthetic ideal. Of course that means he needs to turn them to stone first, but it's all in the name of art.

I still may give him some kind of way out of stun/daze effects, but I've been thinking of adding something like that to all solos anyway. Based on some discussion of the problem of end of your next turn effects lasting longer than save end effects on solos (due to the +5 to saves), I may go with something like this:

Solo Resilience: Immediate Interrupt, Encounter, Recharge when first bloodied.
Trigger: When hit by any condition defined on pg 277 of the PHB except for marked.
Effect: The solo creature can make a save versus that effect, even if it normally would not allow a save.

This will give it two ways out of stun-lock powers per encounter. That seems reasonable. It doesn't mean those powers are automatically going to fail, but does make it harder to totally lock down the solo for the entire fight.
 

Sporemine

First Post
The resilience looks good but keep in mind, since he's level 4, you can add in some hobgoblins to protect him if he's stunned. The +5 to saves is really going to help him recover.
There's also this.

Hobgoblin Fodder
Level 3 Minion
Medium Natural Humanoid (goblin)
XP 37
Initiative +3
Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 15, Will 15
Speed 6

:bmelee: Spear (Standard; at-will)
+8 Vs. AC; 4 damage

Protect the Master
The hobgoblin fodder can sacrifice itself to protect 1 non minion creature within 5 squares from an effect a save can end.

Alignment Unaligned
Languages Common, Goblin
Str 14 (+3)Dex 14 (+3)Wis 14 (+3)Con 14 (+3)Int 14 (+3)Cha 14 (+3)
Equipment Spear

Kudos

-Sporemine
 

Sporemine

First Post
Kudos to willows for the new thread. If somebody wants to do another "give me the Idea, I build the XXX" go ahead.

Kudos

-Sporemine
 

Delak

Explorer
Here is the Centaur Mastermind, Feedback on the powers is welcome on this one. It took me while trying to come up with the powers and I am not 100% in love with them.

Centaur Mastermind
Level 2 Elite Controller (Leader)
Large fey humanoid
XP: 250
Initiative: +1
Senses: Perception +3; low-light vision

HP: 76 Bloodied:38
AC: 16; Fortitude: 14, Reflex: 13, Will: 14
Speed: 8
Action Points: 1

:bmelee: Quarterstaff (standard; at-will) Weapon
Reach 2; +7 vs. AC; 1d8 + 3 damage, plus 1d6 damage when charging

:melee: Thunder Staff (standard; recharge :4:) Thunder, Weapon
Requires quarterstaff; +7 vs. AC; 2d10 + 3 thunder damage, and the target is dazed until the end of the centaur mastermind’s next turn

:ranged: I Command You (standard; recharge :5:) Psychic
Ranged 5; +6 vs. Will; 2d6 + 3 psychic damage, and the target slides 3 squares

:close: Winds of Change (standard; recharge when first bloodied) Zone
Close burst 5; targets enemies; ; +6 vs. Fortitude; 1d10 + 3 damage and pushes the target 3 squares and knocks them prone.

:melee: Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur mastermind; at-will)
Targets the triggering creature; +7 vs. AC; 1d6 + 3 damage


Alignment: Unaligned
Languages: Elven
Skills: Athletics +8, Nature +8
Str: 14 (+3) Dex: 11 (+1) Wis: 14 (+3) Con: 14 (+3) Int: 11 (+1) Cha: 14 (+3)
Equipment: Quarterstaff

Next I would like to work on the Monkey with a Knife if nobody has taken that one.
 

Sporemine

First Post
Here is the Centaur Mastermind, Feedback on the powers is welcome on this one. It took me while trying to come up with the powers and I am not 100% in love with them.

Centaur Mastermind
Level 2 Elite Controller (Leader)
Large fey humanoid
XP: 250
Initiative: +1
Senses: Perception +3; low-light vision

HP: 76 Bloodied:38
AC: 16; Fortitude: 14, Reflex: 13, Will: 14
Speed: 8
Action Points: 1

:bmelee: Quarterstaff (standard; at-will) Weapon
Reach 2; +7 vs. AC; 1d8 + 3 damage, plus 1d6 damage when charging

:melee: Thunder Staff (standard; recharge :4:) Thunder, Weapon
Requires quarterstaff; +7 vs. AC; 2d10 + 3 thunder damage, and the target is dazed until the end of the centaur mastermind’s next turn

:ranged: I Command You (standard; recharge :5:) Psychic
Ranged 5; +6 vs. Will; 2d6 + 3 psychic damage, and the target slides 3 squares

:close: Winds of Change (standard; recharge when first bloodied) Zone
Close burst 5; targets enemies; ; +6 vs. Fortitude; 1d10 + 3 damage and pushes the target 3 squares and knocks them prone.

:melee: Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur mastermind; at-will)
Targets the triggering creature; +7 vs. AC; 1d6 + 3 damage


Alignment: Unaligned
Languages: Elven
Skills: Athletics +8, Nature +8
Str: 14 (+3) Dex: 11 (+1) Wis: 14 (+3) Con: 14 (+3) Int: 11 (+1) Cha: 14 (+3)
Equipment: Quarterstaff

Next I would like to work on the Monkey with a Knife if nobody has taken that one.


Nobody's taken the monkey. Leaders generally take powers that grant allies bonuses, free attacks and health. Take a look in the monster manual.

Gnome Arcanist (Pg 134)
Goblin Hexer (Pg 135)
Hobgoblin Warcaster (Goblin) (Pg 135)

Kudos

-Sporemine
 

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