Give me the idea, I build the monster

Mesh Hong

First Post
...if you look at how a good encounter for these guys would be set up (for me), it usually would involve 16 of them falling off of the celing and landing on the party, stacking auras and causing mayhem.

Yeah that would work (and makes a lot more sense than just viewing a single minion in isolation), maybe you should have stated that in your post so people could get a feel of their intended use. i.e. a colony of Brown Mold rather than a collection of individual threats.
 

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Mesh Hong

First Post
I made this by copying a rat swarm...thoughts?

Snake Swarm Level 1 Soldier
Size origin type (keyword) XP 100
Initiative +6 Senses Perception +6
Swarm Attack Aura aura 1; the snake swarm makes a basic attack as a free action against each enemy that begins its turn in it's aura.
HP 30; Bloodied 15
AC 17; Fortitude 14; Reflex 16; Will 13
Immune fear; Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks
Speed 7
Action Points #
[M] Swarm of Fangs (standard, at-will)
+7 vs Armor Class: 1d10+3 damage, or 2d10+3 damage against a
prone target
M Pull Down (standard, at-will)
+6 vs Fortitude; the target is knocked prone
Alignment Unaligned Languages --
Str 15 (+2) Dex 18 (+4) Wis 12 (+1)
Con 14 (+2) Int 2 (-4) Cha 10 (+0)
Equipment; --

Isn't that a reskinned Needlefang Drake swarm? For the record its a creature that is considered "Broken" or overpowered for its level.

I do notice that its attacks have been reduced by 1 and its HPs by 8 but I still think this creature is a little too dangerous. At the very least I would reduce the damage of Swarm of Fangs to 1d6+3 and I would come up with something different from Pull Down as I can't imagine how a swarm of snakes is going to pull someone to the ground.
 

Bronze_Dragon

First Post
I'd say give the snake swarm some ongoing poison damage; it would separate it from other swarms. It could easily be cured by an ability that gives a saving throw, but otherwise poison damage could get really bad really quickly.

The snakes should deal extra damage against prone AND restrained targets (double the swarm up with a large constrictor snake and they could be a really strong combo); maybe even extra damage against enemies that grant combat advantage.

Keep in mind that the melee basic attack should be fairly weak because 1) it will deal extra damage in certain circumstances and 2) since its a swarm it may make an attack against adjacent enemy.

Another random thought; snake swarms shouldn't be able to pull someone down. I'm not sure what their 'special' (non-basic) attack should be. Perhaps a charge attack of sorts?
 

Rechan

Adventurer
Snake Swarm Level 1 Controller
Size origin type (keyword) XP 100
Initiative +3 Senses Perception +6
Swarm Attack Aura aura 1; the snake swarm makes a basic attack as a free action against each enemy that begins its turn in it's aura.
HP 32; Bloodied 16
AC 15; Fortitude 14; Reflex 14; Will 13
Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks. Also see Get Back
Speed 7

Sea of Fangs (Standard, AW) * Poison
+5 vs. Fort; 1d6+3, slowed and ongoing 2 poison damage (save ends both)

Why did it have to be Snakes (Minor, :5: :6:) * Fear;
+5 vs. Will; target is dazed until end of Swarm's next turn.

Get Back You Scaly Bastards
A PC with a torch can, as a standard action, make a Cha +2 attack vs. the swarm's Will. Success causes the swarm to be dazed until the end of the PC's next turn.


Spitting Snake Level 1 Artillery
Size origin type (keyword) XP 100
Init: +3 Perception +4
HP 25: Bloodied: 12
AC: 13, Fort: 13 Ref: 14 Will: 13
Speed 7

Jagged Fangs (Standard, At Will)
+8 vs. AC; 1d6+3 and ongoing 2 poison damage (save ends)

Spit (Standard, At Will)
Ranged 5/10 +6 vs. Fort; 1d10+3 poison damage, ongoing 2 poison damage (save ends)

It's In My Eyes (Standard, Encounter)
Range 5/10 +6 vs. Ref; 1d8+3 poison damage, target is blinded until end of Spitting Snake's next turn.


Deathstep Asp Level 2 Lurker XP 125
Init: +7 Perception: +7
HP: 32 Bloodied: 16
AC: 16 Fort: 14 Ref: 15 Will: 14
Speed 7 Forest Walk

Desperate Bite (Standard, AW)
+7 vs. AC; 1d6+3 damage, and Deathstep Snake shifts two squares.

Deathstep Strike (Standard, :5: :6:) * Poison
Requires Combat Advantage: +5 vs. Fort; 2d6+3 poison damage, and target is slowed and takes ongoing 2 poison damage. First Failed Save: Target is immobilized and takes ongoing 5 poison damage. Second Failed Save: Target is unconscious.

Deathstep Slither (immediate reaction, encounter) * when hit by a melee attack
Deathstep Asp takes only half damage from attack and shift 4 squares but may not end this movement adjacent to an enemy

Stealth: +7
 
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Mesh Hong

First Post
Rechan, I really like those snakes.

A few comments:

Snake Swarm
I really like the Get Back You Scaley Bastards vulnerability, very Indiana Jones. This is a great example of vulnerabilities meaning more than just taking extra damage.

Spitting Snake
I think 5 ongoing damage from Jagged Fangs is a little excessive for a level 1 creature. As this is a melee attack from an artillery creature I would be tempted to drop the ongoing damage entirely, but at the most it should probably be 2 damage.

I am always a bit warey of high damage attacks from standard creatures, especially at very low levels. With It's In My Eyes I would personally go with a vs. Reflex attack and reduce the damage to 2d6+3, the blinded effect is the real punishment from this power so with this in mind I might even reduce the damage down to 1d8+3.

Deathstep Asp
I really like it. The only thing I think when I look at the stat block is "should it have another power?", as it is a lurker you could maybe give it a power to help it withdraw from combat.

Deathstep Slither (immediate reaction, encounter) * when hit by a melee attack
Deathstep Asp takes only half damage from attack and my shift 4 squares but may not end this movement adjacent to an enemy
 

FunkBGR

Explorer
You know - I really don't know. I figured it traditionally was more powerful than a Unicorn, so maybe lvl 15 to 18, based on looking at the MM ones?
 

Soel

First Post
Here's a few suggestions...

Lythlyx (from 2e, but converted to 3e here on enworld's creature conversion site)

Stygian Golem (made from river styx mud...)

Aleax (longtime d&d staple)

Abat Dolor (from Gygax's novels, residents of the Abyss.)
 

SkidAce

Legend
Supporter
I need a generic snake that bites (level 1) and some type of constrictor snake (level 1). My intention is to have the swarm of "normal" snakes following around the others.

I mean, my players are 1st level and they are invading the temple of the snake goddess...I gotta have low level snakes right?
 
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Mesh Hong

First Post
Here are some very quick and very generic level 1 snakes.

I still think the snakes posted earlier are also well worth looking at.

Red Fang Snake (young) Level 1 Minion
Small Natural Beast XP 25

Initiative +3 Senses Perception -1, tremorsense 10
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 14, Will 13
Immune poison
Speed 6, climb 3

:bmelee: Bite (Standard; at-will)
Attack +6 vs. AC; 4 damage

:melee: Quick Strike (Standard; at-will)
Attack +4 vs. Will; 4 damage, if Red Fang Snake has combat advantage
this attack deals 6 damage

Slither (Immediate Reaction; at-will) missed by melee attack
If Red Fang Snake is missed by a melee attack it may shift 1 square as an
immediate reaction

Alignment Unaligned Languages
Skills Stealth +8
Str 10 (+0) Dex 16 (+3) Wis 8 (-1)
Con 12 (+1) Int 3 (-4) Cha 13 (+1)


Red Fang Snake Level 1 Skirmisher
Small Natural Beast XP 100

Initiative +5 Senses Perception +5, tremorsense 10
HP 29; Bloodied 14
AC 16; Fortitude 13, Reflex 15, Will 13
Immune poison
Speed 6, climb 4

:bmelee: Poisonous Bite (Standard; at-will)
Attack +6 vs. AC; 1d4+3 damage; on hit target takes 2 ongoing poison
damage (save ends)

:melee: Darting Attack (Standard; at-will)
Red Fang Snake makes a Poisonous Bite attack, and may shift 1 square
before and after making the attack

Combat Advantage
Red Fang Snake deals an additional 1d6 damage against targets granting it
combat advantage

Alignment Unaligned
Skills Stealth +8
Str 12 (+1) Dex 16 (+3) Wis 10 (+0)
Con 13 (+1) Int 3 (-4) Cha 13 (+1)


Brownscale Constrictor Level 1 Controller
Medium Natural Beast XP 100

Initiative +1 Senses Perception +5, low light vision
HP 31; Bloodied 15
AC 16; Fortitude 14, Reflex 13, Will 12
Speed 5, climb 4

:bmelee: Bite (Standard; at-will)
Attack +5 vs. AC; 1d4+3 damage

:melee: Coil Prey (Standard; at-will)
Attack +6 vs. AC; 1d6+3 damage; on hit target is grabbed (escape ends,
target takes a -3 penalty to escape checks)

:melee: Constrict (Standard; at-will) grabbed target only
Target must be grabbed at the start of Brownscale Constrictors turn;
attack +5 vs. Fortitude; 2d6+3 damage

Alignment Unaligned
Skills Athletics +8, Stealth +6
Str 16 (+3) Dex 13 (+1) Wis 11 (+0)
Con 15 (+2) Int 4 (-3) Cha 6 (-2)


Brownscale Constrictor (elder) Level 1 Elite Controller
Large Natural Beast XP 200

Initiative +2 Senses Perception +6, low light vision
HP 60; Bloodied 30; see Bloodied Withdrawal
AC 17; Fortitude 15, Reflex 15, Will 13
Saving Throws +2
Speed 6, climb 5
Action Points 1

:bmelee: Bite (Standard; at-will)
Reach 2; attack +6 vs. AC; 1d6+3 damage

:bmelee: Nip (Standard; at-will)
Reach 2; attack +6 vs. AC; 1d4+3 damage

:melee: Coil Prey (Standard; at-will)
Reach 2; attack +6 vs. AC; 1d6+3 damage; on hit target is grabbed
(escape ends, target takes a -3 penalty to escape checks)

:melee: Constrict (Standard; at-will) grabbed target only
Target must be grabbed at the start of Brownscale Constrictors turn;
attack +5 vs. Fortitude; 2d6+3 damage

Bloodied Withdrawal (Immediate Reaction) when first bloodied
When first bloodied Brownscale Constrictor may shift 6 squares as an
immediate reaction, if Constrictor currently has a target grabbed it may
shift 3 squares and carry its target with it

Threatening Reach
Brownscale Constrictor has Threatening reach (2) with its Nip attack

Alignment Unaligned
Skills Athletics +8, Stealth +7
Str 16 (+3) Dex 14 (+2) Wis 12 (+1)
Con 14 (+2) Int 4 (-3) Cha 6 (-2)
 

Namagem

Explorer
A few of the following for a campaign I have planned:

Centaur Archer (level 1 artillery)
Centaur Knight (level 2 brute)
Centaur Swordsman (level 1 Skirmisher)
Centaur Mastermind (Elite level 2 controller (Leader))

Please? I know you have a lot of other requests...
 

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