Give me the idea, I build the monster

Sporemine

First Post
Soel, you forgot to hyperlink your text. I'll get to your monster when you fix the links and I can access the older stats and concepts.

Avin, here it is

Vina Wraith
Level 6 Elite Skirmisher
Medium Shadow Humanoid (Undead)
XP 500
Initiative +8
Senses Perception +6, Darkvision
HP 144; Bloodied 72
AC 20; Fortitude 18, Reflex 20, Will 18
Immune Disease, Poison, Fear;
Resist 10 Necrotic, Insubstantial;
Vulnerable 10 Radiant
Saving Throws +2
Speed Fly 8
Action Points 1

:bmelee: Shadow Touch (Standard; at-will) ♦ Necrotic
+9 Vs. Reflex, 1d10+4 Necrotic damage.

:melee: Soul Harvest (Standard; recharge :5::6:) ♦ Necrotic
+9 Vs. Will, 3d6+4 Necrotic damage and the Vina Wraith regains 15 HP.

Shadow Rend (Move; encounter, Vina Wraith must be bloodied)
The Vina wraith shifts 8 squares. If it moves adjacent to an enemy at any point during the move, it makes the following attack. +9 Vs. Will, the target loses a healing surge and the Vina wraith regains 36 HP.

Spawn Wraith
Any humanoid killed by the Vina Wraith rises as a free willed Wraith at the start of it's creator's next turn, appearing in the space where it died. Raising the slain creature does not destroy the Wraith.

Cold SoulNecrotic
The Vina Wraith deals an extra 1d6 necrotic damage against any target it has combat advantage against.

Alignment Unaligned
Languages Common
Skills Intimidate +11, Stealth +13
Str 4 (+0) Dex 20 (+8) Wis 16 (+6) Con 16 (+6) Int 8 (+2) Cha 16 (+6)Equipment None

It's a wraith that has lived long enough to have an advanced connection with the negative energy plane.

Kudos

-Sporemine
 
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Sporemine

First Post
Ta-Dah

Sorry if it's not exactly what you wanted. I'm really bad at converting from older editions.

Abat-dolor
Level 12 Soldier
Medium Immortal Humanoid
XP 700
Initiative +12
Senses Perception +15, Darkvision
HP 123; Bloodied 61
AC 28; Fortitude 24, Reflex 24, Will 24
Speed 6, fly 4 (hover), teleport 4

:bmelee: Greatsword (Standard; at-will)
+19 Vs. AC, 2d6+5 damage

:ranged: Black Essence (Standard; at-will)
+17 Vs. Reflex, 1d8+5 acid damage and ongoing 10 acid damage.

:ranged: Faerie Fire (Minor; at-will)
+17 Vs. Reflex, The target takes a -4 to all defenses (save ends)

Summon Abat-dolor (Standard; encounter)
There is a 50% chance that another abat-dolor appears in a square adjacent to this one. It acts immediately after it's summoner. Summoned abat dolors cannot use the Summon Abat-dolor ability for 24 hours

Terrifying Prescence
Any creature the Abat-dolor has combat advantage against takes -4 on attack rolls against it.

Alignment Chaotic Evil
Languages Common, Abbysal
Skills Endurance +15, Intimidate +15
Str 19 (+10) Dex 19 (+10) Wis 19 (+10) Con 19 (+10) Int 19 (+10) Cha 19 (+10)
Equipment Greatsword, Bronze armor, Black Essence

Kudos

-Sporemine
 
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Mesh Hong

First Post
Soel, here is an interpretation of the Lythlyx as a level 10 solo. I used the link you provided as inspiration.


Lythlyx Level 10 Solo Brute
Large Aberrant Beast XP 2,500

Initiative +9 and +2 (roll once) Senses Perception +11, darkvision
HP 424; Bloodied 212; see Bloodied Twist
AC 24; Fortitude 25 (23), Reflex 24, Will 21 (24)
Immune charm, sleep;
Resist 10 psychic
Saving Throws +5
Speed 3, fly 6 (hover), swim 6
Action Points 2

:bmelee: Body Whip (Standard; at-will)
Reach 2; attack +13 vs. AC; 2d8+6 damage

:melee: Coil Foe (Standard; at-will)
Reach 2; attack +13 vs. AC; 2d6+6 damage; on hit target is pulled into
Lythlyx's square and grabbed (escape ends), escaping creatures may
appear in any square adjacent to the Lythlyx, Lythlyx may grab up to 4
medium or small creatures at any one time and may move as normal while
carrying creatures, this movement does not provoke opportunity attacks
from grabbed creatures

:melee: Constrict (Standard; at-will) grabbed target only
Grabbed target only; Attack +11 vs. Fortitude; 3d6+6 damage

:melee: Constricting Spiral (Standard; recharge :5::6:) grabbed target only
Attacks all targets currently grabbed by Lythlyx; attack +11 vs. Fortitude;
2d6+6 damage; hit or miss Lythlyx may shift 2 squares after making this
attack

:melee: Blood Drain (Minor; at-will) 1/round, grabbed target only
Attacks all grabbed targets; attack +11 vs. Fortitude; on hit target takes
a cumulative -1 penalty to its Fortitude defence until it takes an extended
rest

:ranged: Psychic Torture (Standard; encounter) psychic, while bloodied only
While bloodied only; range 10; attack +14 vs. Fortitude; 2d6+3 psychic
damage; on hit target is stunned and takes 5 ongoing psychic damage
(save ends both)

:close: Psychic Shockwave (Standard; encounter) psychic, only while
bloodied
Only while bloodied; burst 5; does not target grabbed creatures; attack
+14 vs. Will; 2d10+3 psychic damage; on hit target is pushed 2 squares
and dazed (save ends)

Spiral Jaunt (Move; recharge :5::6:) teleport, while bloodied only
While bloodied only; Lythlyx teleports 6 squares as a move action and
carries any grabbed creatures with it

Threatening Reach
Lythlyx has threatening reach (2) with its Body Whip attack

Multiple Actions
Lythlyx acts twice in a round on initiative +9 and +2 (roll once), each
initiative is counted as a new turn

Bloodied Twist (Immediate Reaction) when bloodied
When bloodied Lythlyx undergoes a subtle mental shift, it takes a -2
penalty to its Fortitude defence but gains a +3 bonus to its Will Defence
and may use its Psychic Shockwave, Psychic Torture and Spiral Jaunt
powers

Alignment Unaligned
Skills Acrobatics +14, Endurance +14
Str 22 (+11) Dex 18 (+9) Wis 12 (+6)
Con 18 (+9) Int 10 (+5) Cha 16 (+8)
 



Twilightwaits

First Post
Edit: Original request pulled. Spore said it would be a good idea to post my request for help to this thread, so here I go.

The quick and dirty:

-A Solo Lurker/Artillery monster between level 3-5 designed to fight 5 PC's

-Looks like a cross between a Drider and a Gnoll/Bugbear/Hobgoblin

-Reflects a physically unstable, highly magical aberrant mutation designed for war

- Is Large or Huge Sized

-Is capable of fighting in three dimensions via a network of cabling, platforms, catwalks, and iron beams

-Doesn't possess an obvious or easily exploitable weakness

-Is challenging enough to provide a satisfying end encounter for a dungeon, but doesn't instagib PC's, and isn't a annoying monster to fight.

Thats really all I've got as far as requirements, Spore. If there's anything else you need to know, feel free to post and say so. I'll fill in what I can.
 
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Mesh Hong

First Post
Im stumped on the aleax... Mesh, have you got any ideas?

It is practically impossible to design a creature that is a copy of a PC who you know nothing about. My only solution would be:-

Aleax (variable level creature, XP as per standard creature of appropraite level)

Take the PCs character sheet and photocopy it, change the race to Immortal and add the language Supernal.

Add power
There can be only one
Aleax cannot take damage or effects from any source other than from the PC that it has been sent to challange


really it was a bit of a silly request :p
 

Soel

First Post
The Lythlyx and Abat Dolor look great guys! I'm probably going to make the Dolor as several variants, myself.

As far as the Aleax, I was thinking along the lines of a foe that can repeat ones attacks against them, some interrupt abilities towards their victim, and possibly has some denial of power abilities like the Enigma of Vecna from Thunderspire Labyrinth (can't use dailies, etc,) and of course a superior marking effect (maybe something that makes the target only able to attack the Aleax.)

Certainly this is a monster that players would hate, but its a special purpose monster, so it won't likely appear more than once in a given campaign. Also, it would have a tangible reward for its defeat, so I think it evens out with the rat bastardness.

I don't think its a silly request at all, but rather a interesting challenge for conversion within 4e's monster design framework, perhaps even a stress-test thereof. Maybe conversion is a wrong way to think of it, but rather a 4e reinvisioning, like so may other monsters that have reappeared in 4e, and are similar, yet different at the same time.
 

Mesh Hong

First Post
Soel, I have been looking back through my own campaign creatures and have pulled out the closest creatures I have used to the style you are after.

These two creatures use the PCs own attacks against them, and were quite entertaining.


Drow Shadow Caster Level 11 Controller
Medium Fey Humanoid XP 600

Initiative +9 Senses Perception +14
Dancing Shadows (shadow) aura 10; enemies inside aura take a -1
penalty to attack
HP 114; Bloodied 57
AC 25; Fortitude 23, Reflex 25, Will 23
Speed 6

:bmelee: Dagger Stab (Standard; at-will)
Attack +16 vs. AC; 1d8+3 damage

:ranged: Subvert Shadow (Standard; at-will) shadow, illusion
Range 15; attack +15 vs. Will; on hit targets shadow makes a melee basic
attack against them (using the shadows owners current stats)

:ranged: Control Shadow (Standard; recharge :4::5::6:) shadow, illusion
Range 15; attack +15 vs. Will; on hit targets shadow makes an will attack
against any target in range (using the shadows owners current stats)

:ranged: Steal Shadow (Standard; encounter) shadow, illusion
Range 15; attack +15 vs. Will; on hit targets shadow seems to detach and
shifts up to the owners speed then makes an attack using any encounter
power that the owner knows against any target in range (using the
shadows owners current stats)

Final Blow (Immediate Reaction) on death
On death Caster makes a Subvert Shadow attack as an immediate free
action

Slip Through Shadow (Minor; at-will) teleport, 1/round
Caster may teleport 2 squares as a minor action

Alignment Evil Languages common, elven
Skills Acrobatics +14, Stealth +14,Perception +14
Str 16 (+8) Dex 18 (+9) Wis 18 (+9)
Con 18 (+9) Int 22 (+11) Cha 16 (+8)

-----------------------------------------------------------------------

Drow Master Shadow Caster Level 13 Elite Controller
Medium Fey Humanoid XP 1,600

Initiative +11 Senses Perception +11
Dancing Shadows (shadow) aura 10; enemies inside aura take a -1
penalty to attack
HP 264; Bloodied 132
AC 29; Fortitude 25, Reflex 28, Will 27
Saving Throws +2
Speed 7
Action Points 1

:bmelee: Longsword Slash (Standard; at-will)
Attack +18 vs. AC; 2d6+4 damage

:ranged: Subvert Shadows (Standard; at-will) shadow, illusion
2 attacks (different targets); range 20; attack +17 vs. Will; on hit targets
shadow makes a melee basic attack against them (using the shadows
owners current stats)

:ranged: Control Shadows (Standard; recharge :4::5::6:) shadow, illusion
2 attacks (different targets); range 20; attack +17 vs. Will; on hit targets
shadow makes an will attack against any target in range (using the
shadows owners current stats)

:ranged: Steal Shadow (Standard; recharge :5::6:) shadow, illusion
Range 15; attack +17 vs. Will; on hit targets shadow seems to detach and
shifts up to the owners speed then makes an attack using any encounter
power that the owner knows against any target in range (using the
shadows owners current stats)

:ranged: Master Steal Shadow (Standard; encounter) shadow, illusion
Range 15; attack +17 vs. Will; on hit targets shadow seems to detach and
shifts up to the owners speed then makes an attack using any daily power
that the owner knows against any target in range (using the shadows
owners current stats)

Slip Through Shadow (Minor; at-will) 1/round
Master may teleport 4 squares as a minor action

Alignment Evil Languages common, elven
Str 18 (+10) Dex 20 (+11) Wis 20 (+11)
Con 20 (+11) Int 22 (+12) Cha 18 (+10)
 

Mesh Hong

First Post
Twilightwaits, how about something along these lines….

Bugolith mark 1 Level 5 Solo Skirmisher
Huge Aberrant Beast XP 1,000

Initiative +8 Senses Perception +8, darkvision
HP 248; Bloodied 124
AC 21; Fortitude 18, Reflex 20, Will 17
Resist 10 acid
Saving Throws +5
Speed 6, climb 5 (spiderclimb)
Action Points 2

:bmelee: Mace Swing Cleave (Standard; at-will)
Attack +10 vs. AC; 1d10+4 damage; on hit creature may cleave a
secondary target for 3 damage

:melee: Leg Slam (Minor; at-will) 2/round
Reach 2; attack +8 vs. Reflex; 1d4+3 damage; on hit target is either
knocked prone or pushed 2 squares (Bugolith's choice)

:melee: Double Swing (Standard; recharge :4::5::6:) while bloodied only
2 attacks; attack +10 vs. AC; 1d10+4 damage; if creature hits two
different target with this attack then it may cleave a third adjacent target
for 6 damage

:ranged: Acid Spit (Standard; at-will) acid, cannot use while bloodied
Range 10/20; attack +8 vs. Reflex; 2d6+4 acid damage; on hit target
takes 5 ongoing acid damage (save ends)

:ranged: Weakened Acid Spit (Standard; at-will) acid, only while bloodied
Range 10/20; attack +8 vs. Reflex; 1d8+4 acid damage; on hit target
takes 3 ongoing acid damage (save ends)

:close: Acid Spray (Standard; recharge :5::6:) acid
Close blast 3; attack +8 vs. Fortitude; 2d8+4 acid damage; on hit target
takes a -1 penalty to speed and AC defence (save ends both); on miss
half damage

:close: Acidic Cloud (Standard; encounter) acid, zone
Burst 2; attack +8 vs. Fortitude; 3d6+4 acid damage; hit or miss creates
a zone that lasts until the end of the encounter; all creatures entering or
starting their turn inside zone take 5 acid damage

Mighty Leap (Move; recharge :5::6:)
Bugolith leaps (shifts) 6 squares as a move action, this move may take it
through enemy squares but it must end in clear space

Abominable Resilience (Immediate Reaction; encounter) Bugolith
receives an effect that a save can end, recharges when first
bloodied
Bugolith makes a saving throw against the effect as an immediate
reaction, this power recharges when the Bugolith becomes bloodied

Combat Advantage
Bugolith deals an additional 1d6 damage with its Mace Swing Cleave and
Double Swing powers against creatures granting it combat advantage

Alignment Unaligned Languages common
Skills Athletics +10, Endurance +9
Str 16 (+5) Dex 18 (+6) Wis 12 (+3)
Con 14 (+4) Int 6 (+0) Cha 3 (-2)
Equipment heavy mace
 

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