D&D 4E Original 4E Monsters

Oh I should also mention that I have used heaps of your monsters in game from a motley collection of printout I have of yours Keterys.

Having used goblinoids a LOT, I have been looking for variety. I have used all yours, inc the whip-wielding leader and fire tossing skirmishers. Also added your hobgoblin dragonshama (or warcaster, dragoncaster, something like that). Its stats seemed way out (maybe an early version), but I love having other stats for creatures. I mean how many hobgoblin warcasters with the same force powers can the PCs fight before they (and I) get bored.

Hence I like the idea of a lot more options for standard ccreatures. The kobold one in Dragon was great. Gnoll one too - but they were most more powerful gnolls. I made up several 'varieties' of gnolls around the same level as the others (inc minions, which I am using more and more).

Still would love all your work in one updated PDF. C'mon publishers...actually in the publisher's board there are several looking for submissions.

Cheers, C
 

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Keterys, could you post the following for me?

Goblin Pyro (1 Skirmisher)
Goblin Warchanter (2 Controller Leader)
Goblin Butcher (3 Soldier)
Cultist Chainfighter (3 Skirmisher)
Hobgoblin Battlefist (3 Brute Leader)
Hobgoblin Pickfighter (2 Soldier)
 

Will do tomorrow - unless you need it for a game tonight, in which case I'll see about getting the file remotely and figuring that out.

I was playing around with Asmor's monster creator last week and doing some monster work and figuring out how I'd redo things - so I should be able to give a couple variants of the goblins too.

Doesn't get me any closer to a pdf, but I _think_ that means I should be able to start indexing and putting up htmls of the monsters in the not too far off future.
 

No rush. :) I'm running KotS, and my PCs aren't even to the Keep yet.

I'm looking for variant goblins/hobbos, along with making some adjustments to the mod (second level will be cultists, not hobbos).

Among other things, I am wanting to change goblins to have a Paizo-goblin feel. You have the war chanter, and the pyro is likely up my alley. I need to make a lurker that climbs on people's back and stabs them about the head, and a "fire-breather/spitter" controller.
 


Yep - my game for tomorrow got moved to today, so had to wait til I was done running.

[FONT=&quot]Goblin Butcher
Level 3 Soldier[/FONT]
[FONT=&quot]
XP 150
Small natural humanoid[/FONT]
[FONT=&quot][/FONT]
[FONT=&quot]Initiative [/FONT][FONT=&quot]+3
[/FONT][FONT=&quot]Senses[/FONT][FONT=&quot] Perception +2
[/FONT][FONT=&quot]HP[/FONT][FONT=&quot] 45; [/FONT][FONT=&quot]Bloodied [/FONT][FONT=&quot]22
[/FONT][FONT=&quot]AC[/FONT][FONT=&quot] 20; [/FONT][FONT=&quot]Fortitude[/FONT][FONT=&quot] 16, [/FONT][FONT=&quot]Reflex[/FONT][FONT=&quot] 16, [/FONT][FONT=&quot]Will [/FONT][FONT=&quot]16
[/FONT][FONT=&quot]Speed[/FONT][FONT=&quot] 5[/FONT][FONT=&quot][/FONT]
[FONT=&quot]m [/FONT][FONT=&quot]Goblin Cleaver[/FONT][FONT=&quot] (standard; at-will) * Weapon
+8 vs. AC; 1d8 + 2 damage.
M [/FONT][FONT=&quot]Off at the Knee[/FONT][FONT=&quot] (standard; recharge 5 6) * Weapon
+8 vs. AC; 1d8 + 2 damage and target is knocked prone and slowed (save ends)[/FONT][FONT=&quot][/FONT]
[FONT=&quot]Goblin Tactics[/FONT][FONT=&quot] (immediate reaction, when an attack misses the goblin butcher; at-will)
Shift one square away from attacker.[/FONT][FONT=&quot][/FONT]
[FONT=&quot]Combat Advantage[/FONT][FONT=&quot]
The goblin butcher deals an extrxa 1d6 damage on melee attacks against any target it has combat advantage against.[/FONT][FONT=&quot][/FONT]
[FONT=&quot]Alignment[/FONT][FONT=&quot] Evil
[/FONT][FONT=&quot]Languages[/FONT][FONT=&quot] Goblinoid[/FONT][FONT=&quot][/FONT]
[FONT=&quot]Str[/FONT][FONT=&quot] 12 (+2) [/FONT][FONT=&quot]Dex[/FONT][FONT=&quot] 15 (+3) [/FONT][FONT=&quot]Wis[/FONT][FONT=&quot] 12 (+2)
[/FONT][FONT=&quot]Con[/FONT][FONT=&quot] 13 (+2)[/FONT][FONT=&quot] Int[/FONT][FONT=&quot] 9 (+0) [/FONT][FONT=&quot]Cha[/FONT][FONT=&quot] 8 (+0)[/FONT][FONT=&quot][/FONT]

[FONT=&quot]Goblin Warchanter
Level 2 Controller (Leader)[/FONT]
[FONT=&quot]
XP 125
Small natural humanoid[/FONT]
[FONT=&quot]

[/FONT][FONT=&quot]Initiative[/FONT][FONT=&quot] +4
[/FONT][FONT=&quot]Senses[/FONT][FONT=&quot] Perception +7

[/FONT][FONT=&quot]Goblin Warchant[/FONT][FONT=&quot] Aura 10; All goblin allies in the aura gain a +2 bonus to attack rolls.
[/FONT][FONT=&quot]HP[/FONT][FONT=&quot] 37; [/FONT][FONT=&quot]Bloodied[/FONT][FONT=&quot] 18
[/FONT][FONT=&quot]AC[/FONT][FONT=&quot] 15; [/FONT][FONT=&quot]Fortitude[/FONT][FONT=&quot] 12, [/FONT][FONT=&quot]Reflex[/FONT][FONT=&quot] 14, [/FONT][FONT=&quot]Will[/FONT][FONT=&quot] 12
[/FONT][FONT=&quot]Speed[/FONT][FONT=&quot] 6

m [/FONT][FONT=&quot]Dogslicer[/FONT][FONT=&quot] (standard; at-will) * Weapon
+6 vs. AC; 1d6 damage.
M [/FONT][FONT=&quot]Whip[/FONT][FONT=&quot] (standard; at-will) * Weapon
Reach 3; +6 vs. Reflex; 1d4 damage and target is knocked prone.
R [/FONT][FONT=&quot]Daze[/FONT][FONT=&quot] (standard; at-will) * Psychic
Range 10; +4 vs. Will; 1d6+1 psychic damage and target is dazed until end of warchanter's next turn.

[/FONT][FONT=&quot]Whip Crack[/FONT][FONT=&quot] (minor 1/round; at-will)
Goblin ally within 3 squares may make a basic melee attack.

[/FONT][FONT=&quot]Goblin Tactics[/FONT][FONT=&quot] (immediate reaction, when a melee attack against the goblin warchanter misses; at-will)
The goblin warchanter shifts one square away from the attacker.

[/FONT][FONT=&quot]Alignment[/FONT][FONT=&quot] Evil
[/FONT][FONT=&quot]Languages[/FONT][FONT=&quot] Common, Goblinoid
[/FONT][FONT=&quot]Skills[/FONT][FONT=&quot] Acrobatics +9, Stealth +9
[/FONT][FONT=&quot]Str[/FONT][FONT=&quot] 8 (+0) [/FONT][FONT=&quot]Dex[/FONT][FONT=&quot] 16 (+4) [/FONT][FONT=&quot] Wis[/FONT][FONT=&quot] 12 (+2)
[/FONT][FONT=&quot]Con[/FONT][FONT=&quot] 13 (+2) [/FONT][FONT=&quot]Int[/FONT][FONT=&quot] 8 (+0) [/FONT][FONT=&quot]Cha[/FONT][FONT=&quot] 13 (+2)

[/FONT]
[FONT=&quot]Goblin Pyro
Level 1 Skirmisher[/FONT]
[FONT=&quot]
[/FONT]
[FONT=&quot]XP 100
Small natural humanoid[/FONT]
[FONT=&quot]

[/FONT][FONT=&quot]Initiative[/FONT][FONT=&quot] +3
[/FONT][FONT=&quot]Senses[/FONT][FONT=&quot] Perception +0

[/FONT][FONT=&quot]HP[/FONT][FONT=&quot] 27; [/FONT][FONT=&quot]Bloodied[/FONT][FONT=&quot] 13
[/FONT][FONT=&quot]AC[/FONT][FONT=&quot] 15; [/FONT][FONT=&quot]Fortitude[/FONT][FONT=&quot] 12, [/FONT][FONT=&quot]Reflex[/FONT][FONT=&quot] 14, [/FONT][FONT=&quot]Will[/FONT][FONT=&quot] 12
[/FONT][FONT=&quot]Speed[/FONT][FONT=&quot] 6

m [/FONT][FONT=&quot]Dogslicer[/FONT][FONT=&quot] (standard; at-will) * Weapon
+5 vs. AC; 1d6 damage.
M [/FONT][FONT=&quot]Torch[/FONT][FONT=&quot] (standard; at-will) * Fire
+5 vs. Reflex; 1d4 fire damage and 2 ongoing fire damage (save ends).
R [/FONT][FONT=&quot]Pyromaniac[/FONT][FONT=&quot] (standard; encounter) * Fire
Range 5/10; +7 vs. Reflex; 1d8 fire damage and 5 ongoing fire damage (save ends). After making this attack, goblin pyro can no longer make Torch attacks. If the goblin pyro misses with this attack and does not roll a 1, make a secondary attack against a random goblin ally within range. Secondary Attack: +8 vs. Reflex; 1d4 fire damage and 2 ongoing fire damage (save ends).

[/FONT][FONT=&quot]Goblin Tactics[/FONT][FONT=&quot] (immediate reaction, when a melee attack against the goblin pyro misses; at-will)
The goblin pyro shifts one square away from the attacker.

[/FONT][FONT=&quot]Danger to Themselves[/FONT][FONT=&quot]
If a goblin pyro misses with any melee attack and there is an adjacent goblin minion, it kills the goblin minion. If the goblin pyro rolls a 1 on any attack roll, it hits itself.

[/FONT][FONT=&quot]Combat Advantage[/FONT][FONT=&quot]
The goblin pyro deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.

[/FONT][FONT=&quot]Alignment[/FONT][FONT=&quot] Evil
[/FONT][FONT=&quot]Languages[/FONT][FONT=&quot] Common, Goblinoid
[/FONT][FONT=&quot]Skills[/FONT][FONT=&quot] Stealth +7, Thievery +7

[/FONT][FONT=&quot]Str[/FONT][FONT=&quot] 10 (+0) [/FONT][FONT=&quot]Dex[/FONT][FONT=&quot] 15 (+2) [/FONT][FONT=&quot]Wis[/FONT][FONT=&quot] 10 (+0)
[/FONT][FONT=&quot]Con[/FONT][FONT=&quot] 11 (+0) [/FONT][FONT=&quot]Int[/FONT][FONT=&quot] 9 (-1) [/FONT][FONT=&quot]Cha[/FONT][FONT=&quot] 12 (+1)

[/FONT]
 

[FONT=&quot]Cultist Chainfighter[/FONT][FONT=&quot]
[/FONT]
[FONT=&quot]Level 3 Skirmisher[/FONT][FONT=&quot]
XP 150[/FONT]

[FONT=&quot]Medium natural humanoid
[/FONT]

[FONT=&quot]Initiative[/FONT][FONT=&quot] +8[/FONT][FONT=&quot]
Senses[/FONT]
[FONT=&quot] Perception +1[/FONT]
[FONT=&quot]HP[/FONT][FONT=&quot] 45; [/FONT][FONT=&quot]Bloodied[/FONT][FONT=&quot] 22
[/FONT][FONT=&quot]AC[/FONT][FONT=&quot] 15; [/FONT][FONT=&quot]Fortitude[/FONT][FONT=&quot] 14, [/FONT][FONT=&quot]Reflex[/FONT][FONT=&quot] 15, [/FONT][FONT=&quot]Will[/FONT][FONT=&quot] 13
[/FONT][FONT=&quot]Speed 6[/FONT]
m Chainblades [FONT=&quot](standard; at-will) * [/FONT][FONT=&quot]Weapon[/FONT]
[FONT=&quot]Reach 2; +6 vs. AC; 1d8 + 2 damage.[/FONT]
M [FONT=&quot]Pulling Strike[/FONT][FONT=&quot](standard; recharge [/FONT][FONT=&quot]4 5 6[/FONT][FONT=&quot]) * Weapon[/FONT]
[FONT=&quot]Reach 3; Shift 1 before or after attack. +6 vs. Reflex; 1d8 + 2 damage and target is pulled 1 square. [/FONT]
[FONT=&quot]M Capture Attack[/FONT][FONT=&quot] (immediate reaction, when a melee attack misses the chainfighter; at-will)[/FONT]
[FONT=&quot]Targets attacker. +6 vs. AC; 1d4 + 1 damage and target slides 1 square. [/FONT]
[FONT=&quot]
Alignment[/FONT]
[FONT=&quot] Evil[/FONT][FONT=&quot]
Languages[/FONT]
[FONT=&quot] Common[/FONT] [FONT=&quot]
Skills[/FONT]
[FONT=&quot] Endurance +7[/FONT]
[FONT=&quot]Str[/FONT][FONT=&quot] 12 (+2)[/FONT][FONT=&quot] Dex[/FONT][FONT=&quot] 15 (+3)[/FONT][FONT=&quot] Wis[/FONT][FONT=&quot] 10 (+1)[/FONT]
[FONT=&quot]Con[/FONT][FONT=&quot] 13 (+2)[/FONT][FONT=&quot] Int[/FONT][FONT=&quot] 9 (+0)[/FONT][FONT=&quot] Cha[/FONT][FONT=&quot] 11 (+1)

[/FONT] [FONT=&quot]Hobgoblin Battlefist
Level 3 Brute (Leader)[/FONT]
[FONT=&quot]
XP 150
Medium natural humanoid[/FONT]

[FONT=&quot]Initiative [/FONT][FONT=&quot]+7
[/FONT][FONT=&quot]Senses[/FONT][FONT=&quot] Perception +3
[/FONT][FONT=&quot]Hobgoblin Standards[/FONT][FONT=&quot] Aura 10; Hobgoblin allies gain +1 to attack rolls and AC.
[/FONT][FONT=&quot]HP[/FONT][FONT=&quot] 56; [/FONT][FONT=&quot]Bloodied [/FONT][FONT=&quot]28
[/FONT][FONT=&quot]AC[/FONT][FONT=&quot] 16;[/FONT][FONT=&quot] Fortitude[/FONT][FONT=&quot] 16, [/FONT][FONT=&quot]Reflex[/FONT][FONT=&quot] 14, [/FONT][FONT=&quot]Will [/FONT][FONT=&quot]16
[/FONT][FONT=&quot]Speed[/FONT][FONT=&quot] 6[/FONT]
[FONT=&quot]m [/FONT][FONT=&quot]Mace[/FONT][FONT=&quot] (standard; at-will) * Weapon
+8 vs. AC; 1d8 + 3 damage. All hobgoblin allies deal +2 damage against target until end of hobgoblin battlefist's next turn.
M [/FONT][FONT=&quot]Grab and Smash[/FONT][FONT=&quot] (standard; recharge 5 6) * Weapon
+8 vs. Reflex; 1d6 + 3 damage and make secondary mace attack. Secondary: +10 vs. AC; 1d8 + 3 damage and target is pushed 1 square and knocked prone.[/FONT]
[FONT=&quot]Enforced Sacrifice[/FONT][FONT=&quot] (immediate interrupt, when attacked; encounter)
Target an adjacent enemy other than the attacker. +8 vs. Reflex; redirect attack to target.[/FONT]
[FONT=&quot]Hobgoblin Resilience[/FONT][FONT=&quot] (immediate reaction; encounter)
When a hobgoblin suffers an effect a save can end, the hobgoblin makes an immediate save against the effect.[/FONT]
[FONT=&quot]Alignment [/FONT][FONT=&quot]Evil
[/FONT][FONT=&quot]Languages[/FONT][FONT=&quot] Goblinoid
[/FONT][FONT=&quot]Skills[/FONT][FONT=&quot] Athletics +6, Intimidate +9[/FONT]
[FONT=&quot]Str[/FONT][FONT=&quot] 17 (+4) [/FONT][FONT=&quot]Dex [/FONT][FONT=&quot]13 (+2) [/FONT][FONT=&quot]Wis[/FONT][FONT=&quot] 13 (+2)
[/FONT][FONT=&quot]Con[/FONT][FONT=&quot] 16 (+4) [/FONT][FONT=&quot]Int[/FONT][FONT=&quot] 12 (+2) [/FONT][FONT=&quot]Cha[/FONT][FONT=&quot] 16 (+4)

[/FONT]
[FONT=&quot]Hobgoblin Pickfighter
Level 2 Soldier[/FONT]
[FONT=&quot]
[/FONT]
[FONT=&quot]XP 125
Medium natural humanoid[/FONT]

[FONT=&quot]Initiative[/FONT][FONT=&quot] +7
[/FONT][FONT=&quot]Senses[/FONT][FONT=&quot] Perception +3
[/FONT][FONT=&quot]HP[/FONT][FONT=&quot] 38; [/FONT][FONT=&quot]Bloodied [/FONT][FONT=&quot]19
[/FONT][FONT=&quot]AC[/FONT][FONT=&quot] 18 (20 with phalanx soldier); [/FONT][FONT=&quot]Fortitude[/FONT][FONT=&quot] 17, [/FONT][FONT=&quot]Reflex[/FONT][FONT=&quot] 16, [/FONT][FONT=&quot]Will [/FONT][FONT=&quot]15
[/FONT][FONT=&quot]Speed[/FONT][FONT=&quot] 6[/FONT]
[FONT=&quot]m [/FONT][FONT=&quot]War Pick[/FONT][FONT=&quot] (standard; at-will) * Weapon
+7 vs. AC; 1d8 + 4 damage (1d8+12 crit).
M [/FONT][FONT=&quot]Challenging Strike[/FONT][FONT=&quot] (standard; at-will) * Weapon
+7 vs. AC; 1d8 + 4 damage (1d8+12 crit) and slide target 1 square. Target is marked until the end of the hobgoblin pickfighter's next turn.[/FONT]
[FONT=&quot]Strike the Unwary[/FONT][FONT=&quot] (immediate reaction, marked target attacks any other ally; at-will) * Weapon
May shift 1 before making attack; +9 vs. AC; 1d8 +4 damage (1d8+12 crit) and slide target 1 square.[/FONT]
[FONT=&quot]Hobgoblin Resilience[/FONT][FONT=&quot] (immediate reaction; encounter)
When a hobgoblin suffers an effect a save can end, the hobgoblin makes an immediate save against the effect.[/FONT]
[FONT=&quot]Phalanx Soldier[/FONT][FONT=&quot]
[/FONT]
[FONT=&quot] The hobgoblin pickfighter gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.[/FONT]
[FONT=&quot]Alignment [/FONT][FONT=&quot]Evil
[/FONT][FONT=&quot]Languages[/FONT][FONT=&quot] Goblinoid
[/FONT][FONT=&quot]Skills[/FONT][FONT=&quot] Athletics +12[/FONT]
[FONT=&quot]Str [/FONT][FONT=&quot]19 (+5) [/FONT][FONT=&quot]Dex[/FONT][FONT=&quot] 14 (+3) [/FONT][FONT=&quot]Wis[/FONT][FONT=&quot] 14 (+3)
[/FONT][FONT=&quot]Con[/FONT][FONT=&quot] 14 (+3) [/FONT][FONT=&quot]Int [/FONT][FONT=&quot]10 (+1) [/FONT][FONT=&quot]Cha[/FONT][FONT=&quot] 10 (+1)[/FONT]
[FONT=&quot]Equipment[/FONT][FONT=&quot] Leather armor, heavy shield, war pick[/FONT]

[FONT=&quot]If you use the hobgoblin dragon shaman as well, I seem to recall it was a little unbalanced (powerful) - lightning bolt too easy to use. Maybe drop the ranges from 10 to 5.

Looks like I did up variants of the 3 goblins above, a goblin minion, and redid the 6 goblins from the Monster Manual, to adjust for DMG math and try out some ideas I've had - so I'll get those up on a website shortly. Tomorrow after work most likely.
[/FONT]
 
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The monstermaker goblins I mentioned are here.

As a word of warning, I'd substituted in a variant Goblin Tactics (triggers on any attack and gives combat advantage against the attacker, but only works once per encounter) across the board, so you might want to unsub that. Should be able to keep the extras attached while still reverting to at-will and on melee misses only. I was just very unhappy with how often it A) triggered at all B) mattered.

Rough changelog:
1) Damage output, attack values, and defenses retuned to follow DMG suggestion
2) Goblin tactics changed to actually trigger and be on par with other racial abilities (some have improved versions thereof)
3) All goblins experimenting somewhere in the bloodied design space. Seeing what I think on it.
4) While the goblins are all dancing and scampering, they're a lot more vicious - in temperament and balance

I can explain any of the changes I made, at all, if anyone wants to know.
 

I can explain any of the changes I made, at all, if anyone wants to know.
Sure.

The biggest change I noticed was the Goblin Warrior.

Also, seeking advice:

I'm working on the first level of Shadowfell Keep right now, and one of the monsters I want to overhaul is the Hobgoblin Torturer. He's just boring. Do you have any suggestions, powers wise? (I also plan on changing the armor).

One power idea I had was an encounter power: 'Make 'Em Scream'; +x vs. Reflex; target takes 1d8+x damage, is grabbed, and enemies within 2 receive a -2 to attacks, while allies receive a +2 to attacks, until the end of the torturer's next turn.

Although that feels more like a Controller power. I want the Hobgoblin torturer to feel like a torturer, and have powers that clearly are harsh, and I also want him to stay alive longer. But things like Ongoing Damage/etc feel more like controller effects, and brutes barely hit. Controllers have no hit points, though, and I want him to do something cool before he dies.
 
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