ZetaStriker
First Post
I'm putting together a one-shot 4E Lite demo for a few friends of mine, in an attempt to create a new group after my most reliable players went out and joined the Marines. It'll be based very loosely on The Mist(as I haven't actually seen it, and just like the concept of aberrations originating in some mysterious mist as an adventure hook). Anyway, I'm both here to supply these creatures to anyone interested, and to ask if these look right for creatures of a low level. I figure people who've actually played in/ran a demo might be able to tell me if I'm doing anything wrong.
Lashing Fellstar, Level 1 Soldier XP 100
Medium Aberrant Magical Beast
"This unattural aberration stands four and a half feet tall on the two, thich tentacles that erupt form the the small, cross shaped central potion of its body. Somewhere between a vicious squid and a monstrous starfish, it has two more large, meaty tentacles hanging limply from its featureless midsection, these muscular, serpentine appendages writhing as if in pain like a pair of dying eels. It has no eyes, no face, no head, but somehow, you're certain that it knows exactly where you are."
Initiative +4, Senses; Perception +2, Tremorsense
HP 32, Bloodied 16
AC 16, Fort 14, Ref 12, Will 11
Resist 10 Acid
Speed 4
Tentacle(Standard, At-will)
Reach 2; +8 vs AC; 1d8+2 damage and the target is grabbed. A target trying to escape takes -2 to this check, and takes 3 acid damage a round until escape. The Lashing Fellstar can grab up to two medium size targets at once.
Constrict(Standard, At-Will)
Grabbed target only; +8 vs. Fortitude; 1d8+2 damage.
Str 15, Con 16, Dex 12, Int 5, Wis 11, Cha 3
Hulking Mauler, Level 1 Brute XP 100
Medium Aberrant Magical Beast
"This creature is hunched over on four legs, like those of some incredibly broad shouldered dog, but it's large, muscular frame is dotted with bulbous, cancerous growths along the length of its back. It's thick, mishapen head is little more than a pair of milky white eyes and a single row of razor sharp teeth, as its tongue hangs limply in the space that a lower jaw is ordinarily expected to cover. Hissing, acidic drool drips from this wide opening into the creatures innards, sizzling away at the stone floor beneath it."
Initiative +2; Senses; Perception +2, Tremorsense
HP 39, Bloodied 14
AC 14, Fort 15, Ref 12, Will 12
Resist 10 Acid
Speed 5
Bite(Standard, At-Will)
+4 vs. AC; 1d4+3 damage +3 Acid damage
Caustic Knell(Reaction, when reduced to 0 HP)
"As life leaves the abominations twisted body, the odd, cancerous bulbs on its back begin moving, feeding into one another to form one massive, singular prousing which, after expanding exponentially, explodes in a shower of vitrolic acid."
Close Burst 2; +6 vs. Reflex; 2d4+6 Acid damage
Miss: Half damage
Str 16, Con 19, Dex 12, Int 3, Wis 12, Cha 3
Chitinous Crawler, Level 1 Skirmisher XP 100
Medium Aberrant Magical Beast
"Little more than a collection of fifteen, long, insectine legs, this creatures skitters along at a rapid pace on each on of its gray-brown, multi-jointed appendages, each on of which is tipped with a long, sword-like blade."
Initiative +4, Senses; Perception +1, Tremorsense
HP 29, Bloodied 14
AC 16, Fort 13, Ref 15, Will 11
Resist 10 Acid
Speed 8
Leg Blade(Standard, At-Will)
+6 vs. AC, 1d8+2 damage.
Pincushion(Standard, Recharge
,
)
"The legged horror scrambles and crawls towards your unguarded flank, rising up on a trio of its many limbs while pulling a half dozen others back as if readying a volley of javelins."
+6 vs. AC; 1d8+6 damage; 1d8+1d6+6 if given combat advantage
Str 14, Con 13, Dex 18, Int 4, Wis 11, Cha 3
Rupturing Carrier, Level 1 Brute Minion(yes, I'm ripping off The Flood) XP 25
Small Aberrant Magical Beast
"Little more than a large, bulbous sac connected at its base to a multitude of short, writhing tentacles, it sends its wriggling limbs forward, driving them into the ground and dragging itself across the ground in search of living prey."
Initiative +3, Senses; Perception 0
HP Any attack that deals damage will kill the Rupturing Carrier
AC 14, Fort 12, Ref 13, Will 9
Resist 10 Acid
Speed 6
Attach(Standard, At-Will)
+4 vs. Reflex; 2 Acid damage and the target is grabbed. The target will take 2 acid damage for every turn it remains in the Carrier's grasp, but does not grant other foes Combat Advantage
Rupture(Immediate Reaction, upon death)
"Like a popping balloon, the creature's growth bursts open, sending a spray of acidic material into the surrounding area."
Close Burst 1; +4 vs. Reflex; 2 Acid damage;
(if Grabbed by Carrier)+6 vs. Reflex; 4 Acid damage
Str 14, Con 11, Dex 15, Int 1, Wis 7, Cha 1
Abyssal Antlion – Level 1 Lurker XP 100
Medium Aberrant Magical Beast
“The earth here caves inwards, as if impacted by some great force, to form a small, five foot wide crater.”
Initiative +5, Senses; Perception +1, Tremorsense
HP 25, Bloodied 12
AC 14, Fort 12, Ref 15, Will 11
Resist 10 Acid
Speed 1, Tunnel 4
Submerge(Minor, At-will)
The Abyssal Antlion gains concealment until the start of its next turn. This power cannot be used while a target is grabbed or while the Abyssal Antlion is grabbed.
Tenticular Maw(Standard, At-will)
“From the center of the depression, two whip-like tentacles erupt from the ground, attempting to wrap around your body and sink the teeth of the large, gaping maws that adorn their tips into your unprotected flesh.”
+6 vs. AC; 1d6+1 damage plus grabbed plus follow-up.
Followup: +6 vs. Fort; target is dazed(save ends)
Str 13, Con 13, Dex 19, Int 7, Wis 11, Cha 3
Minor Gibbering Orb – Level 1 Controller XP 100
Medium Aberrant Magical Beast
“This large, thin, pale pink orb is eerily reminiscent of a balloon crafted from human flesh, and as you watch, what appear to be hands or screaming faces seem to press against it from the inside, as if trying to escape from some infernal prison.”
Initiative +3, Senses; Perception +4, Blindsense
HP 28, Bloodied 14
AC 13, Fort 13, Ref 13, Will 14
Resist 10 Acid
Speed Float 5
Prod(Standard, At-Will)
“The orb sudden jerks, as if struck from within, and what appears to be some sort of fist can be seen pressing firmly against its fleshy walls before a wave of force strikes you.”
Range 5; +5 vs AC; 3 damage plus Shift target 1 square.
Maddening Yell(Standard, Recharge
)
“As the orb approaches, a humanoid face presses hard against its surface, causing the thin, flesh-like material to stretch and pull taut. It’s mouth slowly opens as in a long yawn, and then the material covering its throat opens up, releasing a high pitched, maddening scream.”
Close Blast 3; +5 vs. Will; 1d4+3 damage plus dazed(save ends)
Brilliant Gaze(Standard, Recharge
)
“As the orb approaches, a humanoid face presses hard against its surface, causing the thin, flesh-like material to stretch and pull taut. The flesh covering it’s sunken, empty eye sockets quickly peels away, and an eerie, blue-white light erupts from within.”
Range 10; +5 vs. Will; 1d4+3 damage plus slowed(save ends)
Force Blast(Standard, Recharge
,
,
)
“The odd, fleshy orb begins quivering wildly, before becoming enveloped in a sharp, blue-white glow, which erupts from its center and strikes out at you.”
Range 5; +5 vs. Ref; 1d4+3 damage plus shift target 3 squares
Str 9, Con 15, Dex 14, Int 7, Wis 16, Cha 3
Spinewalker – Level 1 Artillery XP 100
Medium Aberrant Magical Beast
"This strange creature’s large, barnacled body rests on a set of twelve small, crablike legs, causing it to rest very close to the ground. It has no flesh, or any other signs one would normally attribute to a living creature, but what it does have is a three foot long spine which ends in a sharp, hollow tip.”
Initiative +5, Senses; Perception +2, Tremorsense
HP 25, Bloodied 12
AC 15, Fort 12, Ref 15, Will 12
Resist 10 Acid
Speed 5
Spine(Standard, At-Will)
+5 vs. AC; 1d6 damage
Acid Dart(Standard, At-Will)
“The long spine on the crab-like creature’s back shifts downwards so that it lies at a horizontal angle, before a loud crash from somewhere within the creature sends a small, black bullet flying out from its tip.”
Range 10/20; +5 vs. AC; 1d4+5 Acid damage plus ongoing 5 Acid damage(save ends)
Str 11, Con 13, Dex 18, Int 5, Wis 13, Cha 3
False Mind Flayer– Level 3 Elite Controller XP 300?
Medium Aberrant Humanoid
“This wicked creature, with its unclothed, pale blue skin, stands out from the aberrations around it by virtue of its form alone. Humanoid in shape, it is its coloring and disfigured, squid-like head that sets it apart from an ordinary man, but there is something else too, something that isn’t quite as physical in nature. For some reason, for the first time, you get the feeling that this creature carries a great intelligence.”
Initiative +5, Senses; Perception +5 Darkvision
HP 92, Bloodied 46
AC 17, Fort 14, Ref 14, Will 15
Action Points 1
Saving Throws +2
Resist 10 Acid
Speed 6
Tentacle(Standard, At-Will)
+5 vs. AC; 1d4+1 damage plus grabbed
Bore(Standard, At-Will)
Grabbed target only; +4 vs. Fort; Drops target’s hp to 0.
Devour Brain(Standard, At-Will)
Helpless, grabbed target only. Kills the target and the Mind Flayer recovers 1d10 hp.
Mind Blast(Standard, Recharge
,
)
Close Blast 5; +7 vs. Will; 2d8+4 damage plus staggered(save ends) plus followup
Followup: +7 vs. Will; staggered become stunned(save ends)
Miss: Half damage, no effect.
Evard’s Black Tentacles(Standard, Recharge
,
,
)
Range 5; +7 vs. Fort; 2d6+4 damage plus immobilize(save ends)
Force Ray(Standard, At-Will)
Range 5; +5 vs. AC; 1d8+4 damage
Str 13, Con 14, Dex 14, Int 19, Wis 16, Cha 13
Nether Maw – Level 3 Elite Soldier XP 300?
Large Aberrant Magical Beast
“Shaped like a massive slug, this creature’s main body is little more than a great, yawning maw, filled with row after row of dull, humanoid teeth. Tentacles sprout from almost every pour of its skin, draping around it in a massive curtain and supporting its weight.”
Initiative +4, Senses; Perception 0, Tremorsense
HP 105, Bloodied 52
AC 18, Fort 17, Ref 13, Will 10
Action Points 1
Saving Throws +2
Resist 10 Acid
Speed 5 Jump 8
Bite(Standard, At-Will)
Reach 2; +9 vs. AC; 2d8+5 damage
Tentacle(Stadard, At-Will)
Reach 2; +9 vs. AC; 1d4+5 damage
Tentacle Flurry(Standard, Recharge
,
)
Make one tentacle attack against each target within reach
Lunge(Standard, Recharge
)
Move 8; +10 vs. AC; 2d8+10 damage plus push the target 3 squares plus Followup
Followup: +9 vs. Fort; target lands prone
Str 21, Con 19, Dex 13, Int 3, Wis 7, Cha 2
Far Realms’ Fragment’s Heart – Level 4 Solo Brute XP 875
Huge Aberrant Magical Beast
“Almost a part of the landscape, this horrific, mountain of flesh rises straight out of the ground, its hundreds of tiny eyes and mouths watching you hungrily. Long, writhing tentacles rise up from its surface in droves, and at its summit, a large creature awaits intruders. Like a giant whose innards have been stored on the outside, it floats curled in the fetal position, connected to the landmass by a fleshy stem… as it’s unseeing, pure black eyes open, however, you find yourself thinking that you may have it all backwards. Perhaps it isn’t connected to the landmass… perhaps the landmass is connected to it.”
Initiative +4, Senses; Perception +22, Tremorsense
HP 300, Bloodied 150
AC 20, Fort 12, Ref 15, Will 12
Action Points 2
Saving Throws +5
Resist 10 Acid
Speed 0
Dimensional Barrier(Always active)
The landmass’ summit is protected by a barrier that wards away ranged attacks and spells. It can be pierced, but only on an attack roll above 25.(this is an effort to prevent rangers, warlocks and wizards from fighting from the Far Realms’ Fragment’s base; scaling the landmass is going to be a Skill Event)
Tentacle(Standard, At-will)
Reach 3; +10 vs. AC; 1d4+6 damage
Double Attack(Standard, At-will)
“The hulking creature jerks his arms back suddenly, his hands opening wide, as a torrent of thin, fleshy tentacles erupt from his forearms and fly towards you.”
Make two Tentacle attacks
Flesh Wall(Immediate Reaction, When an enemy moves adjacent to or away from the Heart, At-will)
“As you move into melee range with the creature, the ground itself protests against your presence, sending a pair of fleshy arms straight up at you.”
+10 vs. AC; 1d4+6 and immobilized(save ends)
Aberrant Ray(Standard, At-Will)
“Red, human blood begins to pour from the creatures ruined eye sockets before a ray of brilliant green energy erupts from them, arcing out across the battlefield.”
Range 10; +6 vs. Fort; 2d6 damage plus push 1
Great Pull(Standard, Recharge
, 6)
“The creature pulls its arm back, as if readying a punch, and then sends it shooting forwarding, stretching it to impossible lengths in an attempt to reach you.”
Reach 10; +10 vs. AC; 1d4+6 plus pull 10 plus Followup
Followup: This attack still triggers the Flesh Wall
Dimensional Pressure(Standard, Encounter)
“The creature lifts its head in a savage howl, tensing every muscle in its malformed body as a wave of light blue energy tears apart the surrounding space.”
Close Burst 5; +6 vs. Ref; 2d12+2 damage plus push 1
Miss: Half damage and no effect
Dimensional Storm(Immediate reaction, When bloodied for the first time during the encounter)
“Wounded, the creature’s hands reach up to grab its meaty skull, digging into the exposed brain tissue as it lets out another savage howl which shakes the very fabric of your reality.”
Close Burst 10; +6 vs. Ref; 2d12+4 damage plus push 3 plus followup
Miss: Half damage and push 1
Followup: +6 vs. Fort; fall prone
Regeneration(Minor, At-will)
As long as the Heart has not received damage in the past 3 round, it may begin regenerating at a rate of 15 hp a round until it is struck again.
Sensory Perception(At-will)
The Heart gains a +20 to its perception checks, due to its physical connection to the ground around it.
Dimensional Rift(Immediate reaction, Upon Heart’s death)
“As the creature falls lifeless, one by one the flailing tentacles that cover the landmass’ surface fall down lifelessly, and the vibrant, surreal colors fade to a dull gray. Seconds later, however, the entire mountain begins shaking violently, and the fallen aberrant giant begins glowing with that same, strange, pale blue light.”
In 4 rounds, the entire landmass will by transported back to the Far Realms, taking anything left on it along with it; which is basically equal to death for the PCs. Play it out as a skill challenge, before the entire landmass disappears in one last nova of pale blue energy.
Str 23, Con 23, Dex 14, Int 10, Wis 11, Cha 2
.
.
.
.
.
...and no, ordinarily this is stuff I'd save for much higher levels(late Paragon or early Epic, to be precise), but I figure it'll make a fun 4E Lite one-shot.
Lashing Fellstar, Level 1 Soldier XP 100
Medium Aberrant Magical Beast
"This unattural aberration stands four and a half feet tall on the two, thich tentacles that erupt form the the small, cross shaped central potion of its body. Somewhere between a vicious squid and a monstrous starfish, it has two more large, meaty tentacles hanging limply from its featureless midsection, these muscular, serpentine appendages writhing as if in pain like a pair of dying eels. It has no eyes, no face, no head, but somehow, you're certain that it knows exactly where you are."
Initiative +4, Senses; Perception +2, Tremorsense
HP 32, Bloodied 16
AC 16, Fort 14, Ref 12, Will 11
Resist 10 Acid
Speed 4

Reach 2; +8 vs AC; 1d8+2 damage and the target is grabbed. A target trying to escape takes -2 to this check, and takes 3 acid damage a round until escape. The Lashing Fellstar can grab up to two medium size targets at once.

Grabbed target only; +8 vs. Fortitude; 1d8+2 damage.
Str 15, Con 16, Dex 12, Int 5, Wis 11, Cha 3
Hulking Mauler, Level 1 Brute XP 100
Medium Aberrant Magical Beast
"This creature is hunched over on four legs, like those of some incredibly broad shouldered dog, but it's large, muscular frame is dotted with bulbous, cancerous growths along the length of its back. It's thick, mishapen head is little more than a pair of milky white eyes and a single row of razor sharp teeth, as its tongue hangs limply in the space that a lower jaw is ordinarily expected to cover. Hissing, acidic drool drips from this wide opening into the creatures innards, sizzling away at the stone floor beneath it."
Initiative +2; Senses; Perception +2, Tremorsense
HP 39, Bloodied 14
AC 14, Fort 15, Ref 12, Will 12
Resist 10 Acid
Speed 5

+4 vs. AC; 1d4+3 damage +3 Acid damage

"As life leaves the abominations twisted body, the odd, cancerous bulbs on its back begin moving, feeding into one another to form one massive, singular prousing which, after expanding exponentially, explodes in a shower of vitrolic acid."
Close Burst 2; +6 vs. Reflex; 2d4+6 Acid damage
Miss: Half damage
Str 16, Con 19, Dex 12, Int 3, Wis 12, Cha 3
Chitinous Crawler, Level 1 Skirmisher XP 100
Medium Aberrant Magical Beast
"Little more than a collection of fifteen, long, insectine legs, this creatures skitters along at a rapid pace on each on of its gray-brown, multi-jointed appendages, each on of which is tipped with a long, sword-like blade."
Initiative +4, Senses; Perception +1, Tremorsense
HP 29, Bloodied 14
AC 16, Fort 13, Ref 15, Will 11
Resist 10 Acid
Speed 8

+6 vs. AC, 1d8+2 damage.



"The legged horror scrambles and crawls towards your unguarded flank, rising up on a trio of its many limbs while pulling a half dozen others back as if readying a volley of javelins."
+6 vs. AC; 1d8+6 damage; 1d8+1d6+6 if given combat advantage
Str 14, Con 13, Dex 18, Int 4, Wis 11, Cha 3
Rupturing Carrier, Level 1 Brute Minion(yes, I'm ripping off The Flood) XP 25
Small Aberrant Magical Beast
"Little more than a large, bulbous sac connected at its base to a multitude of short, writhing tentacles, it sends its wriggling limbs forward, driving them into the ground and dragging itself across the ground in search of living prey."
Initiative +3, Senses; Perception 0
HP Any attack that deals damage will kill the Rupturing Carrier
AC 14, Fort 12, Ref 13, Will 9
Resist 10 Acid
Speed 6

+4 vs. Reflex; 2 Acid damage and the target is grabbed. The target will take 2 acid damage for every turn it remains in the Carrier's grasp, but does not grant other foes Combat Advantage

"Like a popping balloon, the creature's growth bursts open, sending a spray of acidic material into the surrounding area."
Close Burst 1; +4 vs. Reflex; 2 Acid damage;
(if Grabbed by Carrier)+6 vs. Reflex; 4 Acid damage
Str 14, Con 11, Dex 15, Int 1, Wis 7, Cha 1
Abyssal Antlion – Level 1 Lurker XP 100
Medium Aberrant Magical Beast
“The earth here caves inwards, as if impacted by some great force, to form a small, five foot wide crater.”
Initiative +5, Senses; Perception +1, Tremorsense
HP 25, Bloodied 12
AC 14, Fort 12, Ref 15, Will 11
Resist 10 Acid
Speed 1, Tunnel 4
Submerge(Minor, At-will)
The Abyssal Antlion gains concealment until the start of its next turn. This power cannot be used while a target is grabbed or while the Abyssal Antlion is grabbed.

“From the center of the depression, two whip-like tentacles erupt from the ground, attempting to wrap around your body and sink the teeth of the large, gaping maws that adorn their tips into your unprotected flesh.”
+6 vs. AC; 1d6+1 damage plus grabbed plus follow-up.
Followup: +6 vs. Fort; target is dazed(save ends)
Str 13, Con 13, Dex 19, Int 7, Wis 11, Cha 3
Minor Gibbering Orb – Level 1 Controller XP 100
Medium Aberrant Magical Beast
“This large, thin, pale pink orb is eerily reminiscent of a balloon crafted from human flesh, and as you watch, what appear to be hands or screaming faces seem to press against it from the inside, as if trying to escape from some infernal prison.”
Initiative +3, Senses; Perception +4, Blindsense
HP 28, Bloodied 14
AC 13, Fort 13, Ref 13, Will 14
Resist 10 Acid
Speed Float 5

“The orb sudden jerks, as if struck from within, and what appears to be some sort of fist can be seen pressing firmly against its fleshy walls before a wave of force strikes you.”
Range 5; +5 vs AC; 3 damage plus Shift target 1 square.


“As the orb approaches, a humanoid face presses hard against its surface, causing the thin, flesh-like material to stretch and pull taut. It’s mouth slowly opens as in a long yawn, and then the material covering its throat opens up, releasing a high pitched, maddening scream.”
Close Blast 3; +5 vs. Will; 1d4+3 damage plus dazed(save ends)


“As the orb approaches, a humanoid face presses hard against its surface, causing the thin, flesh-like material to stretch and pull taut. The flesh covering it’s sunken, empty eye sockets quickly peels away, and an eerie, blue-white light erupts from within.”
Range 10; +5 vs. Will; 1d4+3 damage plus slowed(save ends)




“The odd, fleshy orb begins quivering wildly, before becoming enveloped in a sharp, blue-white glow, which erupts from its center and strikes out at you.”
Range 5; +5 vs. Ref; 1d4+3 damage plus shift target 3 squares
Str 9, Con 15, Dex 14, Int 7, Wis 16, Cha 3
Spinewalker – Level 1 Artillery XP 100
Medium Aberrant Magical Beast
"This strange creature’s large, barnacled body rests on a set of twelve small, crablike legs, causing it to rest very close to the ground. It has no flesh, or any other signs one would normally attribute to a living creature, but what it does have is a three foot long spine which ends in a sharp, hollow tip.”
Initiative +5, Senses; Perception +2, Tremorsense
HP 25, Bloodied 12
AC 15, Fort 12, Ref 15, Will 12
Resist 10 Acid
Speed 5

+5 vs. AC; 1d6 damage

“The long spine on the crab-like creature’s back shifts downwards so that it lies at a horizontal angle, before a loud crash from somewhere within the creature sends a small, black bullet flying out from its tip.”
Range 10/20; +5 vs. AC; 1d4+5 Acid damage plus ongoing 5 Acid damage(save ends)
Str 11, Con 13, Dex 18, Int 5, Wis 13, Cha 3
False Mind Flayer– Level 3 Elite Controller XP 300?
Medium Aberrant Humanoid
“This wicked creature, with its unclothed, pale blue skin, stands out from the aberrations around it by virtue of its form alone. Humanoid in shape, it is its coloring and disfigured, squid-like head that sets it apart from an ordinary man, but there is something else too, something that isn’t quite as physical in nature. For some reason, for the first time, you get the feeling that this creature carries a great intelligence.”
Initiative +5, Senses; Perception +5 Darkvision
HP 92, Bloodied 46
AC 17, Fort 14, Ref 14, Will 15
Action Points 1
Saving Throws +2
Resist 10 Acid
Speed 6

+5 vs. AC; 1d4+1 damage plus grabbed

Grabbed target only; +4 vs. Fort; Drops target’s hp to 0.

Helpless, grabbed target only. Kills the target and the Mind Flayer recovers 1d10 hp.



Close Blast 5; +7 vs. Will; 2d8+4 damage plus staggered(save ends) plus followup
Followup: +7 vs. Will; staggered become stunned(save ends)
Miss: Half damage, no effect.




Range 5; +7 vs. Fort; 2d6+4 damage plus immobilize(save ends)

Range 5; +5 vs. AC; 1d8+4 damage
Str 13, Con 14, Dex 14, Int 19, Wis 16, Cha 13
Nether Maw – Level 3 Elite Soldier XP 300?
Large Aberrant Magical Beast
“Shaped like a massive slug, this creature’s main body is little more than a great, yawning maw, filled with row after row of dull, humanoid teeth. Tentacles sprout from almost every pour of its skin, draping around it in a massive curtain and supporting its weight.”
Initiative +4, Senses; Perception 0, Tremorsense
HP 105, Bloodied 52
AC 18, Fort 17, Ref 13, Will 10
Action Points 1
Saving Throws +2
Resist 10 Acid
Speed 5 Jump 8

Reach 2; +9 vs. AC; 2d8+5 damage

Reach 2; +9 vs. AC; 1d4+5 damage



Make one tentacle attack against each target within reach


Move 8; +10 vs. AC; 2d8+10 damage plus push the target 3 squares plus Followup
Followup: +9 vs. Fort; target lands prone
Str 21, Con 19, Dex 13, Int 3, Wis 7, Cha 2
Far Realms’ Fragment’s Heart – Level 4 Solo Brute XP 875
Huge Aberrant Magical Beast
“Almost a part of the landscape, this horrific, mountain of flesh rises straight out of the ground, its hundreds of tiny eyes and mouths watching you hungrily. Long, writhing tentacles rise up from its surface in droves, and at its summit, a large creature awaits intruders. Like a giant whose innards have been stored on the outside, it floats curled in the fetal position, connected to the landmass by a fleshy stem… as it’s unseeing, pure black eyes open, however, you find yourself thinking that you may have it all backwards. Perhaps it isn’t connected to the landmass… perhaps the landmass is connected to it.”
Initiative +4, Senses; Perception +22, Tremorsense
HP 300, Bloodied 150
AC 20, Fort 12, Ref 15, Will 12
Action Points 2
Saving Throws +5
Resist 10 Acid
Speed 0

The landmass’ summit is protected by a barrier that wards away ranged attacks and spells. It can be pierced, but only on an attack roll above 25.(this is an effort to prevent rangers, warlocks and wizards from fighting from the Far Realms’ Fragment’s base; scaling the landmass is going to be a Skill Event)

Reach 3; +10 vs. AC; 1d4+6 damage

“The hulking creature jerks his arms back suddenly, his hands opening wide, as a torrent of thin, fleshy tentacles erupt from his forearms and fly towards you.”
Make two Tentacle attacks

“As you move into melee range with the creature, the ground itself protests against your presence, sending a pair of fleshy arms straight up at you.”
+10 vs. AC; 1d4+6 and immobilized(save ends)

“Red, human blood begins to pour from the creatures ruined eye sockets before a ray of brilliant green energy erupts from them, arcing out across the battlefield.”
Range 10; +6 vs. Fort; 2d6 damage plus push 1


“The creature pulls its arm back, as if readying a punch, and then sends it shooting forwarding, stretching it to impossible lengths in an attempt to reach you.”
Reach 10; +10 vs. AC; 1d4+6 plus pull 10 plus Followup
Followup: This attack still triggers the Flesh Wall

“The creature lifts its head in a savage howl, tensing every muscle in its malformed body as a wave of light blue energy tears apart the surrounding space.”
Close Burst 5; +6 vs. Ref; 2d12+2 damage plus push 1
Miss: Half damage and no effect

“Wounded, the creature’s hands reach up to grab its meaty skull, digging into the exposed brain tissue as it lets out another savage howl which shakes the very fabric of your reality.”
Close Burst 10; +6 vs. Ref; 2d12+4 damage plus push 3 plus followup
Miss: Half damage and push 1
Followup: +6 vs. Fort; fall prone
Regeneration(Minor, At-will)
As long as the Heart has not received damage in the past 3 round, it may begin regenerating at a rate of 15 hp a round until it is struck again.
Sensory Perception(At-will)
The Heart gains a +20 to its perception checks, due to its physical connection to the ground around it.

“As the creature falls lifeless, one by one the flailing tentacles that cover the landmass’ surface fall down lifelessly, and the vibrant, surreal colors fade to a dull gray. Seconds later, however, the entire mountain begins shaking violently, and the fallen aberrant giant begins glowing with that same, strange, pale blue light.”
In 4 rounds, the entire landmass will by transported back to the Far Realms, taking anything left on it along with it; which is basically equal to death for the PCs. Play it out as a skill challenge, before the entire landmass disappears in one last nova of pale blue energy.
Str 23, Con 23, Dex 14, Int 10, Wis 11, Cha 2
.
.
.
.
.
...and no, ordinarily this is stuff I'd save for much higher levels(late Paragon or early Epic, to be precise), but I figure it'll make a fun 4E Lite one-shot.