I have never used the official monster creation tools, do you have to be a DDI subscriber to access them?
Yes. Do you know a subscriber who has a "spare" update. You're allowed 5 updates on your one account (I have the builder on two desktops and a laptop already).
Aboleth Slave GathererI would be expecting a base of 19 in its stats, you seem to have a lot of 22’s, a creature usually gets a +3 to its primary stat this creature seems to have 4 primary stats.
I gave it Str VH, Con H, Dex L, Int VH, Wis VH and Cha H. Key: VH = +6, H = +3 and L = -3. For its defences, I gave it AC H, Fortitude H, Reflex L and Will H. I've dropped the AC and Fortitude back to average based on your feedback (you're right).
note: there are a couple of different approaches to creature design, some use the creatures stats to work out there defences, some ignore the stats and use the expected defences as a guide. Over time I have developed an approach that incorporates both.
I'm sure with some playtesting I will refine my approach. These are very much first cut which is why I am so grateful for the feedback.
Dominate
No problems here, I would maybe write the effect in such a way as to point out that the target is no longer dazed but is instead dominated (save ends)
Good point. I've fixed that.
It was at this point (when I checked) that the creature is just a downgraded version of the Aboleth Overseer in the MM1
My aim with the aboleth, in due course, is to come close to the 3.5E and earlier versions (and lower level). In other words, I will work in a transforming attack at some point based off the way petrification works.
Phantom Chasm is new, and I think it looks fine.
In some ways that's a placeholder while I think about how its illusion powers will work (I'm still addicted, in a sense, to the aboleth of the earlier editions).
One point I would make in general is be careful of recharge 6 powers. (snip some good advice)
Yes, those are some good arguments. I'll go back through the monsters and see which ones should change (although I do like brutes to be really "swingy").
AhuizotlI am very confused how the Monster Maker is calculating the creatures Defences. So much so that I don’t know if I can comment on them I get them to be:
I've attached the base numbers on the other thread but I think you will find that I've selected H or L adjustments as explained above (and generally tried to balance a H with a L unless a solo etc...).
I like this creature a lot I think it will work well as a lurker, I don’t think I would use more than 2 in any one encounter though. One thing to bear in mind when running this creature would be that it is a one shot creature, it has one chance to do its thing and if that fails it hasn’t got anything unusual to do. There is nothing wrong with this on a standard creature, in fact it fits with lurkers who will wait until the perfect opportunity before pouncing.
Actually... that was exactly the way I was thinking it would work. If it succeeds it's a happy camper; if not, it goes back below the water to wait for the next opportunity.
I find Eye Strike a bit confusing as this would imply that the creature is biting a persons face and eyes when it has combat advantage, there is nothing really wrong with it, its just strange to imagine.
I thought about that too. I rather liked the tail being the only attack that could blind but I wanted combat advantage to mean something in that it is a lurker. I should run a few encounters with it. The 3E version could blind with both attacks and I think that's what changed my mind.
Banite Recruit AC 20 seems incredibly high for a level 1 minion.
Its AC is H (so +3). I thought about this but it will be encounter when the party are 3rd- or 4th- level and I like the higher AC to represent the soldier hanging on grimly... and then he is dropped. I'm probably wrong (the simulationist triumphing over the gamist?
).
I would expect AC 17 Fortitude 14 for this creature.
And I think you're right... except I selected H (and L for Reflex, IIRC).
Banite StalwartAgain I would expect AC 18 for this creature,
Ditto.
Banite Sternhelm Again I would expect AC 20 for this creature. I would also have given this minion an immediate reaction to being missed by a melee attack.
Ditto on the AC. Love the immediate reaction! I'll call it, "You're new at this, aren't you?"
Banite Swordhar
Here we go this is obviously what you have been building up to with your minions. (snip) Hold Your Guts In!
A powerful aura but it should work fine. (I have used minions with a similar power and it is amazing how many times they can actually make that save, I had some minions that out lasted equal level brutes)
A swordhar is the equivalent of a sergeant in the pre-Spellplague Zhentarim. I really like the idea of the old sergeant holding the minions together with cries of "Hold your guts in" and "It's only a flesh wound!". I'm really looking forward to seeing it in play.
The officers have such uncouth leader powers.
Leg Breaking Kick
This is a good power, I would add 1/round to limit its use.
Yes, I agree. I only worked out how to include "minor, 1/round" about 15 monsters after this one. As a design decision, I'm beginning to like minor action attacks more and more for solos and even elites. IMO, it's a perfect way to describe a dragon's claw attack.
For the Black LordI would be wary of the recharge 6. Also I am not sure about the regain 5 HPs when I would assume he will be surrounded by minions who have 1 HP. If this creature is going to be used with other standard creatures regaining 5 HPs is fairly trivial, I would make it at least 10 HPs.
Actually, those are really good points. I was tempted to give temporary hit points but they complicate minions unnecessarily. Maybe I'll give out attack and/or damage bonuses instead and let the officers provide the healing.
Thanks so much for taking the time to provide detailed feedback.