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Anyone done a spellweaver conversion for 4E?
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<blockquote data-quote="Mentat55" data-source="post: 4656394" data-attributes="member: 14840"><p>I based this off of the 3E MM2 version (not familiar with any other). Because it can cast so many spells, I figured it needed to be at least an Elite, if not a Solo, monster. And because I thought it should be something of a glass cannon, I made it an Artillery monster, though it has some Controller aspects and could definitely be retooled in that direction. The number of actions it can take per round might be a bit much for an elite monster, but I figured it might act as sort of a baby solo in this regard, having some of the punch without all of the staying power. </p><p></p><p><strong>Spell Weaver Raider</strong></p><p><strong>Level 15 Elite Artillery</strong></p><p><strong>Medium immortal humanoid XP 2,400</strong></p><p><strong>Init </strong>+12 <strong>Senses</strong> Perception +13; darkvision, truesight 6</p><p><strong>HP</strong> 214; <strong>Bloodied</strong> 107</p><p><strong>AC</strong> 29; <strong>Fort</strong> 23, <strong>Ref</strong> 29, <strong>Will</strong> 30</p><p><strong>Immune</strong> charm</p><p><strong>Saving Throws</strong> +2</p><p><strong>Speed</strong> 6, teleport 6</p><p><strong>Action Points</strong> 1</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Slam</strong> (standard; at-will)</p><p>+18 vs. AC; 1d6-1 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Force Missile</strong> (standard; at-will) ♦ <strong>Force</strong></p><p>Requires one hand; ranged 20; +20 vs. Reflex; 2d6+7 force damage and the target is pushed 1 square.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Scorching Ray</strong> (standard; at-will) ♦ <strong>Fire</strong></p><p>Requires one or two hands; ranged 10; +20 vs. Reflex, one or two attacks; 2d6+7 fire damage and ongoing 5 fire damage (save ends).</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Acid Orb</strong> (standard; at-will) ♦ <strong>Acid</strong></p><p>Requires three hands; ranged 10; +20 vs. Reflex; 1d8+7 acid damage and the target is blinded (save ends).</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Chain Lightning</strong> (standard; encounter) ♦ <strong>Lightning</strong></p><p>Requires four hands; ranged 10; +18 vs. Reflex; 3d10+7 lightning damage, and make up to three secondary attacks. Secondary Attacks: ranged 10 (from primary target); +18 vs. Reflex; 1d10+7 lightning damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> <strong>Cone of Cold</strong> (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) ♦ <strong>Cold</strong></p><p>Requires four hands; close blast 5; +18 vs. Fortitude; 3d8+7 cold damage and the target is immobilized (save ends). Aftereffect: The target is slowed (save ends).</p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> <strong>Bewildering Mist</strong> (standard; sustain minor; encounter) ♦ <strong>Psychic, Zone</strong></p><p>Requires four hands; area burst 1 within 10; +18 vs. Will; 2d10+7 psychic damage and the target is dazed (save ends). If a creature moves into the zone, make a secondary attack. Secondary Attack: +18 vs. Will; target is dazed (save ends).</p><p><strong>Shield</strong> (minor; at-will) ♦ <strong>Force</strong></p><p>Requires two hands; the spell weaver gains a +4 bonus to AC until the end of its next turn.</p><p><strong>Globe of Invulnerability</strong> (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />)</p><p>Requires two, three, or four hands; the spell weaver gains a +4 bonus to Fortitude, Reflex, and/or Will defense until the end of its next turn.</p><p><strong>Invisibility</strong> (minor; at-will)</p><p>The spell weaver becomes invisible until the end of its next turn, or until it attacks.</p><p><strong>Chromatic Disk</strong> (minor, encounter)</p><p>The spell weaver recharges one of its powers.</p><p><strong>Spell Weaving</strong></p><p>As a standard action, a spell weaver can use one or more of its hands to employ powers that require hands. The spell weaver has six hands, and as a standard action can use as many powers as it wants, so long as they do not require more than six hands total.</p><p><strong>Align</strong> Unaligned <strong>Languages</strong> telepathy unlimited (spell weavers only)</p><p><strong>Skills</strong> Arcana +19</p><p><strong>Str</strong> 9 (+6) <strong>Dex</strong> 20 (+12) <strong>Wis</strong> 22 (+13)</p><p><strong>Con</strong> 11 (+7) <strong>Int</strong> 25 (+14) <strong>Cha</strong> 17 (+10)</p></blockquote><p></p>
[QUOTE="Mentat55, post: 4656394, member: 14840"] I based this off of the 3E MM2 version (not familiar with any other). Because it can cast so many spells, I figured it needed to be at least an Elite, if not a Solo, monster. And because I thought it should be something of a glass cannon, I made it an Artillery monster, though it has some Controller aspects and could definitely be retooled in that direction. The number of actions it can take per round might be a bit much for an elite monster, but I figured it might act as sort of a baby solo in this regard, having some of the punch without all of the staying power. [B]Spell Weaver Raider[/B] [B]Level 15 Elite Artillery[/B] [B]Medium immortal humanoid XP 2,400[/B] [B]Init [/B]+12 [B]Senses[/B] Perception +13; darkvision, truesight 6 [B]HP[/B] 214; [B]Bloodied[/B] 107 [B]AC[/B] 29; [B]Fort[/B] 23, [B]Ref[/B] 29, [B]Will[/B] 30 [B]Immune[/B] charm [B]Saving Throws[/B] +2 [B]Speed[/B] 6, teleport 6 [B]Action Points[/B] 1 :bmelee: [B]Slam[/B] (standard; at-will) +18 vs. AC; 1d6-1 damage. :ranged: [B]Force Missile[/B] (standard; at-will) ♦ [B]Force[/B] Requires one hand; ranged 20; +20 vs. Reflex; 2d6+7 force damage and the target is pushed 1 square. :ranged: [B]Scorching Ray[/B] (standard; at-will) ♦ [B]Fire[/B] Requires one or two hands; ranged 10; +20 vs. Reflex, one or two attacks; 2d6+7 fire damage and ongoing 5 fire damage (save ends). :ranged: [B]Acid Orb[/B] (standard; at-will) ♦ [B]Acid[/B] Requires three hands; ranged 10; +20 vs. Reflex; 1d8+7 acid damage and the target is blinded (save ends). :ranged: [B]Chain Lightning[/B] (standard; encounter) ♦ [B]Lightning[/B] Requires four hands; ranged 10; +18 vs. Reflex; 3d10+7 lightning damage, and make up to three secondary attacks. Secondary Attacks: ranged 10 (from primary target); +18 vs. Reflex; 1d10+7 lightning damage. :close: [B]Cone of Cold[/B] (standard; recharge :5: :6:) ♦ [B]Cold[/B] Requires four hands; close blast 5; +18 vs. Fortitude; 3d8+7 cold damage and the target is immobilized (save ends). Aftereffect: The target is slowed (save ends). :area: [B]Bewildering Mist[/B] (standard; sustain minor; encounter) ♦ [B]Psychic, Zone[/B] Requires four hands; area burst 1 within 10; +18 vs. Will; 2d10+7 psychic damage and the target is dazed (save ends). If a creature moves into the zone, make a secondary attack. Secondary Attack: +18 vs. Will; target is dazed (save ends). [B]Shield[/B] (minor; at-will) ♦ [B]Force[/B] Requires two hands; the spell weaver gains a +4 bonus to AC until the end of its next turn. [B]Globe of Invulnerability[/B] (standard; recharge :5: :6:) Requires two, three, or four hands; the spell weaver gains a +4 bonus to Fortitude, Reflex, and/or Will defense until the end of its next turn. [B]Invisibility[/B] (minor; at-will) The spell weaver becomes invisible until the end of its next turn, or until it attacks. [B]Chromatic Disk[/B] (minor, encounter) The spell weaver recharges one of its powers. [B]Spell Weaving[/B] As a standard action, a spell weaver can use one or more of its hands to employ powers that require hands. The spell weaver has six hands, and as a standard action can use as many powers as it wants, so long as they do not require more than six hands total. [B]Align[/B] Unaligned [B]Languages[/B] telepathy unlimited (spell weavers only) [B]Skills[/B] Arcana +19 [B]Str[/B] 9 (+6) [B]Dex[/B] 20 (+12) [B]Wis[/B] 22 (+13) [B]Con[/B] 11 (+7) [B]Int[/B] 25 (+14) [B]Cha[/B] 17 (+10) [/QUOTE]
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Anyone done a spellweaver conversion for 4E?
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