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Burning Castles (brainstorming)

I think I like this idea: twisted elemental horrors from the Plane of Madness sent to attack the castle.

This raises the question, of course, of what kind of creatures would be both an elemental and an abomination? I suppose I can take regular elementals. Any one have some suggestions on ideas for elementals touched by the Far Realms?

FYI: The Suelwyn is the name given to the Foulspawn of the MM.

good question - I'm still learning 4E, but I'm sure if this was 3E/3.5, there would be some sort of template you could apply to creatures to give them a "far realms" feel

Also, liked that you gave a monster manual monster a new name - keeps the players guessing.
 
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good question - I'm still learning 4E, but I'm sure if this was 3E/3.5, there would be some sort of template you could apply to creatures to give them a "far realms" feel

Also, liked that you gave a monster manual monster a new name - keeps the players guessing.

In this case, it was serendipity. I had already devised the basic story of the Suelwyn and the idea of them. Then I cast my eye over the compendium to see what I could use for some monsters to be part of them...and found the foulspawn were a perfect fit.

Without going into too much detail, the Suelwyn were the first attempt at life that the Divine beings of my world attempted to create. They were...not well made. They managed to create a great empire, nonetheless, mastering arts, culture and magic. But then the divine broke into two groups. One group created the Aewyn (the Eladrin) who rapidly appeared all over the world. The Suelwyn grew bitter and jealous, as they realized that everything they'd accomplished was (in the eyes of their creators) for naught. They decided to leave the world forever and traveled to the Far Realms. By the time the other group of the divine created all the other mortal races, it had been millenia since anyone had seen the Suelwyn.

Ironically, the rise of the younger races caused the Aewyn to leave for the Feywild, but more to be closer to their masters. But about 100 years ago, a massive war raged across the world and the bad guys, under the collective banner of the Forces of Dread, summoned horrors from the Far Realms when they started losing the war. Things looked dire for the alliance, until the Aewyn returned to aid the younger races and eventually turn Dread back.

Now it's 100 years later and the Suelwyn are coming back. And they're PISSED. The Aewyn, for their part, have been too polite to explain that many ruins and structures that the younger races attributed to them in their absence are not actually made by them, but by the Suelwyn.

...

Which leads me to a thought. It's commonly believed that the Aewyn built Castle Whyte. Now I wonder if it's a Suelwyn structure. Hmmmm. If anyone would know how to damage their structure, it'd be them.

To the Compendium!
 

So how does this look for a monster to use?


Suelwyn Madfire Elemental
Level 9 Elite Brute
Huge elemental magical beast (fire, ooze) XP 900
HP 250; Bloodied 125
AC 23; Fortitude 24; Reflex 22; Will 19
Speed 6, climb 6
Immune disease, gaze, illusion, poison; Resist 5 necrotic;
Vulnerability radiant
Saving Throws +2; Action Points 1
Initiative +11
Perception +5
Blindsight 10

Traits
O Blood Call (healing) • Aura 5
Whenever a creature within the aura takes ongoing necrotic damage from the blood elemental's coagulated smash, the blood elemental regains 5 hit points.

Standard Actions
m Coagulated Smash (necrotic) • At-Will
Attack: +17 vs. AC
Hit: 2d8 + 5 damage, and ongoing 5 necrotic damage (save ends) and 2 fire damage (save ends).

Move Actions
Flowing Form • At-Will
Effect: The blood elemental shifts up to 4 squares.

Triggered Actions
C MadFire Eruption (fire) • Encounter
Trigger: Bloodied.
Effect (Immediate Reaction): Each enemy adjacent to the elemental takes 10 fire damage.

Other Powers
Bloodied Spawn • Encounter
Effect: The blood elemental splits into two Huge individuals, the second one occupying a space adjacent to the original creature. Each of the two creatures has hit points equal to one-half the original’s current hit points. Both creatures act on the original creature’s initiative count. Effects applied to the original blood elemental do not apply to either of the individuals after the split occurs. A blood elemental can’t split if reduced to 0 hit points by the attack that bloodied it.
If out of combat for 5 minutes, the two halves combine back into one blood elemental, which has hit points equal to the combined value of the two halves.


Str 20 (+9) Dex 16 (+7) Wis 12 (+5)
Con 16 (+7) Int 9 (+3) Cha 10 (+4)

Alignment unaligned: Languages Primordial, telepathy 5

The MadFire elemental is a strange hybrid of oozing fire. Born of some terrible synthesis of Fire Giant blood and volcanic rock, the MadFire Elemental has been raised by the Suelwyn to strike at their enemies. It is chaotic and uncontrollable and has no will but to destroy. Once unleashed, it can only be destroyed to make it stop. Worse, since it is not a true creature of fire, but of Madness, it lacks any vulnerability to water or cold. Instead, it can only be hurt Radiant energy. While mindless in the traditional sense, it can understand intent on an animal cunning level. It will attempt to wound as many beings as it can with it's smash, hoping to continue to drain it's life force. When bloodied, it will immediately split in two...but it is not smart enough to use flanking tactics with itself.
 
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