JoeNotCharles
First Post
I just created my first monster with the Adventure Tools! But I have a notoriously poor feel for balance, so I'm wondering if I went overboard on anything, or left something as more of a pushover than I expect. Do these look level-appropriate?
Note: the PC's have no major necrotic or radiant attacks at the moment, so the resistances/vulnerabilities are only for flavour - these are soldiers of the god of darkness and corruption who only come out at night - although I may give them a side quest to get some source of radiant damage after the first few encounters. Also, I'm using a house rule where all enemy HP is dropped to 80% of the standard, but they do extra damage. I haven't quite settled on how much - these were created by adding the level (11) to all standard attack damage, half level (5) to minor action attack damage, and the tier number (2) to all ongoing damage.
Manscorpion Halbardier Level 11 Soldier
Large Shadow Magical Beast XP 600
Initiative +9 Senses Perception +11; darkvision
HP 90; Bloodied 45
AC 27; Fortitude 24; Reflex 23; Will 22
Resist 10 necrotic; Vulnerable 10 radiant
Speed 8
m Halbard (standard; at-will) + Weapon
Reach 2; +18 vs AC; 2d6 + 16 damage and the target is marked until the start of the manscorpion's next turn
m Tail Sting (minor; at-will) + Poison
Reach 2; +16 vs Reflex; 1d8 + 10 damage and ongoing 7 poison damage
M Followup Strike (immediate interrupt, when an enemy marked by the manscorpion moves or makes an attack that does not include it; at-will) + Weapon
Reach 2; +18 vs AC; 2d6 + 16 damage
C Scything Burst (standard; encounter) + Weapon
Close Burst 2; +18 vs AC; 3d8 + 16 damage and the target is knocked prone
Alignment Chaotic Evil
Skills Dungeoneering +11, Stealth +12
Str 24 (+12) Dex 15 (+7) Wis 13 (+6)
Con 17 (+8) Int 13 (+6) Cha 12 (+6)
Equipment Halberd
I gave them the mark / Followup Strike combo because I wanted them to be slightly sticky without going as far as giving them threatening reach, and then Scything Burst to have a bit of a nova attack.
I'm a bit worried that the Tail Strike is too powerful for a minor action, but I don't want to force them to choose between a tail strike and halbard attack. And I have a dwarf in the party, but poison really hasn't come up for a while, so I felt it was time to give "poison damage (save ends)" some face time again.
Next up is the archer variant:
Manscorpion Archer Level 11 Soldier
Large Shadow Magical Beast XP 600
Initiative +10 Senses Perception +11; darkvision
HP 70; Bloodied 35
AC 23; Fortitude 23; Reflex 24; Will 22
Resist 10 necrotic; Vulnerable 10 radiant
Speed 8
m Scimitar (standard; at-will) + Weapon
+18 vs AC; 1d8 + 16 damage
m Tail Sting (minor; at-will) + Poison
Reach 2; +16 vs Reflex; 1d8 + 10 damage and ongoing 7 poison damage
r Greatbow (standard; at-will) + Weapon
Ranged 25/50; +18 vs AC; 2d6 + 16 damage
R Double Attack (standard; at-will) + Weapon
The manscorpion archer makes two greatbow attacks against a single target or against two targets within 3 squares of one another
R Arrow of Darkness (standard; recharge 5 6) + Weapon
Ranged 25/50; +16 vs Reflex; 3d8 + 16 necrotic damage and the target is blinded (save ends)
Alignment Chaotic Evil Languages: Common, Deep Speech
Skills Dungeoneering +11, Stealth +15
Str 18 (+9) Dex 21 (+10) Wis 13 (+6)
Con 17 (+8) Int 13 (+6) Cha 12 (+6)
Equipment Scimitar, Greatbow, 40 arrows
Nothing much to say about this one.
Finally the big gun. This one I have no idea if I've gone overboard or not far enough:
Manscorpion Captain Level 13 Elite Soldier
Large Shadow Magical Beast XP 1600
Initiative +11 Senses Perception +13; darkvision
HP 208; Bloodied 104
AC 29; Fortitude 26; Reflex 25; Will 25
Resist 20 necrotic; Vulnerable 10 radiant
Saving Throws +2
Speed 8
Action Points 1
m Halbard (standard; at-will) + Weapon
Reach 2; +20 vs AC; 2d8 + 19 damage and the target is marked until the start of the manscorpion's next turn
m Tail Sting (minor; at-will) + Poison
Reach 2; +18 vs Reflex; 1d10 + 12 damage and ongoing 7 poison damage
M Followup Strike (immediate interrupt, when an enemy marked by the manscorpion moves or makes an attack that does not include it; at-will) + Weapon
Reach 2; +20 vs AC; 2d8 + 19 damage
M Tactical Sweep (immediate interrupt, when an enemy marked by the manscorpion captain or one of its allies moves or makes an attack that does not include the captain; at-will) + Weapon
Reach 2; +18 vs Reflex; 1d10 + 12 damage and the target is knocked prone
C Scything Burst (standard; encounter) + Weapon
Close Burst 2; +20 vs AC; 3d10 + 19 damage and the target is knocked prone
C Night's Command (standard; recharge 5 6)
Close Burst 10; the manscorpion captain makes one of the following commands:
Kill the Unbelievers! - all manscorpion allies in the burst can make a basic attack as a free action
Surround Them! - all manscorpion allies in the burst can shift 2 squares as a free action
Strength From Darkness! - all manscorpion allies in the burst can spend a healing surge to heal 15 hp as a free action
Last-Ditch Command (free; encounter)
When the manscorpion caption is bloodied, Night's Command immediately recharges and the captain may use it as a free action
Alignment Chaotic Evil
Skills Dungeoneering +13, Stealth +14
Str 25 (+13) Dex 16 (+9) Wis 14 (+8)
Con 18 (+10) Int 14 (+8) Cha 16 (+9)
Equipment Halberd
I figured the Tactical Sweep would give it a nice synergy with its follwers marking ability - it (with its higher attack bonus) can hit and knock the victim prone first, giving the manscorpion who actually has the mark combat advantage for its Followup Strike. Or if a character is within reach of both the marking manscorpion and the captain, they'll have to choose which one to attack, and take an attack from the other.
I'm not sure if the commands are too powerful, though. Or if, at paragon tier, an elite needs something more than this. What do you think?
Note: the PC's have no major necrotic or radiant attacks at the moment, so the resistances/vulnerabilities are only for flavour - these are soldiers of the god of darkness and corruption who only come out at night - although I may give them a side quest to get some source of radiant damage after the first few encounters. Also, I'm using a house rule where all enemy HP is dropped to 80% of the standard, but they do extra damage. I haven't quite settled on how much - these were created by adding the level (11) to all standard attack damage, half level (5) to minor action attack damage, and the tier number (2) to all ongoing damage.
Manscorpion Halbardier Level 11 Soldier
Large Shadow Magical Beast XP 600
Initiative +9 Senses Perception +11; darkvision
HP 90; Bloodied 45
AC 27; Fortitude 24; Reflex 23; Will 22
Resist 10 necrotic; Vulnerable 10 radiant
Speed 8
m Halbard (standard; at-will) + Weapon
Reach 2; +18 vs AC; 2d6 + 16 damage and the target is marked until the start of the manscorpion's next turn
m Tail Sting (minor; at-will) + Poison
Reach 2; +16 vs Reflex; 1d8 + 10 damage and ongoing 7 poison damage
M Followup Strike (immediate interrupt, when an enemy marked by the manscorpion moves or makes an attack that does not include it; at-will) + Weapon
Reach 2; +18 vs AC; 2d6 + 16 damage
C Scything Burst (standard; encounter) + Weapon
Close Burst 2; +18 vs AC; 3d8 + 16 damage and the target is knocked prone
Alignment Chaotic Evil
Skills Dungeoneering +11, Stealth +12
Str 24 (+12) Dex 15 (+7) Wis 13 (+6)
Con 17 (+8) Int 13 (+6) Cha 12 (+6)
Equipment Halberd
I gave them the mark / Followup Strike combo because I wanted them to be slightly sticky without going as far as giving them threatening reach, and then Scything Burst to have a bit of a nova attack.
I'm a bit worried that the Tail Strike is too powerful for a minor action, but I don't want to force them to choose between a tail strike and halbard attack. And I have a dwarf in the party, but poison really hasn't come up for a while, so I felt it was time to give "poison damage (save ends)" some face time again.
Next up is the archer variant:
Manscorpion Archer Level 11 Soldier
Large Shadow Magical Beast XP 600
Initiative +10 Senses Perception +11; darkvision
HP 70; Bloodied 35
AC 23; Fortitude 23; Reflex 24; Will 22
Resist 10 necrotic; Vulnerable 10 radiant
Speed 8
m Scimitar (standard; at-will) + Weapon
+18 vs AC; 1d8 + 16 damage
m Tail Sting (minor; at-will) + Poison
Reach 2; +16 vs Reflex; 1d8 + 10 damage and ongoing 7 poison damage
r Greatbow (standard; at-will) + Weapon
Ranged 25/50; +18 vs AC; 2d6 + 16 damage
R Double Attack (standard; at-will) + Weapon
The manscorpion archer makes two greatbow attacks against a single target or against two targets within 3 squares of one another
R Arrow of Darkness (standard; recharge 5 6) + Weapon
Ranged 25/50; +16 vs Reflex; 3d8 + 16 necrotic damage and the target is blinded (save ends)
Alignment Chaotic Evil Languages: Common, Deep Speech
Skills Dungeoneering +11, Stealth +15
Str 18 (+9) Dex 21 (+10) Wis 13 (+6)
Con 17 (+8) Int 13 (+6) Cha 12 (+6)
Equipment Scimitar, Greatbow, 40 arrows
Nothing much to say about this one.
Finally the big gun. This one I have no idea if I've gone overboard or not far enough:
Manscorpion Captain Level 13 Elite Soldier
Large Shadow Magical Beast XP 1600
Initiative +11 Senses Perception +13; darkvision
HP 208; Bloodied 104
AC 29; Fortitude 26; Reflex 25; Will 25
Resist 20 necrotic; Vulnerable 10 radiant
Saving Throws +2
Speed 8
Action Points 1
m Halbard (standard; at-will) + Weapon
Reach 2; +20 vs AC; 2d8 + 19 damage and the target is marked until the start of the manscorpion's next turn
m Tail Sting (minor; at-will) + Poison
Reach 2; +18 vs Reflex; 1d10 + 12 damage and ongoing 7 poison damage
M Followup Strike (immediate interrupt, when an enemy marked by the manscorpion moves or makes an attack that does not include it; at-will) + Weapon
Reach 2; +20 vs AC; 2d8 + 19 damage
M Tactical Sweep (immediate interrupt, when an enemy marked by the manscorpion captain or one of its allies moves or makes an attack that does not include the captain; at-will) + Weapon
Reach 2; +18 vs Reflex; 1d10 + 12 damage and the target is knocked prone
C Scything Burst (standard; encounter) + Weapon
Close Burst 2; +20 vs AC; 3d10 + 19 damage and the target is knocked prone
C Night's Command (standard; recharge 5 6)
Close Burst 10; the manscorpion captain makes one of the following commands:
Kill the Unbelievers! - all manscorpion allies in the burst can make a basic attack as a free action
Surround Them! - all manscorpion allies in the burst can shift 2 squares as a free action
Strength From Darkness! - all manscorpion allies in the burst can spend a healing surge to heal 15 hp as a free action
Last-Ditch Command (free; encounter)
When the manscorpion caption is bloodied, Night's Command immediately recharges and the captain may use it as a free action
Alignment Chaotic Evil
Skills Dungeoneering +13, Stealth +14
Str 25 (+13) Dex 16 (+9) Wis 14 (+8)
Con 18 (+10) Int 14 (+8) Cha 16 (+9)
Equipment Halberd
I figured the Tactical Sweep would give it a nice synergy with its follwers marking ability - it (with its higher attack bonus) can hit and knock the victim prone first, giving the manscorpion who actually has the mark combat advantage for its Followup Strike. Or if a character is within reach of both the marking manscorpion and the captain, they'll have to choose which one to attack, and take an attack from the other.
I'm not sure if the commands are too powerful, though. Or if, at paragon tier, an elite needs something more than this. What do you think?