• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Encounter Design - Single High Level Enemies

Cheers for the input everyone. TO be clear what I was talking about was nothing to do with DDI - never used it. I'm just going out of the 'Spending you XP budget' section (page 57 of the DMG). I realise it says monsters 7 levels or above are likely to be too hard but what I was looking for was some personal experience on how it had played out at the table, rather than just opinions about what people thought of how it would work. So Iron Sky and Buzz thanks for those details.

The problem with solos is the level I have and the encounter I'm looking for. The only solos even close to the range I'm looking for are young dragons which are simply not an option given the encounter I'm looking for. The closest elite that could work is the blackscale bruiser - which also isn't what I was looking for, and reskinning an ochre jelly to be a humanoid... possibly problematic. I guess this is my problem, with the 4E style monsters - not enough variation in the single MM produced so far and more difficult for a starting DM to adapt the options to the encounter. I'm sure with time I'll get used to it, but I know with 3E I had more transparent tools to accomplish my aim. Don't want to devolve into an edition war so I'll just leave that there.

Thanks again for the thoughts... I'll just have to fudge something together and hope I don't overpower anything.
 

log in or register to remove this ad

GH, DDI also has a monster builder application that lets you create opponents from scratch.

You (everyone, really) should also read this: Playing with Monsters

Excerpt:
So, some recent discussion of 4e on story games has made me think that there's a point about the monster manual and all the monsters therein which may not be obvious on the surface but which can completely open up your game.

Every monster in the monster manual is a lie.

Sure, the numbers are real, and the balancing is based upon those numbers, but everything else? Total fiction. With a simple change in the name and description of the creature and its abilities, you end up with an entirely different creature that lets you rock out in new and interesting ways.
 

A wererat rogue or ranger should be a lvl 3 elite. That might be a good place to start.

I haven't tried that particular combination, but the first level party I DM for put the hurt on a wererat wizard last week even though I had accidentally given him a 5th level daily instead of a 3rd level daily.
 

I've thrown monsters that are 6 levels higher than the party and they managed to beat it. Of course they had good party tactics and synergy going for them...

But suffice to say, the encounter rules are about right. If I want my players to sweat, I need to throw an encounter that's at least 3~4 levels higher than them (either that or overwhelm them with superior numbers).
 

The problem with solos is the level I have and the encounter I'm looking for. The only solos even close to the range I'm looking for are young dragons which are simply not an option given the encounter I'm looking for. The closest elite that could work is the blackscale bruiser - which also isn't what I was looking for, and reskinning an ochre jelly to be a humanoid... possibly problematic. I guess this is my problem, with the 4E style monsters - not enough variation in the single MM produced so far and more difficult for a starting DM to adapt the options to the encounter. I'm sure with time I'll get used to it, but I know with 3E I had more transparent tools to accomplish my aim. Don't want to devolve into an edition war so I'll just leave that there.
Don't forget that you can use the templates from the DMG section on customizing monsters. You can obtain more options for low-level solos by applying two templates to standard monsters. Honestly, I haven't tried this technique, but it's something to consider.
 

I think what you really need is a good luck at the DMG pg 284: the monster creation rules.

Make a solo bounty hunter- it's only gonna take you ten minutes to put together! Alternatively, you could adapt my 1st level solo orcish murderer:

ORCISH MURDERER--- Level 1 Solo Skirmisher
Medium natural humanoid--- XP 500
---
Initiative +2; Senses Perception +2, low-light vision
HP 124; Bloodied 62
AC 17; Fortitude 15; Reflex 16; Will 15
Saving Throws +5
Speed 7
Action Points 2
---
[Melee basic] Greataxe (standard; at will) Weapon: +6 vs. AC; 1d12+3 damage (crit 1d12+15).

[Ranged basic] Throwing Axe (standard; at will) Weapon: Range 5/10; +6 vs. AC; 1d6+3 damage.

Murderous Flurry (standard; at will) Weapon: The orcish murderer makes two basic attacks.

[Melee] Murderous Blow (standard; recharges when first bloodied) Weapon: +6 vs. AC; 2d10+3 damage plus ongoing 5 damage (save ends).

[Melee] Warrior’s Surge (standard; usable only while bloodied; encounter) Healing, Weapon: The orcish murderer makes a melee basic attack and regains 31 hp.

[Ranged] Mark Victim (minor; at will): Range 6; the target is marked. Any time the orcish murderer hits the marked victim, it deals an extra 5 points of damage to it. The orcish murderer can only have one victim marked at a time.
---
Alignment chaotic evil; Languages Common, Giant
Skills Endurance, Intimidate
Str 17; Dex 15; Wis 14
Con 15; Int 8; Cha 9
---
Equipment leather darkleaf armor (level 4; +2 AC against first attack each encounter), greataxe, 4 throwing axes
 

Into the Woods

Remove ads

Top