D&D 4E Everyone's Favorite Monster now for 4e (PEACH)

King Nate

First Post
Converted using the 3.5 version. Might need some help adjusting a few things, I would appreciate any help with it.

Flumph
Level 1 (Lurker)
Tiny Aberrant Magical Beast; XP 100
Initiative +7; Senses Perception +1; dark vision
HP 24; Bloodied 12
AC 15; Fortitude 13, Reflex 15, Will 13
Resist 10 Acid
Speed 1; Fly 3 (hover; maximum altitude 4)

(Basic Attack) Tentacle (standard; at-will) Acid
+6 vs AC; 2d4 damage +1 Ongoing Acid Damage (save ends)

Rancid Spurt (standard; encounter) * Poison
Close blast 2; +2 vs Fortitude; Creatures hit with Rancid Spurt become Dazed and Weakened. In addition the creature gains; (aura 2; at the beginning of the creature’s turn, non-flumph creatures within the aura become Weakened (save ends); creatures with this aura also give other creatures, up to 20 squares away, a +10 bonus to Perception checks against them.) (Save ends all three) and the Flumph makes a secondary attack. Secondary Attack: Burst 20; +0 vs Fortitude; Creatures hit with the secondary attack become Weakened (save ends).
Special: The center of the secondary attack is the 2-by-2 area of the Rancid Spurt attack.

Plummeting Charge (standard; recharge 4,5,6) * Acid
+8 vs AC; 1d8 damage + 5 Ongoing Acid Damage (save ends). This attack does not provoke attack of opportunity from the target.
Special: The Flumph must be at least 2 squares directly above the target to use this ability.

Helplessness
A Flumph that is knocked Prone also becomes Helpless.
A Flumph that becomes Helpless because it was knocked Prone may either use a Standard action to make an Acrobatics Check (DC 20) or be helped by an ally (standard action for ally) to remove the Helpless condition.


Alignment: Lawful Good Languages: Celestial, Common
Skills: Stealth +13
Str 6 (-2) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 11 (0) Cha 10 (0)
 
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PEACH? What does that even mean?

It means Please Examine And Criticize Honestly (or some other variation that means the same thing), basically he wants honest feedback even if it's a bit harsh.

As to the Flumph, I love Flumphs! (from reading OOTS mostly). I'm not a maths guy so sadly I can't comment too much on the balanced-ness, but why 24 hp? I mean I know they're supposed to be weakling things, but dang.

EDIT -> Bah, never mind I looked through the MM again and that's what Level 1 monsters have... guess I've been doing higher levels for too long now :/
 

A minor nitpick: I think it should be a tiny abberrant magical beast.

I don't have any problem with it having 24 hp since I think the monsters in the MM have too much hp anyway. I normally cut monster hp in half.

I think Rancid Spurt is a little too wordy though. Try to get it shorter and more elegant. This might require you to chop some things out. I'd say after the part where the creature becomes dazed and weakened, cut the rest.
 

A minor nitpick: I think it should be a tiny abberrant magical beast.

I don't have any problem with it having 24 hp since I think the monsters in the MM have too much hp anyway. I normally cut monster hp in half.

I think Rancid Spurt is a little too wordy though. Try to get it shorter and more elegant. This might require you to chop some things out. I'd say after the part where the creature becomes dazed and weakened, cut the rest.

Magical beast may be correct. I always have trouble in that area.

I created the creature using the DDI Monster Creator so the hp and other numbers are balanced as far as the system would let me. I really wanted to lower the Initiative bonus but the MC wouldn't let me do that.

I agree the Rancid Spurt is too wordy...that's probably the main reason I am asking for help with the creature. Now this is based off an actual D&D Fiend Foilo 1e creature, although my conversion is based off the 3.5 version. The rancid spurt is suppose to be like a stink cloud that messes up the creatures in the main area alot and messes up the creatures in the secondary area a little. And you are suppose to stink for awhile after getting hit making creatures not want to be near you and making other creatures be able to detect you from 100 feet away. I need a way to make all that work without being too wordy.

Well that paragraph just pointed out to me that I forgot to make the perception check bonus usable to creatures within a 20 square radius (thus making it more wordy :erm: )

Thanks for the feedback and any help I can get on this.
 

Looks good but cut off rancid spurt after the part about it jumping to other creatures and from them to even more creatures, the rest is just confusing.

imagine if one of these got into a crowded marketplace or gaurd's quarters

MUAHAHAHAHAHAHAHAHAHAHAHAAAAAA

-Sporemine
 

Looks good but cut off rancid spurt after the part about it jumping to other creatures and from them to even more creatures, the rest is just confusing.

imagine if one of these got into a crowded marketplace or gaurd's quarters

MUAHAHAHAHAHAHAHAHAHAHAHAAAAAA

-Sporemine

I'm sorry, it's probably my writing but I think you misunderstand how the aura works. It doesn't jump from one person to another, it's just if anyone is within the aura they become weakened unless they make a save. They don't get the aura just get weak from the smell.
 

I had a critique, but I read the thing wrong.
I believe the initiative is high due to the dexterity of the creature, but I haven't played with the monster builder to see if one is dependent on the other.
 

I am not familiar with the Flumph but it seems interesting, if not a bit fiddley.

I would change the initiative to +3
Rancid Spurt (standard; encounter) * Poison
Close blast 2; +2 vs Fortitude; Creatures hit with Rancid Spurt become Dazed and Weakened. In addition the creature gains; (aura 2; at the beginning of the creature’s turn, non-flumph creatures within the aura become Weakened (save ends); creatures with this aura also give other creatures, up to 20 squares away, a +10 bonus to Perception checks against them.) (Save ends all three) and the Flumph makes a secondary attack. Secondary Attack: Burst 20; +0 vs Fortitude; Creatures hit with the secondary attack become Weakened (save ends).
Special: The center of the secondary attack is the 2-by-2 area of the Rancid Spurt attack.

I will have a go at rewording this for you:

Rancid Spurt (standard, encounter) Poison
Close Blast 2; attack +2 vs. Fortitude; on hit target is dazed, weakened
and gains Rancid Aura trait (save ends all three); on hit secondary attack
Burst 20 (centered on target) attack +0 vs. Fortitude; on hit target is
weakened (save ends)

Rancid Aura - poison, temporary trait
aura 20; all creatures gain +10 to perception checks against you
aura 2; all non Flumphs starting their turn inside aura become weakened (save ends)


all in all a very fiddley effect for an encounter power that probably wont hit in the first place. But as long as you know how its supposed to work you should be alright :)
 

So I decided to try and modify the Rancid Spurt power as well, aiming for both clarity and an appropriate power level. Dazed and Weakened is a frankly awful combo for players (great for DMs though!) and so I decided to tweak it a little bit.

I would also give the flumph Immune: Poison, so that a group of flumphs wouldn't be in the least bit of danger of catching one another in their blasts.

Rancid Spurt
Close Blast 3; +2 vs. Fortitude; creatures hit by Rancid Spurt become Dazed until the end of the encounter. At the start of the flumph's turn, any non-flumph creature within 2 squares of a victim becomes weakened until the end of their next turn. Anyone making a Perception check to notice someone suffering under either effect gains a +10 Power bonus.
Special: A character hit by this power and taking a short rest must clean all of their armour thoroughly and bathe, or else this power's effect persists.

I hope this is close to the way you intended the power!
 

I agree that giving dazed AND weakend from the same effect is not going win you any favour from your players. I don't think I would ever dare build that into a creature effect myself.

Rancid Spurt
Close Blast 3; +2 vs. Fortitude; creatures hit by Rancid Spurt become Dazed until the end of the encounter. At the start of the flumph's turn, any non-flumph creature within 2 squares of a victim becomes weakened until the end of their next turn. Anyone making a Perception check to notice someone suffering under either effect gains a +10 Power bonus.
Special: A character hit by this power and taking a short rest must clean all of their armour thoroughly and bathe, or else this power's effect persists.

But personally I wouldn't want to apply effects like dazed or weakened for an entire encouter. If I was a player I would feel this was unfair, you should pretty much always get a chance to shake off ongoing damage, dazed, weakened, stunned etc.

I think you should get a save, but maybe with a -5 penalty. This would give it a chance to stick around for a couple of turns.

Also you are checking effects with multiple PCs on the monsters turn. I would find this annoying when running the monster. If you push the weakness aura onto the player you only have to remember it when that PC acts (and they can take ownership of tracking it).

I do like the change you made to Close Blast 3, and I agree that Flumphs should be immune to poison.

Overall, I think it probably comes down to personal style/taste though, your simplification is a possible solution.
 

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