Game Day mini = Spined Devil

Notice the boost in Intelligence from 8 in 3.5 to 15 in 4e!

I have to say, "AC" looks a bit odd when read alongside Fort, Ref and Will. It'd read better as "Armor". Just nitpicking, though.
 

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Poison 5 is most likely duration of the Slowed effect. There is a roll against your Reflex Defense, if it succeeds you take all the listed damages.

As stated above the ability modifiers are for untrained skill checks, the base modifiers remain the same.

BAB's are a thing of the past, different roles give different attack bonuses to different types of attacks. I doubt if there is a penalty for "dual wielding" claws, it is just simply the Skirmisher role grants a higher Ranged Attack Bonus than a Melee Attack Bonus. (Stated above with the melee bonus of (6+4-1) and ranged (6+2+1))

Using a level based system for both AB and AC makes no sense unless Armour itself offers resistance. Otherwise you get a situation where two characters of equal level and equal total attack bonus (including ability mods), the unarmoured one would be hit 50% of the time (since the AC=AB) and the armoured one potentially 5%. (1+4 versus 1+4+15 (+5 Full Plate)
 

In the cases where the new stat block differs from 3.x I think the first choice of interpretation would be to see if it matches SW Saga.

In the case of the Untrained skills I think these match the Saga system (1/2 level + stat mod). They are listed with the Stats as a combined bonus.

In the case of the Defenses these match Saga as 10+level+stat mod (class mods come from Herioc classes, and gear mods come from gear). It's a monster so no class or gear.

Saga doesn't have AC (it uses Ref) but 10+level or armor+Dex+natural armor seems close. 10+6 for level+2 dex+2 NA. No class bonus or gear bonus involved.

In the case of damage they differ from creatures in Saga since they do not add half level to damage (heroic class and monsters get 1/2 level, non-heroic classes don't). Damage is Base+str mod for melee. I think a firmer guess requires more data on the ranged since it seems like more of a special attack than a ranged attack (Base + ability mod for ranged/spell-like damage).

It's possible that adding 1/2 level to damage doesn't transfer from SW Saga. A cleaner damage would be Dice+relevant stat (thus calling out Dex in the ranged attack). Melee is Str by default.


For hit points the Saga system seems to match.


As far as the attack bonuses at Melee and Ranged go I think the variance from standard 3.x or Saga is from the new factor introduced in 4e which is role.


I think the poison probably lasts for the entire encounter and the '5' is either the Poison attack strength (5+d20 vs. Fort defense) or per round damage.
 

I realize it's not as fun as speculating, but I'm going to assume that AC, speed, hit points, attack bonuses, damage, and possibly defenses were all pulled out of a hat (or looked up on a table then tweaked by playtesting). Wizards has said repeatedly that building a new monster will not involve calculating its stats from a formula.
 

Zamkaizer said:
It's probably been brought up before, but I don't like the term 'bloodied,' mainly because so many many things in Dungeons & Dragons don't bleed. Do outsiders even have normal physiologies? Undead, constructs, plants, and elementals certainly don't. Important rules have had weird name in the past (example: hit points, armor class, flat-footed), but there's never been one that's been patently misleading. There are much more appropriate terms; ones that don't imply that something is alive.

Bloodied is what happens when the critter or pc goes past half hp(it was mentioned in a playtest report). Then a special buff or attack happens as an immeideate action. Maybe its tail spike attack is what happens when it reaches the bloodied condition? It probably takes more damage when bloodied. It sure is interesting. :]
 

Perception might be the sum of ½Spot and ½Listen. The devil has Spot +10 and Listen +0 (not listed) which is equal to +5. So normally you use perception in surprise situations but you still can Listen at doors and Spot hidden.
 

Szatany said:
AC is higher by 2 points than the other defenses. Str modifier is also higher by 2 than all other abilities. I hope that means that AC is Str-based.

I suspect that +2 differences comes from a natural armor bonus, since it makes sense for a spined devil to gain some protection from his spines.
 

Frostmarrow said:
Perception might be the sum of ½Spot and ½Listen. The devil has Spot +10 and Listen +0 (not listed) which is equal to +5. So normally you use perception in surprise situations but you still can Listen at doors and Spot hidden.

He has a +5 Listen. It's a Wisdom check and the Wisdom check bonus is listed as +5 (+2 for 14 Wis and 1/2 level).


Venturing a guess I'd say that some of the skills have subcategories for the folks that compained of too few skills. And you only train/focus in one subskill of a skill with smaller divisions.

Perception as a Wis skill is +5 base with a +5 from training/focus specific to Spot.
 

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