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

Give me the idea, I build the monster

When you edit the monster click on the HP & DEFENSES section on the left hand side. You should then get in middle the details of that section. It starts with Initiative, etc... Starting after the section that contains the AC, Fort, Will, Ref, AP etc... you will see Auras, Senses, Weakness, etc... You may need to scroll down to see them. To add a new one just click on the plus sign and it will expand that section and give you a drop down list.

I appreciate your assistance, however, you can't add Immunity there. Unless I am dense tonight.


EDIT: I suppose I can use the Aura block and just label it Immunity, but that puts it in the wrong place on the monster block. Ah well it's a good work around. Thank you.
 

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I appreciate your assistance, however, you can't add Immunity there. Unless I am dense tonight.


EDIT: I suppose I can use the Aura block and just label it Immunity, but that puts it in the wrong place on the monster block. Ah well it's a good work around. Thank you.

Ahhhh yeah, you are right I thought it would be under Resistance, well it is in beta I guess they forgot to put that in.
 

Here is the Centaur Knight.

Centaur Knight
Level 2 Brute
Large fey humanoid
XP: 125
Initiative: +1
Senses: Perception +3; low-light vision

HP: 50 Bloodied:25
AC: 14; Fortitude: 15, Reflex: 13, Will: 14
Speed: 8

:bmelee: Greatsword (standard; at-will) Weapon
+6 vs. AC; 1d10 + 4 damage, plus 1d10 damage when charging

:melee: Centaur Charge (standard; usable only in place of a melee basic attack when charging; recharge :5:) Weapon
+6 vs. Fortitude; 1d10 + 3 damage; and the target is knocked prone

:melee: Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur hunter; at-will)
Targets the triggering creature; +3 vs. AC; 1d6 + 2 damage


Alignment: Unaligned
Languages: Elven
Skills: Athletics +8, Nature +8
Str: 14 (+3) Dex: 11 (+1) Wis: 14 (+3) Con: 20 (+6) Int: 11 (+1) Cha: 11 (+1)
Equipment: Greatsword, Chainmail
 
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Here's an update to the unfinished monsters

Unfinished

Quori:
(CR 20) Kalaraq "Eyebinder" quori - nobility and ruling elite [Secrets of Sarlona]
(CR 11) Usvapna "Dream Master" quori - assassins and inquisitors [Magic of Eberron]
(CR 11) Du'ulora "Blackfury" quori - warlords and tacticians [Secrets of Sarlona]
(CR 9) Hashalaq "Dream Stealer" quori - loremasters and judges [Secrets of Sarlona]
(CR 7) Tsucora quori - hunters and soldiers [Eberron Campaign Setting]
(CR 5) Tsoreva "Mind Blade" quori - grunts and enforcers [Magic of Eberron]

Centaur:
Centaur Swordsman (level 1 Skirmisher)
Centaur Mastermind (Elite level 2 controller, Leader)

"Mental disease thingy"

Phidias the Beholder

Bird maidens

Aleax
 

I can see with the new monster maker that many people are trying their hands at monster creation. That's always good to see. I built this thread to hone my monster creation skills and would like to pass that on to anybody else who wants to learn.

Here are some idea's for you to make when you feel like it.

Jello ooze (level 6 skirmisher)
Monkey with a Knife (level 3 lurker)
Generic guard (level 1 minion)
Swarm of animated Gold (level 8 skirmisher)
Dead body (level 0 minion)
Razor golem (level 14 brute)
Cultist (level 4 minion)
Posessed doll (level 7 artillery)
Animated rope (level 1 lurker)
Animated house (level 14 soldier)
Gem scarab (level 2 brute)
Skeletal archer (level 4 artillery)
Paper golem (level 2 skirmisher)
Rust golem (level 10 brute)
Swarm of animated torches (level 5 skirmisher)
Living spell (varies)
Fire and air elemental (level 14 Skirmisher)
Acid elemental (level 14 brute)
Gladiator (level 5 soldier)
Elite Guard (level 4 elite soldier)

I will post more in a bit, im watching Russell Peters now.

Kudos

-Sporemine
 

How about a creature who is so fast he damaged you before the fight? He hit you from the future. Later it the fight, he actually perfromed the attack and if it misses, you gain HP because the future attack form the past misses.
 

Here is the Centaur Swordsman, as always feedback is welcome.

Centaur Swordsman
Level 1 Skirmisher
Large fey humanoid
XP: 100
Initiative: +5
Senses: Perception +1; low-light vision

HP: 29 Bloodied:14
AC: 15; Fortitude: 13, Reflex: 14, Will: 13
Speed: 8

:bmelee: Bastard Sword (standard; at-will) Weapon
+5 vs. AC; 1d6 + 2 damage, plus 1d6 damage when charging

:melee: Mobile Melee Attack (standard; at-will) Weapon
Centaur Swordman can move up to 4 squares and make one melee basic attack at any point during that movement. He doesn’t provoke opportunity
attacks when moving away from the target of his attack.

:melee: Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur hunter; at-will)
Targets the triggering creature; +6 vs. AC; 1d6 + 2 damage

Combat Advantage
Centaur Swordsman deals an extra 1d6 damage on melee attacks against any target he has combat advantage against.

Alignment: Unaligned
Languages: Elven
Skills: Athletics +6, Nature +6
Str: 13 (+1) Dex: 16 (+3) Wis: 13 (+1) Con: 13 (+1) Int: 10 (---) Cha: 10 (---)
Equipment: Bastard sword, Chainmail

The next one I am working on is the Centaur Mastermind, I have him about 70% done need to come up with some interesting powers for him. Any suggestions in this area would be great.
 
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Here is the Centaur Swordsman, as always feedback is welcome.

Centaur Swordsman
Level 1 Skirmisher
Large fey humanoid
XP: 100
Initiative: +5
Senses: Perception +1; low-light vision

HP: 29 Bloodied:14
AC: 15; Fortitude: 13, Reflex: 14, Will: 13
Speed: 8

:bmelee: Bastard Sword (standard; at-will) Weapon
+5 vs. AC; 1d6 + 2 damage, plus 1d6 damage when charging

:melee: Mobile Melee Attack (standard; at-will) Weapon
Centaur Swordman can move up to 4 squares and make one melee basic attack at any point during that movement. He doesn’t provoke opportunity
attacks when moving away from the target of his attack.

:melee: Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur hunter; at-will)
Targets the triggering creature; +6 vs. AC; 1d6 + 2 damage

Combat Advantage
Centaur Swordsman deals an extra 1d6 damage on melee attacks against any target he has combat advantage against.

Alignment: Unaligned
Languages: Elven
Skills: Athletics +6, Nature +6
Str: 13 (+1) Dex: 16 (+3) Wis: 13 (+1) Con: 13 (+1) Int: 10 (---) Cha: 10 (---)
Equipment: Bastard sword, Chainmail

The next one I am working on is the Centaur Mastermind, I have him about 70% done need to come up with some interesting powers for him. Any suggestions in this area would be great.

Again, great work, just one thing though.

:melee: Mobile Melee Attack (standard; at-will) Weapon
Centaur Swordman can move up to 4 squares and make one melee basic attack at any point during that movement. He doesn’t provoke opportunity
attacks when moving away from the target of his attack.

It`s easier to say that he shifts 4 squares, that means he doesn`t provoke opportunity attacks.

Kudos

-Sporemine
 

For when you really need some fodder

Generic Guard
Level 1 Minion
Medium Any Humanoid
XP 25
Initiative +1
Senses Perception +1
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 13, Will 13
Speed 6

:bmelee: Basic Weapon Attack (Standard; at-will)
+6 Vs. AC; 1d10+3 Damage

Minion Wall
The Generic Guard gains a +1 to AC for every ally it's adjacent to.

Alignment Unaligned
Languages Common
Str 13 (+1)Dex 13 (+1)Wis 13 (+1)Con 13 (+1)Int 13 (+1)Cha 13 (+1)
Equipment Weapon, Armor
 

Into the Woods

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