Twilightwaits, how about something along these lines….
Bugolith mark 1 Level 5 Solo Skirmisher
Huge Aberrant Beast XP 1,000
Initiative +8 Senses Perception +8, darkvision
HP 248; Bloodied 124
AC 21; Fortitude 18, Reflex 20, Will 17
Resist 10 acid
Saving Throws +5
Speed 6, climb 5 (spiderclimb)
Action Points 2
Mace Swing Cleave (Standard; at-will)
Attack +10 vs. AC; 1d10+4 damage; on hit creature may cleave a
secondary target for 3 damage
Leg Slam (Minor; at-will) ♦ 2/round
Reach 2; attack +8 vs. Reflex; 1d4+3 damage; on hit target is either
knocked prone or pushed 2 squares (Bugolith's choice)
Double Swing (Standard; recharge
) ♦ while bloodied only
2 attacks; attack +10 vs. AC; 1d10+4 damage; if creature hits two
different target with this attack then it may cleave a third adjacent target
for 6 damage
Acid Spit (Standard; at-will) ♦ acid, cannot use while bloodied
Range 10/20; attack +8 vs. Reflex; 2d6+4 acid damage; on hit target
takes 5 ongoing acid damage (save ends)
Weakened Acid Spit (Standard; at-will) ♦ acid, only while bloodied
Range 10/20; attack +8 vs. Reflex; 1d8+4 acid damage; on hit target
takes 3 ongoing acid damage (save ends)
Acid Spray (Standard; recharge
) ♦ acid
Close blast 3; attack +8 vs. Fortitude; 2d8+4 acid damage; on hit target
takes a -1 penalty to speed and AC defence (save ends both); on miss
half damage
Acidic Cloud (Standard; encounter) ♦ acid, zone
Burst 2; attack +8 vs. Fortitude; 3d6+4 acid damage; hit or miss creates
a zone that lasts until the end of the encounter; all creatures entering or
starting their turn inside zone take 5 acid damage
Mighty Leap (Move; recharge)
Bugolith leaps (shifts) 6 squares as a move action, this move may take it
through enemy squares but it must end in clear space
Abominable Resilience (Immediate Reaction; encounter) ♦ Bugolith
receives an effect that a save can end, recharges when first
bloodied
Bugolith makes a saving throw against the effect as an immediate
reaction, this power recharges when the Bugolith becomes bloodied
Combat Advantage
Bugolith deals an additional 1d6 damage with its Mace Swing Cleave and
Double Swing powers against creatures granting it combat advantage
Alignment Unaligned Languages common
Skills Athletics +10, Endurance +9
Str 16 (+5) Dex 18 (+6) Wis 12 (+3)
Con 14 (+4) Int 6 (+0) Cha 3 (-2)
Equipment heavy mace
I made a fairly powerful wizard (untested) by sampling some character powers. I actually think this guy would be quite fun in a fight, with some tweaking. He feels more like a wizard from past editions because he's going to cast multiple spells the party probably won't expect.
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, reduce the burst to burst 2, and make the damage 3d8+5.First off, I need to ask you, how well does the beta of the new monster maker work? Is it worth switching from the asmor monster maker?
Secondly, this guy is totally overpowered. His damage output is variable (usually high); and all he has are encounter and daily powers (3 daily 2 encounter) after his at will attack. As well, I don't think monsters get dalies.
To fix it just change 3 or 4 of them to recharge powers, cutting the power waaaaay down.
What I would do:
Eliminate Acid Claw and Howling Hurricane
Make fireball recharge on aor
, reduce the burst to burst 2, and make the damage 3d8+5.
Change magic missiles to deal 1d8+5 damage after he's bloodied.
Make serpent swarm 3d10+5 poison damage and no burst, ignoring all cover and concealment
Leave iron to glass as it is.
Give him arcana skill.
thanks for input. Yeah, his damage is high, and that was the main thing i would tweak (especially Hurricane). As for removing powers completely or making them recharge...well, that sort of goes against what i wanted. Each power is only going to work once in a fight (and the Builder lets me add them as Dailies). So, aside from Magic Missile, the wizard only has 4 one-shot attacks. And without worrying about recharge, that is 4 drastically different effects he pulls out of his hat of tricks. Which is what i was shooting for.
Now, assume that your baddie wizard escape and the PCs chase him, well, the Dailies aren't going to recharge for quite a while.
Iron to Glass (standard, recharge 
)Just for giggles, though, is there any chance I can get you to share a few pointers for the process behind creating solo's? the few I've brewed up always seem too overpowered when I design them, and wind up being total flops at the table -_-

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.