Dr_Ruminahui
First Post
Given how successful my last cry for help in monster creation was (you guys were awesome), I thought I would try it again.
And again, Darren from Sherwood Park, don't read this.
This monster is intended to be the big baddy of this story arc, and a hint of things to come. Basically, he's subjugated all the local goblinoids and used them to conquer a dwarven city (a la Mines of Moria). The players should meet him at about level 5, and he'll be accompagnied by a number of hyenas and he will "summon" an Evistro demon to help out. It should be an n+4 or 5 encounter, though with 2 leaders n+3s haven't been terribly challenging.
To make the monster, I applied the Demonic Accolyte (DMG p. 178) and Warlock (DMG p. 183) templates to a Gnoll Claw Fighter, though any of the Gnolls would have worked (I chose the Claw Fighter as, to me, its the most visceral and interesting). Only change I've made is to give it the Gnoll Demonic Scourge's stats (except Str - I needed better stats for the Warlock template, and the Scourge's seemed appropriate as the only Gnoll leader) and I swapped Eldritch Blast for Shadow Walk in the Warlock template.
Anyway, here goes my first draft:
Lord Teeth Level 6 Solo Skirmisher
Medium natural humanoid (demon) XP 1250
Initiative +7 Senses Perception +6; low-light vision
Shield of Abyssal Majesty Aura 5; allies gain his resistance(s)
Armour of Agathys Aura 1, enemies take 1d6 + 5 fire damage
HP 264 (+10 temporary hit points); Bloodied 132
AC 21; Fortitude 20, Reflex 17, Will 18
Resist 5 fire
Saving Throws +5
Speed 8, see also mobile melee attack and shadow walk
Action Points 2
[FONT=D&D 4e icons]
[/FONT] Claw (standard; at-will)
+11 vs. AC; 1d6 + 6 damage, 1D6 + 8 when bloodied; see also pack attack and curse
[FONT=D&D 4e icons]
[/FONT] Mobile Melee Attack (standard; at-will)
Lord Teeth charges and makes two claw attacks against a single target instead of one basic melee attack.
Mobile Melee Fighter (standard; at-will)
Lord Teeth can move up to 4 squares and make one basic melee attack at any point during that movement. He doesn’t provoke opportunity attacks when moving away from the target of his attack.
Shadow Walk
On his turn, if Lord Teeth moves at least 3 squares from his starting position, he gains concealment until the end of his turn.
Pack Attack
Lord Teeth deals an extra 5 damage on melee attacks against an enemy that has two or more of Lord Teeth’s allies adjacent to it.
Curse (minor, at-will)
Lord Teeth may place a curse on the nearest enemy. Lord Teeth deals an extra 1d6 on all attacks against a cursed enemy.
Should a cursed enemy be reduced to 0 hit points or fewer, Lord Teeth immediately gains 6 temporary hit points.
[FONT=D&D 4e icons]
[/FONT]Hellish Rebuke (standard; at-will) * Fire
Range 10; +9 vs. Reflex; 1d6 + 5 fire damage.
If Lord Teeth takes damage before the end of his next turn, the target takes 1d6 + 5 fire damage and all the targets adjacent allies take half that amount.
See also prime shot.
[FONT=D&D 4e icons]
[/FONT] Fiery Bolt (standard; encounter) * Fire
Range 10, +9 vs. Reflex, 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 5 fire damage.
See also prime shot.
[FONT=D&D 4e icons]
[/FONT] Avernian Eruption (standard; daily) * Fire
Area burst 1 within 10, +9 vs. Reflex, 2d10 +5 damage and hit or missed all in burst take ongoing 5 fire damage (save ends)
See also prime shot.
[FONT=D&D 4e icons]Prime Shot[/FONT]
Lord Teeth gets +1 to all ranged attacks provided no ally is closer than he to the target
[FONT=D&D 4e icons]Consume Soul[/FONT] (immediate reaction, when an ally within 5 squares is reduced to 0 hit points or below)
Lord Teeth regains 3 hit points.
Alignment Evil
Languages Abyssal, Goblin, Common
Skills Intimidate + 12, Insight + 9, Religion + 9
Str 19 (+7) Dex 15 (+5) Wis 14 (+4)
Con 16 (+6) Int 13 (+4) Cha 15 (+5)
Equipment leather armour, +2 Master’s Wand of Hellish Rebuke, 10 ft chain
For the Warlock powers, I took those I felt most interesting and demonic - Hellish Rebuke for the at-will, Armour of Agathys for the Utility, Fiery Bolt for the encounter, Avernian Eruption for the Daily.
I will be renaming various powers to better fit the concept when I'm done.
My main concern is that he simply has too many different powers - not so much in actual attacks, but in all the other fiddly details (prime shot, pack attack, etc.) At the moment he's tactically interesting, but there is just too much to keep track of for a one off monster, even if he is the "end boss" for the first half of the heroic teir. Additionally, while I want to cut the number of these "support powers" down, I want to keep his flavour as demonic and bestial.
So... whatever feedback you can give me is appreciated.
And again, Darren from Sherwood Park, don't read this.
This monster is intended to be the big baddy of this story arc, and a hint of things to come. Basically, he's subjugated all the local goblinoids and used them to conquer a dwarven city (a la Mines of Moria). The players should meet him at about level 5, and he'll be accompagnied by a number of hyenas and he will "summon" an Evistro demon to help out. It should be an n+4 or 5 encounter, though with 2 leaders n+3s haven't been terribly challenging.
To make the monster, I applied the Demonic Accolyte (DMG p. 178) and Warlock (DMG p. 183) templates to a Gnoll Claw Fighter, though any of the Gnolls would have worked (I chose the Claw Fighter as, to me, its the most visceral and interesting). Only change I've made is to give it the Gnoll Demonic Scourge's stats (except Str - I needed better stats for the Warlock template, and the Scourge's seemed appropriate as the only Gnoll leader) and I swapped Eldritch Blast for Shadow Walk in the Warlock template.
Anyway, here goes my first draft:
Lord Teeth Level 6 Solo Skirmisher
Medium natural humanoid (demon) XP 1250
Initiative +7 Senses Perception +6; low-light vision
Shield of Abyssal Majesty Aura 5; allies gain his resistance(s)
Armour of Agathys Aura 1, enemies take 1d6 + 5 fire damage
HP 264 (+10 temporary hit points); Bloodied 132
AC 21; Fortitude 20, Reflex 17, Will 18
Resist 5 fire
Saving Throws +5
Speed 8, see also mobile melee attack and shadow walk
Action Points 2
[FONT=D&D 4e icons]

+11 vs. AC; 1d6 + 6 damage, 1D6 + 8 when bloodied; see also pack attack and curse
[FONT=D&D 4e icons]

Lord Teeth charges and makes two claw attacks against a single target instead of one basic melee attack.

Lord Teeth can move up to 4 squares and make one basic melee attack at any point during that movement. He doesn’t provoke opportunity attacks when moving away from the target of his attack.
Shadow Walk
On his turn, if Lord Teeth moves at least 3 squares from his starting position, he gains concealment until the end of his turn.
Pack Attack
Lord Teeth deals an extra 5 damage on melee attacks against an enemy that has two or more of Lord Teeth’s allies adjacent to it.
Curse (minor, at-will)
Lord Teeth may place a curse on the nearest enemy. Lord Teeth deals an extra 1d6 on all attacks against a cursed enemy.
Should a cursed enemy be reduced to 0 hit points or fewer, Lord Teeth immediately gains 6 temporary hit points.
[FONT=D&D 4e icons]

Range 10; +9 vs. Reflex; 1d6 + 5 fire damage.
If Lord Teeth takes damage before the end of his next turn, the target takes 1d6 + 5 fire damage and all the targets adjacent allies take half that amount.
See also prime shot.
[FONT=D&D 4e icons]

Range 10, +9 vs. Reflex, 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 5 fire damage.
See also prime shot.
[FONT=D&D 4e icons]

Area burst 1 within 10, +9 vs. Reflex, 2d10 +5 damage and hit or missed all in burst take ongoing 5 fire damage (save ends)
See also prime shot.
[FONT=D&D 4e icons]Prime Shot[/FONT]
Lord Teeth gets +1 to all ranged attacks provided no ally is closer than he to the target
[FONT=D&D 4e icons]Consume Soul[/FONT] (immediate reaction, when an ally within 5 squares is reduced to 0 hit points or below)
Lord Teeth regains 3 hit points.
Alignment Evil
Languages Abyssal, Goblin, Common
Skills Intimidate + 12, Insight + 9, Religion + 9
Str 19 (+7) Dex 15 (+5) Wis 14 (+4)
Con 16 (+6) Int 13 (+4) Cha 15 (+5)
Equipment leather armour, +2 Master’s Wand of Hellish Rebuke, 10 ft chain
For the Warlock powers, I took those I felt most interesting and demonic - Hellish Rebuke for the at-will, Armour of Agathys for the Utility, Fiery Bolt for the encounter, Avernian Eruption for the Daily.
I will be renaming various powers to better fit the concept when I'm done.
My main concern is that he simply has too many different powers - not so much in actual attacks, but in all the other fiddly details (prime shot, pack attack, etc.) At the moment he's tactically interesting, but there is just too much to keep track of for a one off monster, even if he is the "end boss" for the first half of the heroic teir. Additionally, while I want to cut the number of these "support powers" down, I want to keep his flavour as demonic and bestial.
So... whatever feedback you can give me is appreciated.