FoolishFrost
Hero
You know, the monster manual is a wonderful thing. It gives you, with just one book, limitless options. When combined with the Dungeon Master's guide? It offers even more.
Now, it's easy enough to just pick monsters out of the book and play, but what if you want to give a set of monsters a theme. Perhaps to make a set of villains for your campaign that stand out as creatures your players can recognize instantly.
I now present the monsters I made for my campaign, A set of four creatures called Voidlings.
Void.PDF
Now, look over those monsters, and I'll let you in on a secret...
Go ahead, I can wait...
Oh, back already? All right. The secret is, the creatures started as a Kobold Minion, Kobold Wyrmpriest, and two other monsters for the 5th and 7th level creatures.
It only was the effort of a few minutes to rename some powers already a part of the builds, and a few more to slide new versions of them in for powers already there. Touch of renaming, tweaking, and generally making them work more like some dark life-sucking creatures from beyond, and I'm ready to make my players pay for ever THINKING about being heroes.
If you want more powerful versions of them, just add levels like advised in the DMG. Take a Void Wrath, add some cleric levels dedicated to the Void, and you have Priestess Night. This hedonistic young lady enjoys whipping her cultists and followers into debauched parties in the name of 'Life', and watches with glee as they follower her down a road of perversion that feed her Void masters with not only rage, lust and terror, but also culminate in human sacrifices and willing slaves.
Priestess Night (Void Wraith) Level 10 Lurker (Leader)
Medium aberrant humanoid XP 500
Skills Stealth +15, Acrobatics +15, Bluff +14, Diplomacy +14, Intimidate +14, Religion +12
Str 15 (+7) Dex 21 (+10) Wis 18 (+9)
Con 15 (+7) Int 15 (+7) Cha 18 (+9)
Equipment Mace, Chainmail, Adventurer’s Kit
She has an excessive amount of powers really, but you could probably leave out some of the basic Void abilities for void wraiths, and try to keep her secret just a bit longer about what she is.
Either way, you now have enough material for the Heroic tier. Just mix in other creatures to keep it from being "all void, all the time" and you're good!
(post from Foolish Frost's Playground)
Now, it's easy enough to just pick monsters out of the book and play, but what if you want to give a set of monsters a theme. Perhaps to make a set of villains for your campaign that stand out as creatures your players can recognize instantly.
I now present the monsters I made for my campaign, A set of four creatures called Voidlings.
Void.PDF
Now, look over those monsters, and I'll let you in on a secret...
Go ahead, I can wait...
Oh, back already? All right. The secret is, the creatures started as a Kobold Minion, Kobold Wyrmpriest, and two other monsters for the 5th and 7th level creatures.
It only was the effort of a few minutes to rename some powers already a part of the builds, and a few more to slide new versions of them in for powers already there. Touch of renaming, tweaking, and generally making them work more like some dark life-sucking creatures from beyond, and I'm ready to make my players pay for ever THINKING about being heroes.
If you want more powerful versions of them, just add levels like advised in the DMG. Take a Void Wrath, add some cleric levels dedicated to the Void, and you have Priestess Night. This hedonistic young lady enjoys whipping her cultists and followers into debauched parties in the name of 'Life', and watches with glee as they follower her down a road of perversion that feed her Void masters with not only rage, lust and terror, but also culminate in human sacrifices and willing slaves.
Priestess Night (Void Wraith) Level 10 Lurker (Leader)
Medium aberrant humanoid XP 500
Initiative +14 Senses Perception +14; darkvision
HP 84; Bloodied 42
AC 24; Fortitude 21; Reflex 23; Will 24
Immune disease; poison
Speed 6, fly 6 (hover); phasing
Action Points 1
HP 84; Bloodied 42
AC 24; Fortitude 21; Reflex 23; Will 24
Immune disease; poison
Speed 6, fly 6 (hover); phasing
Action Points 1
Dire Touch of the Void (at-will; standard) • Void
+13 vs Reflex; 1d8 + 5 void damage, and the target is weakened (save ends); Void wraith heals 5 damage.
+13 vs Reflex; 1d8 + 5 void damage, and the target is weakened (save ends); Void wraith heals 5 damage.
Scream of the Void (encounter; standard) • Void
Close burst 2; +13 vs Fortitude; 2d6 + 5 void damage, and those hit are slowed and dazed(save ends both).
Close burst 2; +13 vs Fortitude; 2d6 + 5 void damage, and those hit are slowed and dazed(save ends both).
Endless Void (when reduced to 0 hit points) • Void
Close burst 1; targets enemies; each target is slowed and weakened(save ends both). When slain, a Void Wraith explodes into shards of life-draining void that cripple anyone nearby.
Close burst 1; targets enemies; each target is slowed and weakened(save ends both). When slain, a Void Wraith explodes into shards of life-draining void that cripple anyone nearby.
Void Jump (at-will; move)
The void wraith teleports up to 4 squares, gaining combat advantage against any target that it arrives adjacent to until the end of its next turn.
The void wraith teleports up to 4 squares, gaining combat advantage against any target that it arrives adjacent to until the end of its next turn.
Combat Advantage • Void
The void wraith deals an extra 1d6 void damage against any target it has combat advantage against.
The void wraith deals an extra 1d6 void damage against any target it has combat advantage against.
Shell of the Void
Any humanoid killed by a void wraith, instead of being effected by ashen doom, can instead be inhabited by the void wraith. The wraith still has access to all of its powers in its new form, except for phasing. It can also learn new abilites as if a member of the victim's race. This ability alllows a void wraith to act as the perfect spy. When damaged in this shell, they can only be detected by their blood. Their wounds drip Void, not blood. The void wraith can release its body in order to phase if needed, leaving a column of Ashen Doom where it once stood.
Any humanoid killed by a void wraith, instead of being effected by ashen doom, can instead be inhabited by the void wraith. The wraith still has access to all of its powers in its new form, except for phasing. It can also learn new abilites as if a member of the victim's race. This ability alllows a void wraith to act as the perfect spy. When damaged in this shell, they can only be detected by their blood. Their wounds drip Void, not blood. The void wraith can release its body in order to phase if needed, leaving a column of Ashen Doom where it once stood.
Ashen Doom (at-will; free) • Void
Any time a creature is killed by a Void keyword attack, its body is destroyed and turned to a black-grey column of ash. All non-magical items on the creature are also turned to ash. This does not prevent the creature from being raised from the dead with a ritual, and should be considered a story device rather than a power to permanently destroy characters.
Any time a creature is killed by a Void keyword attack, its body is destroyed and turned to a black-grey column of ash. All non-magical items on the creature are also turned to ash. This does not prevent the creature from being raised from the dead with a ritual, and should be considered a story device rather than a power to permanently destroy characters.
Healing Word (encounter x2, once per turn; minor) • Healing
Close burst 5; targets one ally in burst; the target spends a healing surge and regains an additional 2d6 hit points.
Close burst 5; targets one ally in burst; the target spends a healing surge and regains an additional 2d6 hit points.
Channel Divinity of the Void (encounter; free) • Divine, Void
Summon a Void Wing or Void Walker to do her bidding. She may have a number summoned equal to her Charisma bonus, with Void Wings needing one charisma bonus point, and Void Walkers needing two. She normally has three Void Walkers and three Void Wings already serving her. The Void Wings CAN summon Void Spawnlings.
Summon a Void Wing or Void Walker to do her bidding. She may have a number summoned equal to her Charisma bonus, with Void Wings needing one charisma bonus point, and Void Walkers needing two. She normally has three Void Walkers and three Void Wings already serving her. The Void Wings CAN summon Void Spawnlings.
Invoke the Void (encounter; standard)
Close burst 10; allies in the burst gain 10 temporary hit points and shift 1 square. After the encounter, all allies lose not only the temporary hit points, but take 10 void damage.
Close burst 10; allies in the burst gain 10 temporary hit points and shift 1 square. After the encounter, all allies lose not only the temporary hit points, but take 10 void damage.
Void Cleric Powers (encounter x3; standard) • Void
Add 3 encounter cleric powers from the cleric list. Make the powers fit the theme of Void, and change them from time to time for flavor.
Alignment Chaotic Evil Languages Common, VoidialAdd 3 encounter cleric powers from the cleric list. Make the powers fit the theme of Void, and change them from time to time for flavor.
Skills Stealth +15, Acrobatics +15, Bluff +14, Diplomacy +14, Intimidate +14, Religion +12
Str 15 (+7) Dex 21 (+10) Wis 18 (+9)
Con 15 (+7) Int 15 (+7) Cha 18 (+9)
Equipment Mace, Chainmail, Adventurer’s Kit
She has an excessive amount of powers really, but you could probably leave out some of the basic Void abilities for void wraiths, and try to keep her secret just a bit longer about what she is.
Either way, you now have enough material for the Heroic tier. Just mix in other creatures to keep it from being "all void, all the time" and you're good!
(post from Foolish Frost's Playground)