(Psi)SeveredHead
Adventurer
AThe Living Electricity (solo): its a living lightnting bolt, that constantly changes it over all sharp, and while it can't speak (at least not in any tongue the PC's can understand) its very inteligent and is the creature controlling the villagers (through their cybernetics). Now I see it having an aura that does lightning damage, and in the room its going to be in, there are going to be a couple of electrical lights that it can "teleport" through. So I kind of see it as a lurker. I have the way it looks in my head but I can't quite explain it.
The ending boss has two forms: one is his standard form which is a artilary, and his solo form that is his either a soldier or a scrimisher. The idea is when they fight him at first he has a lighting gun, maybe a few other gagets, and looks completely human. He might have a few minion aberrations with him but thats it. Once the standard version is defeated his flesh melts away to reveal a fully mechanical body with just a brain being the only organic part of him. I want this form to take a licking and deal a decent (but not over powered) amount of damage. His tactics and power must change, maybe even what he uses as weapons.
You've given it three forms. Now since you have the Save-vs-DM link, you could actually give it a lurker, artillery and soldier or skirmisher form.
Clockwork/steampunk Villagers: The villagers have cybernetic implants because there was a horrible accident at the mine during a festival that is held at its enterence every year. Many were mangled some even killed, but creatures called Gremlins offered them the implants to help (believe it or not the gremlins are not the bad guys in this adventure) and the townsfolk accepted. Now I figure I can refluff some warforged but I want a variety of roles, so I can mix and match them. Also I have the idea that one of the villagers, the barkeep, can partially resist the living electricity to give the PC's the clue that the villagers are being mind controlled. For look, some of them have cybernetic limbs, some have their eyes replaces, or even part of their face or body. So I want a bunch of brutes to get in the PC's faces, a single soldier who can be the barkeep, a couple of lurkers and scrimishers with maybe an artilary as the roles. There is one exception to this, the Ending boss.
Since the entire village is controlled, most of the NPCs would be minions. Presumably the controlled villagers haven't changed much and still hold their old social roles. There's still a mayor and/or village elder(s), a militia captain and regular militia, militia archers or crossbowmen, and so forth.
Let me know if you're interested in minions or "standard" monsters.
If you don't want to stat all these guys up, most of them could be an angry mob. (If you have the DDI, you can just look up Angry Mob, but I have one ready if you need one. It's slightly different from the official version.) The mobs would assemble on the boss's mental commands and trample the PCs.
I figure most militia would be minion brutes or soldiers, perhaps assembling in mobs. However, the militia might include a few "elites" who could be represented by town guards. They're only 3rd-level, which might be lower level than the PCs, but that's alright. The PCs should feel something is wrong (why are people who can't fight them ... fighting them?). The militia captain could be something like this:
War Chief
Level 3
Soldier (Leader)
Medium natural humanoid, human
XP 150
HP 44
Bloodied 22
Initiative +4
AC 19
Fortitude 16
Reflex 15
Will 14
Perception +1
Speed 5
Traits
Battlefield Tactics: The war chief gains a +1 bonus to melee attacks if it has an ally adjacent to the target.
Commander * Aura 5: Allied creatures that can see or hear the war chief gain a +2 power bonus to damage rolls.
Standard Actions
(mb) Longsword (weapon) * At-Will. Atk: +8 vs AC. Hit: 1d8+6 damage.
(rb) Javelin (weapon) * At-Will. Atk: Ranged 10; +8 vs AC. Hit: 1d6+5 damage.
Skills Diplomacy +7, History +7, Intimidate +7
Str 14
Dex 12
Wis 11
Con 12
Int 12
Cha 12
Alignment any
Languages Common
Equipment chainmail, light shield, long sword, 4 javelins. Commanders frequently ride a horse, even if they're not trained to fight on horseback.
Tactics Fighting in the front line, war chiefs use charismatic leadership to inspire their troops to fight even harder. War chiefs can serve as sergeants and low-ranking officers in a more organized military.
Adjust for their cyber-bits.
The only other creatures I need are the Gremlins (who unless the PC's attack them or fail the skill challenge will be helpful NPC's) and the clockwork robots they cobbled together to protect themselves from the aberrations and mind controlled monsters (they know about the mind controll)
Their robots are immune to mind control? Cool. Now a worry. I played in a GURPS adventure like this, and the DM made the mistake of having an uplifted penguin introduce us to the plot. The semi-intelligent penguin could turn invisible. Unfortunately, many NPCs decided to turn them into scouts, despite their lack of intellect. (We invaded an enemy base, but it was empty. Everyone was scared. They sent the scout to look ahead, and he came back terrified by a combat robot. My PC then scouted while the other PCs were cowering, and it turned out to be an autonomous vacuum cleaner!) The worry is that the gremlins and their robots might be so good the PCs might recruit them to do the actual fighting. I recommend having a side encounter ready for when the PCs are facing the boss, but only used if the gremlins send robots to help the PCs. If the robots attack, the side encounter triggers, and ties up the robots' attention, and leave the PCs to face a balanced encounter instead.