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I need help creating monsters for an adventure.
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6092389" data-attributes="member: 1165"><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>Let me know if you're interested in minions or "standard" monsters.</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p></p><p>War Chief</p><p>Level 3</p><p>Soldier (Leader)</p><p>Medium natural humanoid, human</p><p>XP 150</p><p>HP 44</p><p>Bloodied 22</p><p></p><p></p><p>Initiative +4</p><p>AC 19</p><p>Fortitude 16</p><p>Reflex 15</p><p>Will 14</p><p>Perception +1</p><p>Speed 5</p><p>Traits</p><p>Battlefield Tactics: The war chief gains a +1 bonus to melee attacks if it has an ally adjacent to the target.</p><p>Commander * Aura 5: Allied creatures that can see or hear the war chief gain a +2 power bonus to damage rolls.</p><p>Standard Actions</p><p>(mb) Longsword (weapon) * At-Will. Atk: +8 vs AC. Hit: 1d8+6 damage.</p><p>(rb) Javelin (weapon) * At-Will. Atk: Ranged 10; +8 vs AC. Hit: 1d6+5 damage.</p><p>Skills Diplomacy +7, History +7, Intimidate +7</p><p>Str 14</p><p>Dex 12</p><p>Wis 11</p><p></p><p></p><p>Con 12</p><p>Int 12</p><p>Cha 12</p><p></p><p></p><p>Alignment any</p><p>Languages Common</p><p>Equipment chainmail, light shield, long sword, 4 javelins. Commanders frequently ride a horse, even if they're not trained to fight on horseback.</p><p>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.</p><p></p><p>Adjust for their cyber-bits.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6092389, member: 1165"] 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. 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. 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. [/QUOTE]
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