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Mike Mearls Hook Horror Formating and Notation

ren1999

First Post
First, this Legends and Lore article was really difficult to find.
I have some comments for Mike here. As always, I'll change most of the stats as to not violate the NDA.

This would be in the 4th edition table format if the forum allowed the html for it.

Hook Horror

Large Aberration
Initiative +2(wis)
AC 17(+2 dex, +5 natural)
HP 50(hd6d12)
Str 15(+2)
Melee Attack x2 per turn/Two hooks +5 (1d8+2(str); the hook horror cannot use a hook to attack if a victim is latched on it
Twist and Bite Any creature currently hooked by the hook horror takes 1d10+2(str) piercing damage. In addition, the hook horror can automatically bite an impaled creature for 2d6+2(str) extra damage.
Dex 15(+2)
Con 15(+2)
Latched A latched target can escape by using its action to succeed at a DC 12(+2con?) vs the victim's Strength check.
Int 15(+2)
Wis 15(+2)
Echolocation A hook horror detects movement at a range of up to 120ft.(60sq.). Opponents must have full cover to avoid detection.
Cha 15(+2)
Reach 10 feet(2sq.)
Speed 30 feet(6sq.), climb 30 feet
XP 500
 
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First, this Legends and Lore article was really difficult to find.
I have some comments for Mike here. As always, I'll change most of the stats as to not violate the NDA.

This would be in the 4th edition table format if the forum allowed the html for it.

Hook Horror

Large Aberration
Initiative +2(wis)
AC 17(+2 dex, +5 natural)
HP 50(hd6d12)
Str 15(+2)
Melee Attack x2 per turn/Two hooks +5 (1d8+2(str); the hook horror cannot use a hook to attack if a victim is latched on it
Twist and Bite Any creature currently hooked by the hook horror takes 1d10+2(str) piercing damage. In addition, the hook horror can automatically bite an impaled creature for 2d6+2(str) extra damage.
Dex 15(+2)
Con 15(+2)
Latched A latched target can escape by using its action to succeed at a DC 12(+2con?) vs the victim's Strength check.
Int 15(+2)
Wis 15(+2)
Echolocation A hook horror detects movement at a range of up to 120ft.(60sq.). Opponents must have full cover to avoid detection.
Cha 15(+2)
Reach 10 feet(2sq.)
Speed 30 feet(6sq.), climb 30 feet
XP 500

No no no. Especially no on the way ya split ability scores up. While not enamored with the play test format, it's function. Keep the stats and such grouped together with the descriptions of its SA and SQ below. Much cleaner.
 

I have some comments for Mike here. As always, I'll change most of the stats as to not violate the NDA.
I don't think a NDA applies to something published on a website that's free to be viewed by anyone. You don't have to agree to anything in order to view that article. And since you haven't reproduced the article in its entirety, there should be no trouble. IANAL.

I'll echo Grazzt's comments - not good, very cluttered. Also, you'd be better served by highlighting your suggested changes, instead of making us compare one to the other ourselves to figure out what it is you're suggesting.

One of my pet peeves springs up in the article. They want the monster to have good perception, which forces them to give it a high Wisdom score. Argh.
 


This presentation is no better than the one in Mearls' article - it still takes up WAY too much space!

What's wrong with

HOOK HORROR (large aberration)
AC 17 -:- HP 60
Speed: 30' (climb 30') -:- Init. +1
Attacks: 2 at +5 (hook, 1d10+4 piercing) -:- SA impale on hit, impaled target takes 1d10+4 damage per round impaled plus 2d6+4 bite, can free self on full round action Str DC 12
SQ: Echolocation 120' line of sight, all in range are fully visible to creature even if otherwise invisible or if normal vision is obscured; physical barrier blocks
Str 18(+4) Int 6(-2) Wis 12(+1) Dex 12(+1) Con 15(+2) Cha 9(-1) XP value 450


I'm using (and paraphrasing) the original stats from the article; this isn't how I'd write it up as IMO there's some info missing here and some presented that shouldn't be - I intentionally left out "space", for example - and it's still too long. But surely 6 or 8 lines is better than 20 or 25!

Lanefan
 



AC doesn't seem to need notating, as there is no flat footed. So that would be wasted space outside of Monster design.

HP I really think do need notating, because I don't like fixed hit points, I want to roll Hit Dice for some monsters and currently I can't do that. This is actually quite a big issue for me.

I do not particularly like Ranges being expressed in Squares, as if I do use Squares they will be 3 foot ones not 5 foot ones, but that's not a huge deal.

I don't actually like how the Hook Horrors Impale and Twist and Bite currently work, so I will pass over them.

When it comes Echolocation both examples in this thread seem workable.

Abilities I would like to see all on one line ala [MENTION=29398]Lanefan[/MENTION] but also moved to the top of the profile rather than the bottom.

I agree with [MENTION=48135]Fifth Element[/MENTION] about the high Wisdom, but frankly that ship has probably sailed tbh.

All in all though, this is a starting point, hopefully it will improve.
 

I agree with @Fifth Element about the high Wisdom, but frankly that ship has probably sailed tbh.

For animals and unintelligent beasts, IIRC, Wisdom is used to stand in for instinct/cunning, and many have a high value. It's crude, but works for a few skills/rolls that animal intelligences should do well at. Mental stats and skills for beasts are often a (minor) problem in the game, since first and foremost the stats and skills system is a very human-centric design.
 

Oh please, just give a link: Here it is!

And the stat block actually looks like this:
Hook Horror
Large Aberration
Initiative +1
AC 17
HP 60
Str 18 (+4)
Dex 12 (+1)
Con 15 (+2)
Int 6 (–2)
Wis 12 (+1)
Cha 9 (–1)
Space/Reach 5 feet/10 feet
Speed 30 feet, climb 30 feet
XP 450
Melee Attack Two hooks +5 (1d10 + 4 piercing, and impale); the hook horror cannot use a hook to attack if a victim is impaled on it
Special Actions twist and bite
Special Traits echolocation
Impale An impaled target can escape by using its action to succeed at a DC 12 Strength check.
Twist and Bite Any creature currently impaled by the hook horror takes 1d10 + 4 piercing damage. In addition, the hook horror can automatically bite an impaled creature for 2d6 + 4 extra damage.
Echolocation A hook horror ignores anything that obscures vision within 120 feet. A creature can attempt to hide only if a physical object completely obscures it from view. It can remain hidden as long as it remains behind such an object or ends its turn behind one.

It's even simpler than the 2nd Ed block for the same beast:
[sblock]Climate/Terrain: Any/Subterranean
Frequency: Rare
Organization: Clan
Activity Cycle: Any
Diet: Omnivore
Intelligence: int (X)
Treasure: X
Alignment: Neutral
No. Appearing: X
Armor Class: X
Movement: X
Hit Dice: X
THAC0: X
No. of Attacks: X
Damage/Attack: 1-X/1-X/2-X
Special Attacks: Nil
Special Defenses: Nil
Magic Resistance: Nil
Size: L (9' tall)
Morale: morale (X)
XP Value: X[/sblock]

What I really liked about late 3.5e blocks was the line Senses that listed all modes of special perception and the modifier to Perception rolls. I would like to see that one agin.

I also greatly welcomed the divider lines, though they might be less neccessary on short stat blocks. But it helps you to very quickly find the part of the stats you are looking for.
 
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