Monster Design confusion

Rechan

Adventurer
Looking at various monsters in the MM, their ability score mods seem to be out of place. Is this because half their level is added to the ability score mod?

Also, what should the array be otherwise? Just "Whatever I feel like it" as long as one stat is 13+1/2 level and the primary is 16 + 1/2 level?

Then their defenses are odd. Looking at the Monster Stats by Role, all monster defenses are "Level+12". Huh? Do I add ability modifiers in after factoring level? How about the mod+1/2 level?

Finally, does equipment effect attacks at all? At first I was sure it doesn't. However, let's say I'm trying to create a 4th level artillery. They should use a low damage for a basic melee attack. THeir low damage is 1d6+4. But, looking at the Human Mage (4th levle Artillery), it's doing 1d8 damage. Dwarven Bolter (level 4 artillery) does 1d10+2. Huh?

Also, with the Elite monsters. It suggests Interrupt abilities. Well, if I'm using an artillery, and its abilities are focused on ranged, then even if it gets an interrupt to use a ranged attack, if it's in melee then it's going to incur an OA. So should I ignore that?

So here I am, trying to create a level 4 artillery, and I'm at a loss for what to do.
 

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1) Monsters listed already have 1/2 level added to ability mods for untrained skills, ability checks and other uses.

2) All monster stats are "whatever the monster should have" with a PC stat array for any 'heroically capable' opposition.

3) Monster combat stats are a function of what challenge they are supposed to be. A monster that provides an appropriate challenge for PCs of level X has attacks of +Y, defenses of Z + X, and damage of Q. Period.

4) Equipment is for PCs to loot, and occasionally for monsters to use if it's especially magical. However, it mostly doesn't matter except as flavor text.

5) Why does your Elite Artillery's interrupt ability have to be a ranged attack? Why can't it be a shurriken barrage at close range that sends all it's foes stumbling away in pain? I.e. a close burst that pushes all hit enemies away.

To build a foe do the following:
1) Decide what you want the critter to do.
2) Assign the appropriate defenses, attack bonuses, HP and damages. This are given to you on the monster generation tables.
3) Figure out cool special abilities in keeping with the basic idea of the foe.
4) Stat up said cool abilities using the existing abilities of both heroes and monsters as guidelines.
5) Keep in mind the flavor text you wanted when you designed the opponent.
 

Okay, so ability scores do not effect damage, initiative, etc.

3) Monster combat stats are a function of what challenge they are supposed to be. A monster that provides an appropriate challenge for PCs of level X has attacks of +Y, defenses of Z + X, and damage of Q. Period.
Except that looking at the monsters in the MM, they don't behave that way.

If the defense was always Z + X, then why does every monster have different defenses, as opposed to straight defenses (like the book says: Level + 12). Q doesn't behave as it's supposed to; as I said earlier, the Dwarf Bolter and Human Mage do not use the level 4-6 "Low" damage like the book says they should.

5) Why does your Elite Artillery's interrupt ability have to be a ranged attack? Why can't it be a shurriken barrage at close range that sends all it's foes stumbling away in pain? I.e. a close burst that pushes all hit enemies away.
Because all the creature's attacks are generated from its four faces, which are ranged attacks.

One could be converted over to a blast attack, sure.

But I'm not certain how this is going to affect the creature when it splits in half, or in three, or in four.

To build a foe do the following:
Yes, I read that section.

2) Assign the appropriate defenses, attack bonuses, HP and damages. This are given to you on the monster generation tables.
Except that 1) Defenses don't seem to make sense. They're all level+12. If this were the case, all defenses would be the same, but no monster I have seen has defenses which are all equal. And 2) Monsters in the MM don't follow the generation tables.
 
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For the interrupt, why not use a close burst/blast? No OA for a close power. And then have the power push opponents on success so the artillery can stay at range.

Or give them something like 'When an opponent misses on an attack, interrupt to shift 3 squares', to again, let you run away. Just make sure that its an encounter or recharge power, or the melee PCs will never be able to get in there and pin the critter.
 

As I read it, you can't take opportunity attacks during your own turn... so that takes care of one concern. Also, if you use an interrupt for moving up to you then it happens before the person is in reach to opportunity attack.

Anyhow, two examples of artillery immediates:
MyrdocWatcher.jpg

FrostvaleWarder.jpg
 

keterys said:
As I read it, you can't take opportunity attacks during your own turn... so that takes care of one concern.
True, but that doesn't help if there's another person in melee next to you. :)
 

As it stands, the monster has the following abilities:

Visage Level 4 Elite Artillery

Mask of Agony (Standard, At will)
Range 20; +7 vs. Will; 1d10+4 psychic damage, and ongoing 5 (save ends).

Mask of Euphoria (Standard, At Will)
Range 20; +7 vs. Will; 1d10+4 psychic damage, and target is dazed (save ends).

Mask of Terror (standard, at will) fear
Range 20; +7 vs. Will; 1d10+4 psychic damage, and target is weakened (Save ends).

Mask of Fury (standard, at will)
Range 20; +7 vs. Will; 1d10+4, and target is pushed 2.

Detach Mask (minor, at will)
The Visage may detatch a number of its masks, creating a double. This double has all the same stats as the monster, except that it has 1/4th the Visage's hit points per mask. The double enters combat in an adjacent square, and uses the same initiative as the Visage. The Visage loses the ability to use any mask it detaches, and its double only has access to the masks' attack it is given. If a double is destroyed, the Visage gains access to the detached' mask's attack.

Reattach Mask (move, at will) Healing
The Visage reattaches a mask from a double within three squares, and gains 10 hit points.

All Around Vision (only when all masks are attached).

It's sort've a cross between a Berbalang and a Skull Lord. Or rather, a lower-level skull lord that can detatch its skulls and allow them to act independently. The reason that the attacks are not "Minor" is because it doesn't have multiple heads, but simply multiple Faces that is attached to a single, rotating head.
 
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Regarding all defenses being the same: Don't overlook the sentence on page 184:

"For every 2 points the ability score varies from the (monster's average), adjust the defense by +1 (if higher) or -1 (if lower)."

Top of the right column.

Edit: Typo
 

Boarstorm said:
"For every 2 points the ability score varies from the (monster's average), adjust the defense by +1 (if higher) or -1 (if lower)."
Ah. Hmm. And since a monster is supposed to have a 16 + 1/2 level in its primary stat, then it's going to at least have a +1 in that defense.

But if monsters have at least a 13 in one of their Save abilities, then I don't see them having a -1 to anything.

Also, the "Stats by Role" says Hit points equal X + Con + (X times level). Is Con the con SCORE, or con MODIFIER?
 

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