Monster Role - Shocktrooper

Mengu

First Post
I felt there was a missing monster role, a fast and furious type. Brutes didn't cut it for the category since they are often slow, have a tough time hitting the broad side of a barn, and are too bulky in HP, for the role I needed. Skirmishers were a little too much hit and run, and range focus, and I wanted something a little softer. I thought minions might work well, but they go down a little too easy, are sometimes more numerous than what makes sense for the encounter, and might never get to go at higher levels due to just keeling over dead. So I decided to model a shocktrooper role, basically a melee version of artillery/lurkers, but with slightly different goals in mind. This role should also be good for creatures with multiple attacks available to them at-will such as a two weapon dervish, or a two headed dog.

Initiative Bonus: +2
Hit Points: ((level+1)x6)+Con
AC: Level+12
Other Defenses: Level+12
Attack vs AC: Level+7
Attack vs other defenses: Level+5
Damage: use high for both normal and limited expressions.

Design Guide lines: Choose powers that can be used on charges or powers that are useful early combat. Pick encounter powers over recharging powers, they probably won't live long enough for a power to recharge. Pick mostly single target melee attacks. If they have at-will multiple attacks, reduce attack bonus by 2 and reduce damage to medium expression. Keep effects to a minimum, while these are not minions, their life expectancy should still be fairly short.

How to use them: Whenever you would use front line brutes or soldiers, you may replace some or all of them with shocktroopers.

Gotchas: Controllers are especially good at softening up these low defense monsters. Without a defender, using too many shocktroopers is not a good idea since their focused fire on a striker or controller can be especially dangerous.

Examples:

Cultist Zealot - Level 1 Shocktrooper
Medium natural humanoid, human - XP 100
Initiative +3, Senses Perception +2
HP 22; Bloodied 11
AC 13; Fort 11; Reflex 9; Will 13
Speed 6 (8 when charging)

:bmelee: Dagger (standard; at-will)
+8 vs AC; 1d4+8 damage

:melee: Frenzy of Slashes (standard; encounter)
Make two dagger attacks.

Die with Vengeance
Make a dagger attack when the cultist zealot is reduced to 0 hit points.

Alignment Evil - Languages Common
Skills Religion 5
Str 16 Dex 13 Wis 14
Con 10 Int 11 Cha 8

Cultist Zealots fight without regard to their wellbeing. They will make their Frenzy of Slashes at the earliest opportunity, and will choose melee opponents to engage to extract their dieing vengeance when struck down.

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Cheetah - Level 4 Shocktrooper
Medium natural beast - XP 175
Initiative +7, Senses Perception +9; low-light vision
HP 42; Bloodied 21
AC 16; Fort 14; Reflex 16; Will 12
Speed 9

:bmelee: Bite (standard; at-will)
+11 vs AC; 2d6+6 damage

:melee: Pounce (standard; encounter; reliable)
may use when charging; +11 vs AC; 2d6+6 damage, and make a secondary attack: +9 vs Reflex; 1d6+6 damage and target is grabbed.

Momentum
On a successful charge attack, the cheetah knocks the target prone.

Alignment Neutral - Languages -
Str 16 Dex 17 Wis 14
Con 12 Int 4 Cha 7

In the fight against the ice queen, cheetahs were the forefront warriors. Their job was to pull the minotaurs down to the ground and slow down their advance, allowing their archer allies more time for volleys.

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Fatesealed Cyclops - Level 12 Shocktrooper
Large natural humanoid, giant - XP 700
Initiative +12, Senses Perception +14; low-light vision
HP 93; Bloodied 46
AC 24; Fort 22; Reflex 22; Will 22
Speed 8

:bmelee: Greatsword (standard; at-will)
+19 vs AC; 2d8+6 damage.

:melee: Future Strike (standard; encounter)
+19 vs AC, make the attack roll twice, use higher result; 4d8+6 damage, and target is marked by the fatesealed cyclops until the cyclops is destroyed, or until the end of the encounter.

:melee: Impaling Strike (immediate interrupt when adjacent enemy shifts; encounter)
+19 vs AC against triggering enemy; 2d8+6 damage and target is immobilized until the end of the fatesealed cyclops's next turn.

:melee: See the Fate (must be bloodied; minor; encounter)
Target may make a melee basic attack against the fatesealed cyclops. Fatesealed cyclops completes the attack even if reduced to 0 hit points or lower. +19 vs AC; 2d8+6 damage. This attack deals an additional 2d8 damage if the cyclops was reduced to 0 hit points or lower.

Alignment Neutral - Languages Giant
SKills Athletics +16
Str 22 Dex 15 Wis 16
Con 15 Int 10 Cha 9

Fatesealed cyclops knows it is his time to die. He picks a worthy (usually melee) opponent to kill him, and looks into the future, focusing all his attention on that opponent. If he defeats that opponent, he will continue to look for death in the hands of another enemy, though loses his enthusiasm for the fight.
 
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I think this is a great idea, and well done. I might change the other defenses to Level + 12, to fall in line with everything else (who knows how it effects balance; better play it safe). It makes me wonder what other roles aren't being fulfilled...
 

I like it. Its a hard hitting, very lightly armoured striker, designed to strike fast and hard hoping to deal enough damage before it gets pummelled itself.

I also see these as creatures that have an additional ability when bloodied, or have attacks that deal more damage against a bloodied foe.

Like Camelot says though I would try it first with its other defences at level +12. Really brutes are very easily hit so there is no need to make something that is worse than a brute (defence wise).
 

I also see these as creatures that have an additional ability when bloodied, or have attacks that deal more damage against a bloodied foe.

Yeah I can see that too, though it will depend more on individual design. Like Gnolls naturally have that sort of thing. If I was making an Orc Shocktrooper, I'd definitely go for it. But for a Kobold Shocktrooper, not so much.

Like Camelot says though I would try it first with its other defences at level +12. Really brutes are very easily hit so there is no need to make something that is worse than a brute (defence wise).

Actually the Level+10 FRW was one of the things I've been wanting to try. People who attack AC have their fun against Brutes already, but for FRW attackers, Brutes are no easier to hit than skirmishers or controllers. Wanted to have something beefier than minions that a controller can reasonably tear apart.

But if someone can give me a good reason why all monsters got level+12 for FRW, instead of a more variable distribution like AC, I'd like to hear it.
 

I think the NADs are always level + 12 because they are targeted by area and close attacks more often than AC is. So, low NAD monsters will be torn apart by controllers. It'll be too easy, especially because they're melee. Have the defender and striker hold them down, while the controller rips them to shreds, hitting almost every time.

The high NAD lowers the controllers hit ratio to a reasonable amount, maybe averaging two per attack (I don't know, I just made that number up). This balances with the less than ideal damage.

Just some thoughts. If you do try to use them with level + 10, tell us what the result is!
 

Okay, after some thought, I think I will go with the level+12. Level+10 is turning out to be Level+8 on the low defense. It could generate a lot of auto-hits, especially if using lower level critters. Will modify the original post.
 

I like the idea behind the role. I love swingy combat, and I make frequent use of minions, brutes, and artillery. Ran a great encounter that consisted of a beholder gauth, two carnage demons, and four rupture demons. Lots of damage flying around, everybody hitting everybody. It was awesome.

Point is, this is right up my alley. I'll probably steal that Cultist monster for sure.
 

Like the idea, even if I've not looked seriously at the math..

it does seem like a lot of work to make all-new shocktroopper beasties. Could we make this a template you apply to suitable brutes and maybe soldiers?

Something like

Brute: 75% hp, +2 to attack?

Soldier: -2 all defenses, 150% damage
 

Like the idea, even if I've not looked seriously at the math..

it does seem like a lot of work to make all-new shocktroopper beasties. Could we make this a template you apply to suitable brutes and maybe soldiers?

Something like

Brute: 75% hp, +2 to attack?

Soldier: -2 all defenses, 150% damage

It would be more like this probably:

Brute: subtract (level+1)x4 HP, +4 attack

Soldier: subtract (level+1)x2 HP, -4 AC, change damage to high expression.

Soldier damage varies so wildly on existing creatures that it's hard to give it a fixed increase, and would have to be looked at case by case. Some of them need to be nearly doubled, some can just use a small bump.

I hadn't thought of using a template because I make about 60-70% of my monsters from scratch or modify existing monsters based on my needs for the encounter. So the new role just gives me a new tool for encounter design.
 

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