D&D 4E More 4e Monsters

Shadowfell Abomination
Template

Prerequisite: Level 1
Elite Brute or Skirmisher
XP Elite

Shadow abominations are creatures, often animals or creatures lacking strong minds or wills, altered by the transmutative effects of the Shadowfell. These beings become ephemeral mirrors of their original selves; living, aggressive shadows.

Senses Darkvision
Defenses +2 AC; +2 Fortitude, +2 Reflex
Resist Insubstantial
Saving Throws +2
Action Point 1
Hit Points +10 per level + Constitution Score (Brute) or
+8 per level + Constitution Score (Skirmisher)
Speed gain Teleport 3.

POWERS
Shadow Tendrils (standard, at will)
Reach 2; Level +2 vs. AC; 1d10 + Dexterity modifier damage

Writhing Shadows (standard, bloodied)
Burst 1; Level + 2 vs. Reflex; 1d10 + Dexterity modifier damage and target is immobilized (save ends)
 

log in or register to remove this ad

Living Lightning
Level 10 Skirmisher


An elemental spirit of lightning, these creatures zoom about the battlefield. These manifestations of electricity are driven mostly by instinct, often attracted to targets wearing or employing lots of metal.

Large elemental XP ?
Initiative +10 Senses +7
HP 96 Bloodied 48
AC 25; Fortitude 22, Reflex 25, Will 20
Speed 8

:bmelee: Lightning Touch (standard; at will)*Lightning
Reach 3; +15 vs AC; 1d10+5 damage

:melee: Static Touch (standard; at will)*Lightning, Fire
Melee; +13 vs. Reflex; 1d6+5 and target takes 5 ongoing damage (save ends)
Special: targets wearing metal armor take a -2 penalty to their save

:close: Thunderclap (immediate reaction, encounter; bloodied)*Thunder
Blast 5; +13 vs Reflex; 2d10+5 and targets is knocked prone

Static Connection (bloodied)*Teleportation
When bloodied, a living lightning gains Teleport 8

Str 10 (+5) Dex 21 (+10) Wis 15 (+7)
Con 14 (+7) Int 6 (+3) Cha 11 (+5)
 
Last edited:



Rechan said:
Is the Thunderclap a Close burst, or is it a ranged burst?
I was under the expression that there's nothing like a ranged burst, but rather that the lack of "Close" means it provokes opportunity attacks.

Cheers, LT.
 

Lord Tirian said:
I was under the expression that there's nothing like a ranged burst, but rather that the lack of "Close" means it provokes opportunity attacks.
The Scorching Burst is a ranged burst. As would Fireball.

A close burst has the caster as the target square.
 

Rechan said:
The Scorching Burst is a ranged burst. As would Fireball.

A close burst has the caster as the target square.
/facepalm. Right... mixed up my blasts and bursts. No late night posting for me any longer!

Cheers, LT.
 

Sorry guys, it's a close blast, not burst. I've corrected the statblock.

Close blasts are the new replacement for cones, as I understand them. Bursts are either centered on the caster and emanate from the caster's square, or are part of a ranged attack.

This burst and blast nonsense may be the death of my poor, dyslexic brain!
 

cferejohn said:
Unless you wanted to change the fluff to the substance being somehow sticky or like a steam cloud that hangs about until "waved away" (i.e. a save is made).

Hmm, now I'm going to have to make a "sugarmancer" who throws gobs of hot molten sugar at you. I can very quickly stick my fingertips into simmering/boiling water with no particular ill effect, but I tried that once with melted sugar in a pan and instantly got a 3rd degree burn on my finger tip (a little tiny 3rd degree burn, but a big nasty inconvenient blister on my right index finger nonetheless.

I'm sorry, what were we talking about?

MoltenPeepMancer...

We were cooking peeps (those little yellow marshmellow things) over a campfire and I got nasty burns on my leg when the guy next to me broke it open. He of course burned the crap out of his hand. Now we stick the peeps in the fire and let em burn. They won't hurt anyone ever again.

The stuff stuck like napalm.
 

Been a few days since I posted here, but I've got a new one for ya! I may have miscalculated the stats for this guy... I'm going on the assumption that solo monsters get base (3)HP+Con Score, a +5 bonus to Attacks, AC, Defenses, and Damage. I haven't caught all the monster articles out there, so I certainly may have missed something. But I wanted to try my hand at a high level baddy. Hope you enjoy! :)

Sunlord
Level 28 Solo Soldier


These unique angels are typically the most powerful servitors of sun and light gods. At 12' tall, these great beings typically appear as columns of golden, radiant light encased in polished plate armor. These mighty beings typically serve as the bodyguards and arbiters for their lords. In rare cases, they might be dispatched to bequeath mortals with a task or dole out their gods justice. In fighting form, they wield a massive rod made of pure light and massive shield nearly as tall as the Sunlord itself, though the angel wields it with ease

Large immortal humanoid (angel) XP Solo
Initiative +21 Senses +20
HP 1335 Bloodied 668
AC 48; Fortitude 45, Reflex 41, Will 45
Speed 6, Fly 10 (hover)

:bmelee: Astral Rod (standard; at will)*Weapon, Radiant, Fire
Melee; +35 vs. AC; 3d6+19 plus 1d6 Radiant plus 1d6 Fire and the target is marked.

:melee: Eyes of the Non-Believer (standard; :5: :6: )*Weapon, Radiant, Fire
+33 vs Fortitude; 3d6+19 plus 1d6 Radiant plus 1d6 Fire and target is blinded and stunned (save ends both effects). For the following round after a successful save, the target is weakened.

:area: Consecration (standard, recharge :6: )*Weapon, Zone
The sunlord hurls its weapon which strikes the ground in a brilliant burst of light and sound. It remains there for a time, emanating powerful radiant energies.
Range 10; Burst 2; +33 vs Reflex; 3d6+19 plus 1d6 Radiant plus 1d6 Fire. Targets that enter the zone suffer a -5 penalty to Defenses. The sunlord can recreate its weapon as a minor action.

Reflection (immediate reaction, encounter)
+33 vs. Reflex; a Sunlord can return a Ranged AC or Reflex attack that targets it back on the original attacker. The Sunlord can opt to use this on an attack that hits it, negating the attack's effect.

Radiant Astral Lance
When bloodied, the Sunlord's attacks with the Weapon descriptor gain Reach 4 and targets struck take 5 Radiant and 5 Fire damage per turn (save ends)

Aura of Brilliance aura 3
Any enemy that enters or starts its turn in the aura takes 5 Radiant and 5 Fire damage.

Str 36 (+27) Dex 24 (+21) Wis 22 (+20)
Con 35 (+26) Int 29 (+23) Cha 37 (+27)
 
Last edited:

Remove ads

Top