GoodKingJayIII
First Post
I didn't want to hijack Keterys's thread with my own monsters, but he did inspire me to start making some, so I figured I'd give it a whirl. Feel free to critique, or just pop on in to watch the inevitable train wreck, as I'm sure I will mangle the 4e rules before we've even seen them! Without further delay, here's my first attempt: the hydromancer!
Hydromancer
Level 7 Artillery
Hydromancers are elementalists skilled at forming water into raw destructive power.
Medium humanoid XP ?
Initiative +5 Senses +6
HP 63 Bloodied 31
AC 18; Fortitude 17, Reflex 18, Will 19
Speed 6
Staff (standard; at will)
+6 vs. AC; 1d8+3 damage
Hail Bullets (minor; at will)*Cold
Range 20/40; +10 vs AC; 1d6+3 Cold
Scalding Blast (standard; at will) *Fire
Range 10; +9 vs Reflex; 2d6+3 Fire and ongoing 3 damage (save ends).
Special: Cannot be used in the same round as hail bullets.
Hard Rain (standard; recharge )
Close Blast 5; +9 vs Reflex; 2d6+3 and targets are pushed back 2 squares and dazed (save ends).
Special: Cannot be used in the same round as hail bullets.
Liquid Form (minor; recharge )
Gain insubstantial and +2 movement until the next turn.
Str 8 (+2) Dex 14 (+5) Wis 17 (+6)
Con 14 (+5) Int 15 (+5) Cha 18 (+7)
Hydromancer Tactics
Alone, a hydromancers keep their distance, pelting targets with 1-2 hail bullets per round while moving and using liquid form when necessary. In groups, most hydromancers will fill out the back ranks using their ranged abilities while one rushes in with liquid form and hard rain on as many foes as possible.
Hydromancer
Level 7 Artillery
Hydromancers are elementalists skilled at forming water into raw destructive power.
Medium humanoid XP ?
Initiative +5 Senses +6
HP 63 Bloodied 31
AC 18; Fortitude 17, Reflex 18, Will 19
Speed 6
Staff (standard; at will)
+6 vs. AC; 1d8+3 damage
Hail Bullets (minor; at will)*Cold
Range 20/40; +10 vs AC; 1d6+3 Cold
Scalding Blast (standard; at will) *Fire
Range 10; +9 vs Reflex; 2d6+3 Fire and ongoing 3 damage (save ends).
Special: Cannot be used in the same round as hail bullets.
Hard Rain (standard; recharge )
Close Blast 5; +9 vs Reflex; 2d6+3 and targets are pushed back 2 squares and dazed (save ends).
Special: Cannot be used in the same round as hail bullets.
Liquid Form (minor; recharge )
Gain insubstantial and +2 movement until the next turn.
Str 8 (+2) Dex 14 (+5) Wis 17 (+6)
Con 14 (+5) Int 15 (+5) Cha 18 (+7)
Hydromancer Tactics
Alone, a hydromancers keep their distance, pelting targets with 1-2 hail bullets per round while moving and using liquid form when necessary. In groups, most hydromancers will fill out the back ranks using their ranged abilities while one rushes in with liquid form and hard rain on as many foes as possible.
Last edited: