Hello everyone, I need some advice and critique from some monster-building pros out there to design a level 6 solo.
I'm running a Dark Sun campaign with a 7-man 4th level party, and everyone's been having a great time with the monsters I've been running as-is from the DSCC, MM3 and MV. However, ever since I mentioned Cloud Rays (DSCC, 26) for ambiance the party has been itching to fight/interact with one.
Fast forward; the party is at the climax of a series of arena battles, and I want a really kick-ass final encounter for this arc, so I figure what better fight than the cloud ray they've been wanting? To justify the extreme leveling down (25 solo to a level 6) this one will have been subject to extreme abuse and punishment from the handlers at the arena, to the point that it's near death anyways.
Here's what i've got so far, I took some inspiration from the Young Blue Dragon found in the MV, while keeping the parts of the cloud ray I thought were appropriate.
HP 241; Bloodied 121
AC 20; Fortitude 21; Reflex 16; Will 17 Initiative +7
Speed 4, fly 12 (hover)
Resist 5 lightning, 5 thunder
Saving Throws +5; Action Points 2
Traits
Instinctive Hunting
On an initiative of 10 + its initiative check, the cloud ray can use a free action to fly up to its speed and use either Lashing Tail or Crushing Bite. This movement does not provoke opportunity attacks.
Undulating Winds • Aura 3
While the cloud ray is bloodied any creature that starts its turn within the aura or within the cloud ray's space takes 5 thunder damage, and the cloud ray slides it 2 squares to a square within the aura.
Flat Body
Creatures may start and end their moves in the cloud ray's space.
m Tail Lash (lightning) • At-Will
Attack: Melee 5 (one creature); +11 vs. AC
Hit: 2d6 + 5 lightning damage, and the target is slowed (save ends). If the target is already slowed, the target is instead immobilized (save ends).
M Lashing Tail • At-Will
Effect: The cloud ray makes three Tail Lash attacks against different targets.
M Crushing Bite • At-Will
Attack: Melee 2 (one immobilized creature); +9 vs. Fortitude
Hit: 2d10 + 5 damage, and the cloud ray can grab the target if it has fewer than three creatures grabbed.
R Crippling Lightning • At-Will
Attack: Range 20; +9 vs. Reflex
Hit: 1d10 + 7 lightning damage and the target is slowed (save ends), if the target is already slowed, it is instead immobilized (save ends).
Minor Actions
M Crush • At-Will(1/round)
Attack: Melee 1 (one, two, or three creatures grabbed by the cloud ray); +9 vs. Fortitude
Hit: 4d6 + 10 damage. Effect: The cloud ray sustains each of its grabs.
Triggered Actions
C Empathic Plea • At-Will
Trigger: The cloud ray is first bloodied.
Attack (Immediate Interrupt):
Burst 10 (enemies in burst); +9 vs. Will
Hit: The target is dazed (save ends).
First Failed Saving Throw: The target is instead stunned (save ends).
Second Failed Saving Throw: The target is instead unconcious (save ends).
I'm running a Dark Sun campaign with a 7-man 4th level party, and everyone's been having a great time with the monsters I've been running as-is from the DSCC, MM3 and MV. However, ever since I mentioned Cloud Rays (DSCC, 26) for ambiance the party has been itching to fight/interact with one.
Fast forward; the party is at the climax of a series of arena battles, and I want a really kick-ass final encounter for this arc, so I figure what better fight than the cloud ray they've been wanting? To justify the extreme leveling down (25 solo to a level 6) this one will have been subject to extreme abuse and punishment from the handlers at the arena, to the point that it's near death anyways.
Here's what i've got so far, I took some inspiration from the Young Blue Dragon found in the MV, while keeping the parts of the cloud ray I thought were appropriate.
Battered Cloud Ray Level 6 Solo Skirmisher
Gargantuan elemental beast XP 1,250
Gargantuan elemental beast XP 1,250
HP 241; Bloodied 121
AC 20; Fortitude 21; Reflex 16; Will 17 Initiative +7
Speed 4, fly 12 (hover)
Resist 5 lightning, 5 thunder
Saving Throws +5; Action Points 2
Traits
Instinctive Hunting
On an initiative of 10 + its initiative check, the cloud ray can use a free action to fly up to its speed and use either Lashing Tail or Crushing Bite. This movement does not provoke opportunity attacks.
Undulating Winds • Aura 3
While the cloud ray is bloodied any creature that starts its turn within the aura or within the cloud ray's space takes 5 thunder damage, and the cloud ray slides it 2 squares to a square within the aura.
Flat Body
Creatures may start and end their moves in the cloud ray's space.
Unhindered
When the battered cloud ray moves, it pulls with it any creature grabbed by it. In addition, the creature remains grabbed, and the cloud ray does not provoke an oppertunity attack from the grabbed creature.
When the battered cloud ray moves, it pulls with it any creature grabbed by it. In addition, the creature remains grabbed, and the cloud ray does not provoke an oppertunity attack from the grabbed creature.
Chained Slaves
There are four slaves chained to the cloud ray's back, each with 25hp. As a free action when the cloud ray takes damage, it can choose to have one of the slaves take the damage instead. A slave may be freed as a minor action by an adjacent creature with a DC 12 Strength or Theivery check.
There are four slaves chained to the cloud ray's back, each with 25hp. As a free action when the cloud ray takes damage, it can choose to have one of the slaves take the damage instead. A slave may be freed as a minor action by an adjacent creature with a DC 12 Strength or Theivery check.
Standard Actions
m Tail Lash (lightning) • At-Will
Attack: Melee 5 (one creature); +11 vs. AC
Hit: 2d6 + 5 lightning damage, and the target is slowed (save ends). If the target is already slowed, the target is instead immobilized (save ends).
M Lashing Tail • At-Will
Effect: The cloud ray makes three Tail Lash attacks against different targets.
M Crushing Bite • At-Will
Attack: Melee 2 (one immobilized creature); +9 vs. Fortitude
Hit: 2d10 + 5 damage, and the cloud ray can grab the target if it has fewer than three creatures grabbed.
R Crippling Lightning • At-Will
Attack: Range 20; +9 vs. Reflex
Hit: 1d10 + 7 lightning damage and the target is slowed (save ends), if the target is already slowed, it is instead immobilized (save ends).
Minor Actions
M Crush • At-Will(1/round)
Attack: Melee 1 (one, two, or three creatures grabbed by the cloud ray); +9 vs. Fortitude
Hit: 4d6 + 10 damage. Effect: The cloud ray sustains each of its grabs.
Triggered Actions
C Empathic Plea • At-Will
Trigger: The cloud ray is first bloodied.
Attack (Immediate Interrupt):
Burst 10 (enemies in burst); +9 vs. Will
Hit: The target is dazed (save ends).
First Failed Saving Throw: The target is instead stunned (save ends).
Second Failed Saving Throw: The target is instead unconcious (save ends).
—
Some explanation: The chained slaves are there to throw in some morality into the fight; does the party take the easy route and just burn through the buffer HP the slaves provide it, killing them? Or do they take the risky option of getting somebody ontop of the thing to free them, saving lives and shortening the battle? This is the first time I've used a mechanic like this so feedback is greatly appreciated.
As for the rest of the fight, I plan on giving the party psionically powered disks that give them a fly speed of 10 when ridden, to allow the fight to take to the skies.
The party is an Ardent, a Warden, a Pyromancer Mage, a rogue, a swarm druid, an infernal hexblade, and a slayer.
This is my first homebrew solo, and I would greatly appreicate any feedback and criticism you can provide! Thank you for your time!