Need help finishing/tweaking Solo

Dragongrief,

I plugged your creature into the Monster Builder so you could see what the numbers look like:

As-Yet-UnnamedVillain.jpg


Note that chain lightning's range for its secondary and tertiary attacks is greater than you had (it's an existing power in the builder), and defensive strike is different (again, I went with the existing power, but you can keep it how you had it).

Since you didn't provide any ability scores, I simply left them at the default for level and role.

I changed the shadow jaunt ability to reflect the revitalizing surge.

Hope this helps!
 

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That's awesome. Thank you.
Chain Lightning is more damage, but still seems reasonable. I'm not so sure about the damage on the Defensive Strike though... even at average damage it's pretty much an "instant bloodied" to anyone it hits (22 points).
Does that seem on-par for its level?
 

With that, do you think I should got with the DMG recommendation of giving 2 Standard Actions per round? Or should the minion flow count for that?

I am using the 2 Standard Actions recommendation. Would you still say make the Minion summoning a Move, or leave it Standard?

What DMG two standard actions per round?

I worked up the creature using the guidelines in the DMG. The base Controller comes out to what you're thinking of (20/18/18/18), and then it says to add +2 to 3 defenses for each the Elite and Solo increase (then i dropped Fort by 2 afterwards).

As has been pointed out earlier in the thread the +2 to 3 defences was dropped in MM2, I pretty much agree with it. At the same time they reduced HPs on Solos, this is something I don't agree with.

His "escape power" has no combat application, so I didn't put it in the block. It would pretty much amount to Standard: Open portal, Move: Go through.

The players will have seen it in a previous encounter, so they'll know he's capable of it.

Preserving him as a re-occurring isn't of utmost importance, but it would be good to have someone familiar to throw at them occasionally.

How easily a creature can escape is part of its encounter balance, so its hard to judge when you don't present it. ;)

Being able to escape with one turns worth of action should be a pretty safe bet.
 

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