DogBackward
First Post
Note; It won't let me choose "Monster" as the Category for this. Anybody know why?
The Goblins of Io Rak
For my first adventure, of my first 4e campaign, I'm gonna be using the Pits of Io Rach idea from the old Book of Vile Darkness. And yes, I'm aware that I spelled "Io Rach" wrong. I meant to.
Anyway, the basic idea is a series of pits full of vile alchemical substances that wreak disgusting physical changes on those who are immersed in them. I'm using a series of pits in an abandoned dwarven mine, and trying to get a bit more creative with the effects of the alchemical baths than "get bigger and get stronger".
I figured I'd put my monsters up here, just to see how everybody likes 'em.
The Pit Goblins are meant to be even weaker than most minions, and represent the failed attempts at created bad-ass alchemical monsters. The Hyde Goblins are the classic "juiced up bruiser" types, made bigger and stronger by the alchemical processes. The Puker Goblin... I'm a little worried it might be too powerful. It's meant to be a sort of "hack up some disgusting gunk and hurl it at you", but I can't tell if it's too strong as a level 2. Should I make it an Elite, or maybe increase the level a bit?
[sblock=The Pit Goblin]PIT GOBLIN
Type and Exp; Small Humanoid Minion 1 (Alchemical)
(25 xp)
Initiative; +0
Senses; Perception -1; Low Light Vision
HP; 1 (A missed attack never damages a minion)
AC; 12
Fort; 12
Ref; 10
Will; 9
Resist; Acid 1, Poison 1, Disease 1
Vulnerable; Fire 5
Speed; 4 squares
Alignment; Unaligned
Languages; Understands Common and Goblin
Skills; Endurance (+7)
Str; 12 (+1)
Con; 15 (+2)
Dex; 10 (+0)
Int; 1 (-5)
Wis; 8 (-1)
Cha; 1 (-5)
Attack; Putrid Slam; +1 vs. AC
Type; Standard, At-Will, Melee
Hit; 1d6+1 damage and 1 Acid, 1 Disease damage and 1 Poison damage
Attack; Putrid Eruption; Auto-Hit
Type; Immediate Reaction, Encounter, Close Burst 1
Trigger; When reduced to 0 HP
Hit; All creatures in the burst take 1 Acid, 1 Disease and 1 Poison damage, and the Pit Goblin is immediately and completely destroyed[/sblock][sblock=The Hyde Goblin]Hyde Goblin
Type and Exp; Medium Humanoid Brute 1 (Alchemical)
(100 xp)
Initiative; +1
Senses; Perception +0, Low Light Vision
HP; 37
Bloodied; 18
AC; 13
Fort; 15
Ref; 11
Will; 10
Speed; 6 squares
Alignment; Unaligned
Languages; Understands Common and Goblin
Skills; Endurance (+8)
Str; 15 (+2)
Con; 17 (+3)
Dex; 12 (+1)
Int; 3 (-4)
Wis; 10 (+0)
Cha; 1 (-5)
Attack; Ripping Claws; +5 vs. AC
Type; Standard, At-Will, Melee
Hit; 2d6+2 damage
Attack; Rending Claws; +5 vs. Reflex
Type; Standard, At-Will, Melee
Hit; 1d6+2 damage and target is Grabbed
Attack; Shift Grip; +5 vs. Reflex
Type; Immediate Interupt, At-Will
Trigger; When Grabbed target escapes Grab
Hit; Target is Grabbed again, and does not escape
Attack; Rip and Tear; +5 vs. Fortitude
Type; Standard, Encounter, Melee
Hit; 4d6+2 damage, can only be used agaisnt a Grabbed target
Miss; Half damage, and the target escapes the Grab[/sblock][sblock=The Puker Goblin]Puker Goblin
Type and Exp; Small Humanoid Artillery 2 (Alchemical)
(125 xp)
Initiative; +3
Senses; Perception +2, Low Light Vision
HP; 35
Bloodied; 16
AC; 15
Fort; 16
Ref; 13
Will; 12
Resist; Acid 5, Disease 5, Poison 5
Vulnerable; Fire 10
Saves; +5 vs. Acid, Disease or Poison
Speed; 4 squares
Aura; Alchemical Stench (Aura 5)
All non-Alchemical creatures within the aura take a -1 penalty to all attacks, damage, defenses and saves. A save ends this effect for the encounter. Saves to end the Alchemical Stench aura's effects take an additional -1 penalty per Alchemical Stench aura active on the target.
Alignment; Unaligned
Languages; Common, Goblin
Skills; Endurance (+9); Arcana (+6)
Str; 8 (+0)
Con; 17 (+4)
Dex; 15 (+3)
Int; 10 (+1)
Wis; 12 (+2)
Cha; 1 (-4)
Attack; Mucus Gob; +10 vs. Reflex
Type; Standard, At-Will, Ranged 5
Hit; 1d4 Acid damage, 1d4 Disease damage and 1d4 Poison damage
Attack; Venom Spray; +8 vs. Reflex
Type; Standard, Recharge
, Close Blast 3
Hit; 2d4+3 Poison damage, and ongoing 5 Poison damage (Save ends)
Miss; Half damage, and no ongoing damage
Attack; Blood Spew; +8 vs. Reflex
Type; Immediate Reaction, Encounter, Close Burst 1
Hit; 1d4 Acid damage, 1d4 Disease damage and 1d4 Poison damage, and ongoing 1 Acid, 1 Disease and 1 Poison damage (Save ends all)
Miss; Half damage, no ongoing damage
Attack; Death Spew; +8 vs. Reflex
Type; Immediate Reaction, Encounter, Close Burst 2
Hit; 2d4 Acid damage, 2d4 Disease damage and 2d4 Poison damage, and ongoing 5 damage, which is Acid, Disease and Poison (Save ends). You must have resistance to all damage types to resist any damage, and you use your lowest resistance. If you are vulnerable to any of the damage types, you take the extra damage
Miss; Half damage, no ongoing damage
Attack; Slick Skin
Type; Minor, Encounter, Personal
Hit; The Puker Goblin immediately escapes any grab or non-mental immobility effect, and has a +5 to defense against all such immobility effects for the rest of the encounter
(( Obviously, the DM may need to make a judgement call on what immobilizing effects might be affected by slick skin ))[/sblock]
The Goblins of Io Rak
For my first adventure, of my first 4e campaign, I'm gonna be using the Pits of Io Rach idea from the old Book of Vile Darkness. And yes, I'm aware that I spelled "Io Rach" wrong. I meant to.
Anyway, the basic idea is a series of pits full of vile alchemical substances that wreak disgusting physical changes on those who are immersed in them. I'm using a series of pits in an abandoned dwarven mine, and trying to get a bit more creative with the effects of the alchemical baths than "get bigger and get stronger".
I figured I'd put my monsters up here, just to see how everybody likes 'em.
The Pit Goblins are meant to be even weaker than most minions, and represent the failed attempts at created bad-ass alchemical monsters. The Hyde Goblins are the classic "juiced up bruiser" types, made bigger and stronger by the alchemical processes. The Puker Goblin... I'm a little worried it might be too powerful. It's meant to be a sort of "hack up some disgusting gunk and hurl it at you", but I can't tell if it's too strong as a level 2. Should I make it an Elite, or maybe increase the level a bit?
[sblock=The Pit Goblin]PIT GOBLIN
Type and Exp; Small Humanoid Minion 1 (Alchemical)
(25 xp)
Initiative; +0
Senses; Perception -1; Low Light Vision
HP; 1 (A missed attack never damages a minion)
AC; 12
Fort; 12
Ref; 10
Will; 9
Resist; Acid 1, Poison 1, Disease 1
Vulnerable; Fire 5
Speed; 4 squares
Alignment; Unaligned
Languages; Understands Common and Goblin
Skills; Endurance (+7)
Str; 12 (+1)
Con; 15 (+2)
Dex; 10 (+0)
Int; 1 (-5)
Wis; 8 (-1)
Cha; 1 (-5)
Attack; Putrid Slam; +1 vs. AC
Type; Standard, At-Will, Melee
Hit; 1d6+1 damage and 1 Acid, 1 Disease damage and 1 Poison damage
Attack; Putrid Eruption; Auto-Hit
Type; Immediate Reaction, Encounter, Close Burst 1
Trigger; When reduced to 0 HP
Hit; All creatures in the burst take 1 Acid, 1 Disease and 1 Poison damage, and the Pit Goblin is immediately and completely destroyed[/sblock][sblock=The Hyde Goblin]Hyde Goblin
Type and Exp; Medium Humanoid Brute 1 (Alchemical)
(100 xp)
Initiative; +1
Senses; Perception +0, Low Light Vision
HP; 37
Bloodied; 18
AC; 13
Fort; 15
Ref; 11
Will; 10
Speed; 6 squares
Alignment; Unaligned
Languages; Understands Common and Goblin
Skills; Endurance (+8)
Str; 15 (+2)
Con; 17 (+3)
Dex; 12 (+1)
Int; 3 (-4)
Wis; 10 (+0)
Cha; 1 (-5)
Attack; Ripping Claws; +5 vs. AC
Type; Standard, At-Will, Melee
Hit; 2d6+2 damage
Attack; Rending Claws; +5 vs. Reflex
Type; Standard, At-Will, Melee
Hit; 1d6+2 damage and target is Grabbed
Attack; Shift Grip; +5 vs. Reflex
Type; Immediate Interupt, At-Will
Trigger; When Grabbed target escapes Grab
Hit; Target is Grabbed again, and does not escape
Attack; Rip and Tear; +5 vs. Fortitude
Type; Standard, Encounter, Melee
Hit; 4d6+2 damage, can only be used agaisnt a Grabbed target
Miss; Half damage, and the target escapes the Grab[/sblock][sblock=The Puker Goblin]Puker Goblin
Type and Exp; Small Humanoid Artillery 2 (Alchemical)
(125 xp)
Initiative; +3
Senses; Perception +2, Low Light Vision
HP; 35
Bloodied; 16
AC; 15
Fort; 16
Ref; 13
Will; 12
Resist; Acid 5, Disease 5, Poison 5
Vulnerable; Fire 10
Saves; +5 vs. Acid, Disease or Poison
Speed; 4 squares
Aura; Alchemical Stench (Aura 5)
All non-Alchemical creatures within the aura take a -1 penalty to all attacks, damage, defenses and saves. A save ends this effect for the encounter. Saves to end the Alchemical Stench aura's effects take an additional -1 penalty per Alchemical Stench aura active on the target.
Alignment; Unaligned
Languages; Common, Goblin
Skills; Endurance (+9); Arcana (+6)
Str; 8 (+0)
Con; 17 (+4)
Dex; 15 (+3)
Int; 10 (+1)
Wis; 12 (+2)
Cha; 1 (-4)
Attack; Mucus Gob; +10 vs. Reflex
Type; Standard, At-Will, Ranged 5
Hit; 1d4 Acid damage, 1d4 Disease damage and 1d4 Poison damage
Attack; Venom Spray; +8 vs. Reflex
Type; Standard, Recharge


Hit; 2d4+3 Poison damage, and ongoing 5 Poison damage (Save ends)
Miss; Half damage, and no ongoing damage
Attack; Blood Spew; +8 vs. Reflex
Type; Immediate Reaction, Encounter, Close Burst 1
Hit; 1d4 Acid damage, 1d4 Disease damage and 1d4 Poison damage, and ongoing 1 Acid, 1 Disease and 1 Poison damage (Save ends all)
Miss; Half damage, no ongoing damage
Attack; Death Spew; +8 vs. Reflex
Type; Immediate Reaction, Encounter, Close Burst 2
Hit; 2d4 Acid damage, 2d4 Disease damage and 2d4 Poison damage, and ongoing 5 damage, which is Acid, Disease and Poison (Save ends). You must have resistance to all damage types to resist any damage, and you use your lowest resistance. If you are vulnerable to any of the damage types, you take the extra damage
Miss; Half damage, no ongoing damage
Attack; Slick Skin
Type; Minor, Encounter, Personal
Hit; The Puker Goblin immediately escapes any grab or non-mental immobility effect, and has a +5 to defense against all such immobility effects for the rest of the encounter
(( Obviously, the DM may need to make a judgement call on what immobilizing effects might be affected by slick skin ))[/sblock]