"Ocean Defender", 4th ed monster idea

I don't have the 4th ed books yet, just KOTS, so going from that, and an interesting dream I had, here's a monster idea and rough work up :)

OCEAN DEFENDER.
Living in the oceans of the world is a vast behemoth, a creature created by the gods of the seas and nature, to defend the waters from corrupting evil and destructive humanoids.

Shaped like a massive manta ray, the Ocean Defender has a very broad, long tail lined with blades, much like a stingray's weapons, but also has two claws on it's wing tips, similar to a crab's . The creature is over 250' wide and nearly 300' long, though smaller and larger specimens are reported to exist, as it's actually a distinct species of life, though very rare and strange.
The Ocean Defender has numerous eyes, 12 in all, spaced around it's body which in full grown creatures is usually covered in plants, coral and abanundant with fish and other animals. Those who view it's eyes know it's not a mere animal, but a divinely imbued wonder.

The sea elves call it "Vath S'el", roughly, "The true life of the ocean".
They and many other benign creatures worship or respect it.
Interestingly, perhaps due to it's shape, a few beings consider it related tot he fabled "Spelljammer", the mysterious vessel that flies between worlds.

Cruising the oceans, the Ocean Defender hunts down and destroys creatures such as ixitxachitl (whom it has a great hatred for), undead, fishermen and whalers who plunder the waters mercilessly, and also destroys slaver ships and other foul things it may encounter.
it isn't angered by a normal fishermen who merely works to stay alive or make a reasonable living, but those who hold contempt for the ocean, or pour filth into it, may well find themselves in it's angry path...

Blessed by a supernatural aura of regenerative qualities, it can lead a very long life indeed, perhaps several thousand years, though no one knows for certain. When an Ocean Defender dies, one of it's offspring grows up quickly to take over its role.
Every year, it spawns many of it's kind, but only a few survive, as is natural, and they grow to the size of a small to large whale over two or three hundred years. Thus in each ocean, maybe a dozen such younger creatures may exist.

Due to their supernal senses, surface travellers will rarely encounter them, and thus knowledge of them is almost non-existant, as the sea elves and their ilk guard the creatures' from outsiders notice.

Living on a diet of plankton and krill, the Ocean Defender's passage through the sea leaves behind rich nutrients and divine blessings, encouraging life. It normally cruises quite slowly, not at it's full speed, as it's one of the fastest creatures in the ocean.
It's quite common to find dolphins or sharks (but not both) around the cruising behemoth, as well as huge sea turtles. It generally won't tolerate intelligent creatures, beyond dolphins or whales, to live around it, except to protect them for short periods.

The few scholars who know of the Ocean Defender's existance, suspect it maybe a divine reaction to the danger of the ixitxachitl, Demogorgon's malign influence, the undead and other threats against the natural order. Sometimes it obeys the direct orders of a diety, for example, blockading a port who's folk have polluted the sea.

Adventurers sometimes come into conflict with these magnificent beings due to being paid, or tricked into driving them off by greedy whalers, slavers who've lost ships, or when the adventurers damage coral reefs to dig up some ancient treasure ship.
On the other hand, heroes have had their alliance when fighting the ixitxachitl, or stopping horrors from the Far Realm below the oceans, or even freed from slavery when a slaver ship is destroyed, and the slaves left alive and healed by the Ocean Defenders regenerative properties.

Notes:
-The Ocean Defenders "Detect Malign" ability is continual, operates in a 5 mile radius, it detects undead, abberations, pollution and ixitxachitl, exactly the same as a Perception check with it's usual bonus. Many evil creatures though are very difficult to notice in concealed lairs or due to magical forces.
-The Lightning Tsunami power is most used against hordes of attackers or ranged foes it can't get to grips with (wisdom based), and to blast away enemy defences like underwater castles. Damage is half lightning, half thunder.
-The Aura of the Oceans power is constant and part of the reaosn why animals like being aorund the creature.
-The Tail Churn Power is a whipping frenzy with it's tail (Dex based).
-Allied creatures like sharks, dolphins and often water elementals may aid it in battle.
OCEAN DEFENDER, lvl 25 Solo
Colossal magicial beast
Initiative: +17 Senses: Perception +25 , Tremorsense, Lowlight and Darkvision to 100 squares, Detect Malign.
HP: 750 Bloodied: 325 AC32 Fort 34 Ref 19 Will 22
Immune: Poison, Disease, Necrotic, Weakened, Petrification, Fear, Slow
Resist: 5 all Regenerate 10
Aura 25, Aura of the Oceans Blessing, +5 Resist All, Regeneration 10, Immune to Disease, to allies and non-enemy animals.
Speed: 15
:bmelee: Slam Many (standard, at-will) Reach 5 - Weapon -
+32 vs AC 5d6 +20 , and the target is stunned, save ends. It can slam up to 4 different creatures anywhere around it with this attack, using different parts of its body.
:bmelee: CLaw Grabs (standard, at-will), Reach 5 - Wepaon -
+32 vs Ref 5d6+20, and target is grabbed until escape. It can make two Claw Grabs each against different targets, and can Grab creatures up to Huge size. Grabbed creatures take claw damage each round +32 vs Fort, until escape. as a free action if the OCean Defender wishes to kill them.
:bmelee: Tail Slash (standard at will) - Reach 8, Weapon-
+17 vs Ref 5d6+20 and 15 poison damage, and ongoing poison 15, save at -2 ends.
:melee: Tail Churn (Encounter, recharge 5 6) -Blast 8, Weapon-
+17 vs Ref 5d6+20 and 15 poison damage, and ongoing poison 15, save at -2 ends.
:close: Lightning Tsunami (encounter, recharge 5 6), Blast 25
+20 vs Fort 10d6+ vs enemies, stun until end of Ocean Defender's next turn. Miss = half damage and no stun.
Alignment: Unaligned (Good tendencies)
Languages: telepathy 10 squares to all natural creatures.
Skills Perception +25
Str 40 Dex 20 Con 40 Int 16 Wis 26 Cha 22

I think Solo monsters get +2 all defence bonus? (which I included) but I don't know how to work out their hit points.
 
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First, solo monsters only gain +2 to any three defenses, not all four. Second, a solo monster has HP equal to it's Level +1, times 8, plus Con. score. Then you take that, and mulitply it by x4 if it's level 10 or lower, or by x5 if it's level 11 or higher.

Your monster would have a total of 1,240 HP. That's;

26; Level + 1
208; 26 x 8
248; 208 + 40 (Con. score)
1,240; 248 x 5

Edit; Also, all Solo monsters are supposed to have a single Action Point and a +5 bonus to all Saving Throws.
 
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