D&D 4E Original 4E Monsters


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When the Grim Hound bites one opponent and gets the grab in, that would mean it can't bite again without releasing correct. So it would usually bite (standard), impending death (minor) and release bite/grap (free) once a round if I have understood the concept.

Why not just make the impending death +15 fortitude attack a secondary effect on the bite, as this creature will have few other options to take up minor actions (at least that I know of at this point in 4e release).
 

Mostly because I don't want the impending death to trigger on an opportunity attack not on its turn... but yeah, I should probably simplify.

Also thinking about making the howl only move you three. Effectively assuming speed 1, and that you're not full out running away, just forced to cower back.
 

Please don't take this the wrong way because I do have great respect for your work. Having an auto grab ability as part of a basic attack does not seem right to me, perhaps having a normal bite for a basic and a "grab" bite for an at will standard with the secondary would be simpler if not a bit more boring, although I guess there is nothing that has been stated that dosn't say a PC can't take a feat to give their basic attack a extra bit of power goodness.

Just out of curiousity - what fluff would you put into the impending death abiltity description...would the hound rough up the character making it less able to defend itself, or would the character look into the creatures savage eyes and lose hope.

Only reason I'm asking is because I am seriously interested in using this creature in a game. Sort of a "Hound of the Baskervilles" mystery setting as I think a Ravonloft setting feels like a good fit for my Shadowfell side of things, with a Pan's Laberyth feeling good on my feywild.
 

Grab on basic attack isn't abnormal among the ones we've seen (Choker, some of the DDM ones). Only the Grell doesn't, I think... and frankly it's basic attack is badass enough (slow, etc) without grab. I'm guessing because anyone can grab as a normal attack, so the 'special part' is being able to combine it with damage.

For Impending Doom, I was thinking its eyes glow with a dark light and a black fog snorts out of its nostrils onto the target.
 
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Added:
Corpse Cavalry Archer (8 Artillery)

I've been doing -okay- at the 10 per week rate, but I think I really need to step things up. Only 7 weeks left, and it's not like I've got full backgrounds on most of the ones I've done. I'll have to figure that out, but probably means you'll see a lot more of the old ones getting translated so I can feel a bit less behind schedule.
 

Okay, here's my first attampt: I'd love some comments. Do higher-level minions have HP?

Lady of the Dark Sea Level 9 Elite Controller
Medium natural humanoid (Undead) XP 800
Initiative +7 Senses Perception +7; darkvision
Chill of the Icy Depths (Cold)
Aura 2; Enemies who move into
the aura or start their turn in the
aura take 5 cold damage and are slowed
HP 190; Bloodied 95
AC 21; Fortitude 19, Reflex 17, Will 19
Immune Poison, Disease Resist 10 Cold Vulnerable 5 Radiant
Saves +2, Action Point 1
Speed 6 or 8 (see Walks on Waves)
(m) Spiritsword (standard; at-will)
+16 vs.AC; 1d8 + 6 necrotic damage.
(M) Dual Attack (standard; at-will)
Make two Spiritsword attacks
R Feels Like Drowning (standard, at-will) Psychic, Range 20
+14 vs Will; 1d8 + 5 psychic damage and target is stunned until the end of Lady of the Dark Sea’s next turn
Arctic Gale (standard; recharge 5, 6) * Cold
Close Blast 5
+14 vs. Reflex; 1d8 + 5 cold damage and target is pushed 2 squares
Walks on Waves (move, at-will)
Lady of the Dark Sea may walk gets speed 8 if she begins her movement on square containing water. She is otherwise unaffected by squares containing water.
Command Thrulls (minor; recharge 4, 5, 6)
Close Burst 5; may slide allies in burst up to 2 squares
Drowned Thrull (special)
Anyone killed by Lady of the Dark Sea raises the following round as a Drowned Thrull (see Drowned Thrull)
Alignment Unaligned Languages Common
Str 18 (+8) Dex 16 (+7) Wis 16 (+7)
Con 15 (+6) Int 11 (+4) Cha 17 (+7)

Level 9 Encounter (XP 2,000)
1 Lady of the Dark Sea (level 9 elite controller)
16 Drowed Thrulls (level 7 minions)

Drowned Thrull Level 7 Minion
Medium natural humanoid (Undead) XP 75
Initiative +5 Senses Perception +5; darkvision
HP 8; Bloodied 4
AC 17; Fortitude 17, Reflex 15, Will 15
Immune Poison, Disease Resist 5 Cold Vulnerable 5 Radiant
Speed 5
(m) Slam (standard; at-will)
+14 vs.AC; 5 damage.
(M) Double Slam and Smother (standard; at-will)
Make two Slam attacks. If both hit followup
Followup: +12 vs Fort; 5 damage and dazed until start of Drowned Thrull’s next turn
Alignment Unaligned Languages None
Str 18 (+7) Dex 12 (+4) Wis 13 (+4)
Con 17 (+6) Int 3 (-1) Cha 12 (+4)


Thanks
Fitz
 

Added:
Stormleaf Guardian (6 Controller)

A casting druid example.

So, I'd be tempted to change 'Feels Like Drowning' to just Drowning or Psychic Drowning or some more poetic form like Drowning Haunt or Dreams of Drowning.

May want to change Command Thrulls to more like
Close burst 5, thrulls only; slide target up to 2 squares.
or
Any thrull ally within 5 squares may shift/slide 2 squares.

I suspect the latter is easier.

I think that minions probably don't have hit points - it's just not something you want to track for 10-20 guys. I also think the thrull's attack may be too complicated for minions (3 attack rolls per minion... 16 minions? Bleah), especially since I think they probably attack in groups a lot of the time.

You could make it a level 1 normal (100 XP) to avoid the problem, potentially.

I'm guessing both should get resistance to necrotic.
 


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