D&D 4E Original 4E Monsters

Interesting concept.

The faceless stalker makes me wonder how that's supposed to work, really. Unless he both snaged someone's appearance AND their space by spending two free actions. Does the appearance stealing last for only until the end of his round?

Also, someone he has injured. I wonder if that could constitute shooting them with a bow from a distance, so he can then move in close.
 

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Appearance stealing lasts for the encounter. In fact, you can quickly make things very odd by switching around who you swap with :)

Appearance and space swap have identical FX so it's not obvious which was done at first blush, and since it's a free action it can happen at any time, so presumably right at the end of the target's turn would be a particularly popular one.
 


Solo Pit Fiend - not original but there's a couple interesting concepts in there, like the dominate that kills you if you fight it. I'm not 100% happy, but I think it addresses most of the concerns with the previewed Pit Fiend without having to resort to adding 'Fireball at-will'.
 

This is the first time I've looked at this thread. Wow keterys. There is a lot of great stuff here.

I was all set to do a "monster-of-the-day" column when the books came out, but here you're already doing it! I'm not comfortable enough with the preview information to put this kind of thing together.

So looks like I've got some catching up to do! :)
 

Oh, no worries - once the rules come out, I think I'll be trying _something_ else (magic items, encounters, powers, etc). I'd hate to be typecast ;)

Well, unless WotC or someone is willing to hire me to do something, then I'll do whatever.
 

Can't seem to find the info we had on making elite and solo monsters.

The *2 and *5 HP's are a given, of course. And I seem to recall there was something about saves (+2 and +5 respectively?), but have we learned anything regarding damage and/or defenses (or Ac for that matter)?

Cheers
 

The templating system adds ~2 to AC and each defense to upgrade from normal to elite (or elite to solo).

Otherwise:

Elite
Action Points 1
Saves +2

Solo
Action Points 2
Saves +5

+2 and +5 were the number differences I expected between elite and solo monsters for most things back in October, because +2 gives you about a 20% shift in effectiveness and +5 about a 50% shift in effectiveness. So far it looks like I wasn't too far off.
 



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