D&D 4E Original 4E Monsters

do hazards count?
They could, I suppose.

I don't tend to use an awful lot of traps, but I did just have one good encounter with some at least... part of the problem is that I have no one with Thievery in the game that is doing lots of dungeon crawling
Interestingly, nor do I. I'm just going to erase Thievery and pencil in Arcana (or Healing, Acrobatics, etc).

I've got one campaign that is entirely outdoors...
I actually would be intrigued/am thinking of outdoor traps. Perhaps something like a manufactured sink hole, or a geyzer or methane gas pocket (such as in a swamp) that, when a target square is stepped on, the pocket is punctured.

Hmm. Another possibility is a trap intent on shaping the battlefield. Trenches that are covered, or barbed nets that are concealed and then released; they work as the equivalent of walls that could box foes in.
 

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I'd like to request a monster.

If you could make a chromatic dragon that uses the force keyword for its breath attack, that would be greatly appreciated. :)
 
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It's interesting getting requests again - at any rate, first up is the whitespawn. These are appropriate to fit with kobolds and the younger white dragons, but scale with levels to match a fair range if need be.
WhitespawnHordeling.jpg


Whitespawn.jpg


I should be able to make use of some of them in one of my games... in a few months or so.
 
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I don't have a template for hazards/traps (someone feel free to link me one), but here's a quick hazard for Rechan. My intent is to use it during a fight with a dragon when it hits bloodied (and roars, shaking the room). It would be best used to cover only part of a multi-room combat or with enemies who are larger and/or quite aware of the danger and able to cope.

I don't have the skill DC errata on this machine, so I'll fill in the skill DCs later:


Falling Stalactites
Hazard

Level 10 Lurker
XP 500

Hazard: When triggered, stalactites rain from above throughout the area in an initial attack. It then attacks a random target each turn, on its initiative, for five turns.

Dungeoneering - DC (Hard)
Perception - DC (Very Hard)

Initiative +5

Trigger
The trigger for falling stalactites can be random, caused by the actions of others, or timed. When triggered, it rolls initiative. Between the trigger and the falling stalactite's attack, characters in the area know that the stalactites are about to fall. On its turn, make an attack against every creature in the encounter area.

Attack
Standard Action
Targets: All creatures in encounter area
Attack: +15 vs. AC
Hit: 2d10 + 6 damage. If the target is Medium or smaller, it is knocked prone.
Sustain Standard: For the next five turns, a stalactite falls on a random creature in the area making an attack as above on that target.

Countermeasure
A character who makes a (Very Hard) Acrobatics check as an immediate interrupt is missed by the attack.
A character who makes a (Hard) Dungeoneering check as a minor action gains a +4 to AC against a stalactite attack on its next turn and gives this same bonus to any adjacent allies.
 

Very nice, Keterys. Although knowing my players, the response would be 'I look up and try to move to a spot where there are no stalactites'.
 

Yep, which means you either leave the area they're falling entirely, look up and dodge quickly out of the way with acrobatics, or make your dungeoneering check :)

I do think people rarely _really_ process how short rounds are.
 


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