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<blockquote data-quote="keterys" data-source="post: 4394933" data-attributes="member: 43019"><p>Revisiting two templates I created before the rules were out and updating. Not big updates, but necessary nonetheless (nothing else because confuse doesn't exist!) - also a level 2 solo salamander because someone needed one for a game and so I did a quick convert so may as well post it.</p><p></p><p> </p><p><strong>Devourer-spawn</strong></p><p></p><p>The Devourer is a horrific entity from the Far Realms whose tentacles drag reality and the Far Realms closer together. When a creature dies in an area touched by the Devourer's power, it may be reborn as a tool of the Devourer.</p><p></p><p>"Devourer-spawn" is a template you can add to any living creature.</p><p><strong></strong></p><p><strong>Devourer-spawn</strong></p><p>aberrant</p><p>XP Elite</p><p></p><p><strong>Senses</strong> Blindsight 5</p><p><strong>Defenses</strong> +2 AC; +2 Fortitude, +4 Will</p><p><strong>Saving Throws</strong> +2</p><p><strong>Action Point</strong> 1</p><p><strong>Hit Points</strong> Add additional hit points for a monster of this level and type (see the “Monster Statistics by Role” table on page 184 of the Dungeon Master's Guide)</p><p><strong>Regeneration</strong> 5 at 1st level, 10 at 11th level, 15 at 21st level. If the devourer-spawn is critically hit, its regeneration does not function for the encounter.</p><p></p><p><strong>POWERS</strong></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /><strong>Tentacles</strong> (standard; at-will)</p><p> Reach 2 (4 if Huge or larger); Level + 5 vs. AC; 1d8 + Strength modifier damage and the target is pulled 2 squares.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Seed of Insanity</strong> (minor; recharge 5 6) * Psychic</p><p> Ranged 5; Level + 2 vs. Will; 1d8 + Charisma modifier psychic damage and the target is dazed (save ends). <em>Failed Save: </em>the target is also dominated until the end of its next turn.</p><p><strong>Far Step</strong> (move; recharge 5 6)</p><p> Teleport 10 squares.</p><p> </p><p> <strong>Flameblessed</strong></p><p>Flameblessed are the chosen instruments of a higher power associated with fire, usually either an appropriate god, an archdevil, demon prince, or a primordial. They are more easily excitable, impulsive, and devastating in melee.</p><p></p><p>In some cases this template is acquired as a form of punishment, in which cases the endless burning causes pain. In other cases, it is a gift that gives constant pleasure. Rarely is the personality of a creature unaffected by this template.</p><p></p><p>"Flameblessed" is a template that can add to any creature. It best complements a melee oriented monster.</p><p></p><p><strong>Flameblessed</strong> <strong>Elite Brute or Soldier</strong></p><p>XP Elite</p><p></p><p><strong>Defenses</strong> +2 AC; +2 Fortitude, +2 Reflex</p><p><strong>Resist</strong> 5 + 1/2 level fire</p><p><strong>Saving Throws</strong> +2</p><p><strong>Action Point </strong>1</p><p><strong>Hit Points</strong> +10 per level + Constitution score (brute) or +8 per level + Constitution score (soldier)</p><p><strong>Speed </strong>Increase all movement speeds except swim by 2.</p><p></p><p><strong>POWERS</strong></p><p><strong>Fire Aura</strong> (Fire) Aura 2</p><p>Any enemy that enters or starts its turn in the aura takes 5 fire damage.</p><p></p><p><strong>Flame Weapons</strong> </p><p>Add 1d6 fire damage to any melee attack a flameblessed makes. Add the fire keyword to every melee power. As a free action, the flameblessed may choose to make all damage from any of its melee attacks deal fire damage.</p><p></p><p><strong>Searing Retribution</strong></p><p>Opportunity attacks gain a +2 bonus to attack rolls and add ongoing 5 fire damage (save ends).</p><p></p><p>...</p><p>Actually, I still think solos are one of the weaker aspects of the system (not surprising for a system that tries to get you to move away from fighting one monster at a time), but someone wanted a level 2 solo salamander. So, presto - simple adaptation from a Normal 14 to a Solo 2:</p><p></p><p><strong>Salamander Lancer</strong></p><p><strong></strong>Level 2 Solo Brute</p><p>Large elemental humanoid (fire, reptile)</p><p>XP 625</p><p></p><p>Init +3</p><p>Senses Perception +2</p><p></p><p><strong>HP</strong> 172; <strong>Bloodied</strong> 86; see also <em>bloodied whirlwind</em></p><p><strong>AC</strong> 20; <strong>Fortitude</strong> 18, <strong>Reflex </strong>15, <strong>Will</strong> 14</p><p><strong>Resist</strong> 15 fire</p><p><strong>Saving Throws</strong> + 5</p><p><strong>Speed</strong> 6</p><p><strong>Action Points </strong>2</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Longspear</strong> (standard; at-will) * Fire, Weapon</p><p> Reach 3; +6 vs. AC; 1d8 + 5 damage and ongoing 3 fire damage (save ends).</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Tail Lash</strong> (immediate reaction, when damaged by an attack; at-will) * Fire</p><p> Reach 2; +4 vs. AC; 1d6 + 5 fire damage and the target slides 1 square.</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Salamander Frenzy</strong> (standard; at-will) * Fire, Weapon</p><p> The salamander lancer makes a longspear and tail lash attack against two separate targets. It may shift 1 square before making each attack.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> <strong>Whirlwind of Fire</strong> (standard; recharge 4 5 6) * Fire</p><p> Requires longspear; close burst 3; +6 vs. AC; 1d8 + 5 damage and ongoing 3 fire damage (save ends) and the target is pushed 1 square.</p><p><strong>Bloodied Whirlwind</strong> (when first bloodied; encounter)</p><p> The salamander lancer recharges whirlwind of fire and may immediately use it.</p><p></p><p><strong>Str </strong>21 (+6) <strong>Dex</strong> 14 (+3) <strong>Wis</strong> 13 (+2)</p><p><strong>Con</strong> 19 (+5) <strong>Int</strong> 9 (+0) <strong>Cha</strong> 11 (+1)</p><p></p><p>I don't know why they keep being brutes. I'm just, like, converting modules and helping out other people <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="keterys, post: 4394933, member: 43019"] Revisiting two templates I created before the rules were out and updating. Not big updates, but necessary nonetheless (nothing else because confuse doesn't exist!) - also a level 2 solo salamander because someone needed one for a game and so I did a quick convert so may as well post it. [B]Devourer-spawn[/B] The Devourer is a horrific entity from the Far Realms whose tentacles drag reality and the Far Realms closer together. When a creature dies in an area touched by the Devourer's power, it may be reborn as a tool of the Devourer. "Devourer-spawn" is a template you can add to any living creature. [B] Devourer-spawn[/B] aberrant XP Elite [B]Senses[/B] Blindsight 5 [B]Defenses[/B] +2 AC; +2 Fortitude, +4 Will [B]Saving Throws[/B] +2 [B]Action Point[/B] 1 [B]Hit Points[/B] Add additional hit points for a monster of this level and type (see the “Monster Statistics by Role” table on page 184 of the Dungeon Master's Guide) [B]Regeneration[/B] 5 at 1st level, 10 at 11th level, 15 at 21st level. If the devourer-spawn is critically hit, its regeneration does not function for the encounter. [B]POWERS[/B] :bmelee:[B]Tentacles[/B] (standard; at-will) Reach 2 (4 if Huge or larger); Level + 5 vs. AC; 1d8 + Strength modifier damage and the target is pulled 2 squares. :ranged: [B]Seed of Insanity[/B] (minor; recharge 5 6) * Psychic Ranged 5; Level + 2 vs. Will; 1d8 + Charisma modifier psychic damage and the target is dazed (save ends). [I]Failed Save: [/I]the target is also dominated until the end of its next turn. [B]Far Step[/B] (move; recharge 5 6) Teleport 10 squares. [B]Flameblessed[/B] Flameblessed are the chosen instruments of a higher power associated with fire, usually either an appropriate god, an archdevil, demon prince, or a primordial. They are more easily excitable, impulsive, and devastating in melee. In some cases this template is acquired as a form of punishment, in which cases the endless burning causes pain. In other cases, it is a gift that gives constant pleasure. Rarely is the personality of a creature unaffected by this template. "Flameblessed" is a template that can add to any creature. It best complements a melee oriented monster. [B]Flameblessed[/B] [B]Elite Brute or Soldier[/B] XP Elite [B]Defenses[/B] +2 AC; +2 Fortitude, +2 Reflex [B]Resist[/B] 5 + 1/2 level fire [B]Saving Throws[/B] +2 [B]Action Point [/B]1 [B]Hit Points[/B] +10 per level + Constitution score (brute) or +8 per level + Constitution score (soldier) [B]Speed [/B]Increase all movement speeds except swim by 2. [B]POWERS[/B] [B]Fire Aura[/B] (Fire) Aura 2 Any enemy that enters or starts its turn in the aura takes 5 fire damage. [B]Flame Weapons[/B] Add 1d6 fire damage to any melee attack a flameblessed makes. Add the fire keyword to every melee power. As a free action, the flameblessed may choose to make all damage from any of its melee attacks deal fire damage. [B]Searing Retribution[/B] Opportunity attacks gain a +2 bonus to attack rolls and add ongoing 5 fire damage (save ends). ... Actually, I still think solos are one of the weaker aspects of the system (not surprising for a system that tries to get you to move away from fighting one monster at a time), but someone wanted a level 2 solo salamander. So, presto - simple adaptation from a Normal 14 to a Solo 2: [B]Salamander Lancer [/B]Level 2 Solo Brute Large elemental humanoid (fire, reptile) XP 625 Init +3 Senses Perception +2 [B]HP[/B] 172; [B]Bloodied[/B] 86; see also [I]bloodied whirlwind[/I] [B]AC[/B] 20; [B]Fortitude[/B] 18, [B]Reflex [/B]15, [B]Will[/B] 14 [B]Resist[/B] 15 fire [B]Saving Throws[/B] + 5 [B]Speed[/B] 6 [B]Action Points [/B]2 :bmelee: [B]Longspear[/B] (standard; at-will) * Fire, Weapon Reach 3; +6 vs. AC; 1d8 + 5 damage and ongoing 3 fire damage (save ends). :melee: [B]Tail Lash[/B] (immediate reaction, when damaged by an attack; at-will) * Fire Reach 2; +4 vs. AC; 1d6 + 5 fire damage and the target slides 1 square. :melee: [B]Salamander Frenzy[/B] (standard; at-will) * Fire, Weapon The salamander lancer makes a longspear and tail lash attack against two separate targets. It may shift 1 square before making each attack. :close: [B]Whirlwind of Fire[/B] (standard; recharge 4 5 6) * Fire Requires longspear; close burst 3; +6 vs. AC; 1d8 + 5 damage and ongoing 3 fire damage (save ends) and the target is pushed 1 square. [B]Bloodied Whirlwind[/B] (when first bloodied; encounter) The salamander lancer recharges whirlwind of fire and may immediately use it. [B]Str [/B]21 (+6) [B]Dex[/B] 14 (+3) [B]Wis[/B] 13 (+2) [B]Con[/B] 19 (+5) [B]Int[/B] 9 (+0) [B]Cha[/B] 11 (+1) I don't know why they keep being brutes. I'm just, like, converting modules and helping out other people :) [/QUOTE]
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