Post your Home-made Monsters

BASHMAN

Basic Action Games
Well, we've got a few months to kill before 4e is released, & I fear that we won't have enough monsters to last us till then (even if we are just using pregens). So go ahead an post your homemade monsters here.

Most of you have already seen my Frost Giant build. Here is a bit of a lower level beast:

Thoul

Level 6 Brute (250 xp)
87 HP Bloodied: 43 Regeneration 3
AC 19, Fort 18, Ref 16, Will 15

Longsword (Standard; At Will) * Weapon
+11 vs. AC; 1d8+5 Dmg

Poison Claw (Standard; At Will)
+9 vs. Fort; 1d6+5 Dmg; Enemy is Stunned (Save Ends)

Whirlwind Attack (Standard; Encounter)
The Thoul makes a weapon attack against every opponent within reach

Str 20 (+8), Int 9 (+2), Wis 13 (+4)
Con 17 (+6), Dex 14 (+5), Cha 8 (+2)

The Thoul is a magical combination of a Troll, Ghoul, and Hobgoblin-- though they look just like ordinary hobgoblins to the untrained eye. Thouls have the regenerative powers of Trolls and the paralytic abilities of Ghouls. They often serve as bounty hunters to Hobgoblin chiefs.
 

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DISPLACER BEAST PACK LORD Level 18 Brute
Huge magical beast


Init +1; Senses Perception +15; darkvision


HP 203
AC 21; Fort 29, Ref 22, Will 20
Conceal 6


Speed 8
m Tentacle (standard; at-will)
Reach 4; +25 vs. AC; 1d8+8 damage.
M Tentacle Fury (standard; at-will)
The displacer beast makes two tentacle attacks. If both tentacle attacks hit a single target, the displacer beast pulls the target 3; +17 vs. Fort; Large or smaller; and makes a secondary attack against the same target with its bite. Secondary Attack: +19 vs. AC; 2d6+8 damage.
m Bite (standard; at-will)
+19 vs. AC; 2d6+8 damage.

Alignment Neutral Evil Languages Common, Sylvan
Skills Perception +15, Stealth +15
Str 26 (+17), Con 20 (+14), Dex 13 (+10), Int 5 (+6), Wis 12 (+10), Cha 8 (+8)
 

Here's an idea I came up with last night. I tried basing it's numbers on estimates of previous monsters, but forgive me if I'm off a bit.

Basically, this is a combo-monster, with a giant frog (medium) and a goblin rider. I wanted the Frog to give the Goblin a more powerful charge and a neat combo attack that would essentially lock down a single opponent. Let me know what you think!



Goblin Hopper Level 2 Soldier

medium natural goblinoid frog XP=125

Init: +5 Senses: +0 low light vision

HP: 47 Bloodied: 23

AC: 16 Fort: 13 Ref: 14 Wil: 11

Speed: 6

M Spear (standard, at will) Weapon
+6 vs. AC 1d8 dmg

m Frog bite (standard, at will) Frog
+ 4 vs. Ref 2d4 + Immobilize (Str/Athletics vs Fort to end)

m Spear Bite (standard, at will) Weapon, Frog
Goblin Hopper makes a Spear and Frog Bite attack on the same opponent.

Jumping Attack (standard, recharge) Weapon
Jump 8 and Frog Bite +5 vs. Ref 2d4 + Immobilize (Str/Athletics vs Fort to end)
AND Spear +7 vs. AC 2d8 dmg. Recharge on 5,6

Mounted Defense
When Goblin Hopper is first Bloodied, roll d6: 1-3 Frog has been killed, 4-6 Goblin has been killed. If the Frog is killed, the Goblin remains (with Bloodied HP) but is limited to only the Speak attack. If the Goblin is killed, the Frog remains (with Bloodied HP) and is limited to the Frog Bite and Jumping Attack (minus the spear). All other stats remain the same.

Alignment: Evil Languages: Goblin

Str: 12 (+2) Dex: 16 (+4) Wis: 10 (+1)

Con: 16 (+4) Int: 8 (0) Cha: 10 (+1)

Equipment: hide armor, spear
 

Novem5er said:
Here's an idea I came up with last night. I tried basing it's numbers on estimates of previous monsters, but forgive me if I'm off a bit.

Basically, this is a combo-monster, with a giant frog (medium) and a goblin rider. I wanted the Frog to give the Goblin a more powerful charge and a neat combo attack that would essentially lock down a single opponent. Let me know what you think!



Goblin Hopper Level 2 Soldier

medium natural goblinoid frog XP=125

Init: +5 Senses: +0 low light vision

HP: 47 Bloodied: 23

AC: 16 Fort: 13 Ref: 14 Wil: 11

Speed: 6

M Spear (standard, at will) Weapon
+6 vs. AC 1d8 dmg

m Frog bite (standard, at will) Frog
+ 4 vs. Ref 2d4 + Immobilize (Str/Athletics vs Fort to end)

m Spear Bite (standard, at will) Weapon, Frog
Goblin Hopper makes a Spear and Frog Bite attack on the same opponent.

Jumping Attack (standard, recharge) Weapon
Jump 8 and Frog Bite +5 vs. Ref 2d4 + Immobilize (Str/Athletics vs Fort to end)
AND Spear +7 vs. AC 2d8 dmg. Recharge on 5,6

Mounted Defense
When Goblin Hopper is first Bloodied, roll d6: 1-3 Frog has been killed, 4-6 Goblin has been killed. If the Frog is killed, the Goblin remains (with Bloodied HP) but is limited to only the Speak attack. If the Goblin is killed, the Frog remains (with Bloodied HP) and is limited to the Frog Bite and Jumping Attack (minus the spear). All other stats remain the same.

Alignment: Evil Languages: Goblin

Str: 12 (+2) Dex: 16 (+4) Wis: 10 (+1)

Con: 16 (+4) Int: 8 (0) Cha: 10 (+1)

Equipment: hide armor, spear

Wow, this is a very cool idea. I could see doing the same for horse & rider, etc. You may want to note that the speed changes if it is just a goblin.
 

For S&G I've been experimenting with the changes they're making to how DM's approach encounter design. These aren't 4E monsters, they're more like a 3E encounter that's supposed to play like a 4E encounter.

Encounter Set-Up : The Ghoulfaced Trap should be guarding some sort of McGuffin, but "dormant" when first encountered. The Shriven Defenders and the Ghoulfaced Trap only "activate" and attack if the party fails to properly bypass the "trap" before touching the "McGuffin."

Terrain: The ground should be normal out to about 40' from the Ghoulfaced Trap. Beyond that, there should be some sort of hindering and potentially dangerous (but not deadly) terrain. The idea here is that getting close enough to the Ghoulfaced Trap to do something besides plink with ranged weapons sucks, but getting too far sucks as well, as the Shriven Defenders are smart enough to use Swinging Rush to push them into the hindering terrain, effectively taking them out of combat until they get out of it. In the encounter I plan on using these beasties in, the McGuffin is on a raised platform that sticks out into water that's too deep to stand and attack from.

Ghoulfaced Trap (Large Construct, 10 HD)
Construct Traits, Darkvision, Immobile
43 Hit Points (Bloodied at 21), DR 5/Heartwire
13 Armor Class, 13 Flat Footed, 4 Touch
Fort +4, Ref +4, Will +4
Reactive Spell Resistance - Immediate, SR 18 against one vulnerable spell or power that hits.
Rumbling Roar - Immediate when Bloodied, Close Blast 60’, Deafened (Curse) ongoing Will 15.
Quicksilver Needles - Standard (Recharge 5-6), Close Blast 40’, 1d3 needles, Reflex 16, 1d2 damage and Slowed (Curse) ongoing Will 15 (non-stacking).
Silver Bolt - Standard At Will, Ranged 25’, Reflex 16, 2d6 damage and Paralyzed (Curse) ongoing Will 15 (non-stacking).
Standard Attack - Bite (+6 melee/2d6/20/x2)

Shriven Defender (Large Undead, 10 HD)
Darkvision, Ground 6, Undead Traits
68 HP (Bloodied at 34)
26 Armor Class, 23 Flat Footed, 12 Touch
Fort +4, Ref +4, Will +8
Chilling Rage - Immediate when Bloodied, Close Burst 10’, Reflex 16 or prone and Slowed (Curse) ongoing Will 15 (non-stacking).
Swinging Rush - Swift when Critting or target is Paralyzed, Opposed Strength Check +9 to avoid being pushed two squares. Paralyzed targets automatically pushed.
Standard Attack - Longsword (+6 melee/2d6+6/19-20/x2)
 
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I'd be happy to translate any monster from my Monster column into usable stats... seriously, ask for any that are there and I'd cheerfully put it towards the top of my list of things to do. That said, I'd imagine there's not a lot of point except for lower level monsters at the moment.

I mean, the the Myrdoc Watcher is probably at the upper bound of usable for a game at the moment, but the Oracle? Yeah, not so much.

I could probably stat up all of these guys though, I guess.

And should, for my own games, at least.
 

epochrpg said:
Wow, this is a very cool idea. I could see doing the same for horse & rider, etc. You may want to note that the speed changes if it is just a goblin.

Good idea! I figured that most the stats would remain the same, just to keep things simple.

Also, I've had ideas for a Goblin-Frog combo that is a controller similar to the Picadore (the Frog uses it's tongue to grasp and pull PCs), as well as a Goblin-Frog Skirmisher that has a power to leap in and out of combat... Hmm.. or maybe a Leap-by Attack :)
 

Here are some of the rough-draft baddies for my first adventure...

River Hag (Hyvilda)
Medium fey Level 3 Controller (Elite) XP 450
Initiative +2 Senses Perception +3; low-light vision
HP 70; Bloodied 35
AC 18; Fortitude 14, Reflex 14, Will 12
Speed 6, Climb 6, Swim 7

m Chain (standard; at-will)
+7 vs. AC; 1d6+4 damage and +6 vs. Reflex or entangled in anchor chain.

r Chain (standard; at-will) Range 4/8
+7 vs. AC; 1d6+4 damage and +6 vs. Reflex or entangled in anchor chain.

Hag Anchor
Any victim caught in her anchor chain for a full round begins to grow weaker. +6 vs. Fortitude or -2 Strength. Furthermore, the victim in unable to shift or use any powers that would cause them to move (e.g. fey step).

Evil Eye (daily)
One creature within 6 squares; +6 vs. Will; frightened for rest of encounter, and dazed for three days.

Horrific Appearance
All who set eyes on her; +6 vs. Fortitude; 2d6 Strength damage. Creatures reduced to 0 Strength are helpless. Affected creatures cannot be affected until 24 hours have passed.

Alignment: Evil Languages: Common, Giant
Skills: Arcana, History, Insight, Nature, Perception
Str 19 (+4) Dex 14 (+2) Wis 10
Con 15 (+2) Int 8 (-1) Cha 7 (-2)
Equipment: anchor chain, staff

Merrow Skulk
Large natural humanoid Level 3 Lurker XP 150
Initiative +2 Senses Perception +3; low-light vision
HP 70; Bloodied 35
AC 18; Fortitude 14, Reflex 14, Will 12
Speed 6, Climb 6, Swim 7

m Grapple (standard; at-will)
+8 vs. AC

m Poison Dagger (standard; at-will) Weapon
+6 vs. AC; 1d6 +5 damage + poison (+6 vs. Fortitude; 5 damage till save)

Amphibious Invisibility
If the merrow skulk moves 3 or fewer squares while underwater, it has concealment until the end of its next turn.

Aquatic Ambush
When attacking from water on a surprise round the merrow skulk can start a grapple as a free action without provoking an attack of opportunity. If the grapple is successful, the merrow skulk can immediately drag the target underwater to be drowned.

Slippery
Opponents suffer a -4 penalty on grapple checks to subdue (not escape) the merrow skulk in a grapple.

Alignment: Evil Languages: Common, Giant
Skills: Stealth +10, Thievery +10
Str 19 (+4) Dex 14 (+2) Wis 10
Con 14 (+2) Int 8 (-1) Cha 7 (-2)
Equipment: poison dagger, hag’s eye

Merrow Harpoon Hunter
Large natural humanoid Level 3 Artillery XP 150
Initiative +0 Senses Perception +3; low-light vision
HP 76; Bloodied 38
AC 18; Fortitude 15, Reflex 12, Will 13
Speed 6, Swim 6

m Harpoon (standard; at-will) Weapon
+7 vs. AC; 1d8 +7 damage

r Harpoon (standard; at- will) Weapon Range 10/20
+7 vs. AC; 1d8 +7 damage; +6 Fortitude; shift target 4 squares toward merrow skulk; Missed: shift 1 square only.

Impale (standard; encounter) Weapon Range 10/20
m/r +6 Fortitude; target pinned in place unless succeeding Fortitude save

Net (standard; encounter) Weapon

Alignment: Evil Languages: Common, Giant
Skills: Athletics +10, Nature +8
Str 21 (+5) Dex 10 Wis 12 (+1)
Con 16 (+3) Int 7 (-2) Cha 7 (-2)
Equipment: 2 harpoons, 50’ silk rope, net

Merrow Gaffer
Large natural humanoid Level 3 Brute XP 150
Initiative +2 Senses Perception +3; low-light vision
HP 86; Bloodied 43
AC 18; Fortitude 18, Reflex 11, Will 12
Speed 6, Swim 6

m Gaff Hook (standard; at-will) Weapon
+7 vs. AC; 1d6+6 damage

m Toss (standard; encounter) Weapon
+7 vs. AC; 1d6+6 damage and opponent shifts 2 squares and is knocked prone.

m Eviscerate (standard; daily) Weapon
+5 vs. AC; 2d6+12 damage and opponent suffers 2d6 on following rounds until a +6 vs.
Fortitude save is made.

Horrid Stench
+6 vs. Fortitude; All non-merrow within 4 squares of the gaffer are nauseated.

Alignment: Evil Languages: Common, Giant
Skills: Stealth +10, Thievery +10
Str 23 (+6) Dex 8 (-1) Wis 10
Con 18 (+4) Int 7 (-2) Cha 7 (-2)
Equipment: 2 gaff hooks
 

Quickleaf said:
Any victim caught in her anchor chain for a full round begins to grow weaker. +6 vs. Fortitude or -2 Strength. Furthermore, the victim in unable to shift or use any powers that would cause them to move (e.g. fey step).

Evil Eye (daily)
One creature within 6 squares; +6 vs. Will; frightened for rest of encounter, and dazed for three days.

Horrific Appearance
All who set eyes on her; +6 vs. Fortitude; 2d6 Strength damage. Creatures reduced to 0 Strength are helpless. Affected creatures cannot be affected until 24 hours have passed.

I'm pretty sure they're doing away with ability score damage entirely and that no condition (except death) lasts beyond an encounter.

Cool though. I'm getting ready to stat up a hag for the same adventure the stuff I've posted earlier is from. Course, Hags in Heva are utterly unlike Hags as they're commonly described in D&D. They're evil extraplanar amazons that are always on the lookout for weak-willed males to seduce, magical power to siphon and are constantly plotting to improve their standing within the Hag pecking order.

m Eviscerate (standard; daily) Weapon
+5 vs. AC; 2d6+12 damage and opponent suffers 2d6 on following rounds until a +6 vs.
Fortitude save is made.

Horrid Stench
+6 vs. Fortitude; All non-merrow within 4 squares of the gaffer are nauseated.

I don't get how you're doing the ongoing effects here. Normally its a roll of the d20 with an 11 or higher resulting in the end of the ongoing effect. What does the +6 vs. Fortitude mean?
 

Here's my ideas for some nasty ice-bugs. Also, an icy howling wind-thing. I have no idea if the numbers make sense and I didn't give them ability scores yet either. Oh, and also I'm treating "X and Y damage type" as 'one set of damage, use your lowest resistance of the two' because it makes sense to me that way.

Glacial Skitterer; Level 2 Brute
A frozen shell covered in spikes gives a shake, and its icy rattle fills the valley.
Small Elemental Beast (cold)
Initiative +3 Perception +2
HP: 40; Bloodied 20
AC 18, Fortitude 14, Reflex 13, Will 16
Resist 5 cold, Vulnerable 5 fire
Speed 4
(m) Spikes (Standard, at-will) +5 vs AC, 1d8+3 cold
M Fissure (Standard, Recharge 6) Range 5; +8 vs Reflex, target is immobilized and ongoing 5 cold damage (save ends both)The skitterer lets out a tiny rumble, and the ice cracks beneath your feet. In an instant, the ground gives way and you find yourself stuck waist-deep in a frigid crevasse.

Glacial Harrier; Level 2 Skirmisher
A buzzing fills the air, and a blue-white insectoid shoots by, slashing at you with its deadly wings
Small Elemental Beast (cold)
Initiative +5 Perception +5
HP: 35; Bloodied 17
AC 15, Fortitude 14, Reflex 18, Will 16
Resist 5 cold, Vulnerable 5 fire
Speed fly 8
(m) Sideswipe (Standard, at-will) The Harrier moves up to its speed, and can make an attack at any point during this move; +5 vs AC, 1d8+3 cold
M Momentum Strike (Standard, Recharge 6) The Harrier moves up to its speed and attacks at the end of its move, +7 vs Fort, 1d6 cold and target is pushed 3 squares.

Glacial Parasite; Level 2 Skirmisher
A spiky shell pulses, and suddenly leaps at your face, and its filaments wrack your body with pain.
Small Elemental Beast (cold)
Initiative +3 Perception +2
HP: 30; Bloodied 15
AC 18, Fortitude 14, Reflex 13, Will 16
Resist 5 cold, Vulnerable 5 fire
Speed 6
(m) Spikes (Standard, at-will) +5 vs AC, 1d6+3 cold
M Attach (Standard, Recharge when Bloodied) +8 vs Reflex; on hit target is slowed and cannot target Parasite and Followup: Filaments. Detaches when bloodied.
(m) Filaments (Attached foe, Standard, at-will); +7 vs Will, 1d8+4 psychic damage

Glacial Puppeteer; Elite Level 2 Soldier
An icy shell pulses on the back of a frostbitten berserker, who howls in pain as he charges.
Medium Elemental Humanoid (cold)
Initiative +6 Perception +5
HP: 80; Bloodied 40
AC 18, Fortitude 17, Reflex 13, Will 21
Resist 10 cold, Vulnerable 5 fire
Speed 6
(m) Greatsword (Standard; at-will) * Weapon +10 vs AC; 2d6+4 weapon and cold damage
R Painful Scream (Standard; at-will) Range 10(affects closest foe); +6 vs Will; 1d8+2 psychic
Battle Fury (Standard; at-will) The Glacial Puppeteer attacks with both its Greatsword and its Painful Scream.
M Frigid Stab (Standard; Recharge 6) * Weapon +10 vs AC; 2d6+4 weapon and cold, and target is slowed (save ends).
M Rebuff (Standard; Recharge 4 5 6) * Weapon +10 vs AC; 2d6+4 weapon and target is pushed 3 squares.
R Wail of Torment (Standard; Recharge 6) Range 10(affects 2 closest targets); +8 vs Will; 2d8+2 psychic damage and Stunned (save ends)
Icy Determination +4 damage vs slowed or immobilized foes.

Rage Wind; Level 2 Lurker
A blue-white mist swirls around your feet as you descend into the dark. Only when the tendrils have begun to strangle you do you realize this is no mere fog.
Medium Elemental Animate (cold)
Initiative +6 Perception +5
HP: 60; Bloodied 30
AC 15, Fortitude 15, Reflex 17, Will 16
Resist 5 cold, Vulnerable 5 fire
Speed fly 8
(m) Engulf (Standard; at-will) +6 vs Reflex; 1d8 cold and psychic
M Heartfrost (Standard; at-will) +6 vs Fort; 1d6 cold and target is Dazed (save ends)
Gale (Standard, Recharge 4 5 6) Close burst 1; +6 vs Fort, 1d8 cold and Rage Wind is Insubstantial until the end of its next turn (takes 1/2 damage, but crits are as normal)
False Death (Immediate, when Bloodied) The Rage Wind becomes Invisible and may immediately move up to its speed. This invisibility lasts until the Rage Wind attacks.
 

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