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<blockquote data-quote="helium3" data-source="post: 4101429" data-attributes="member: 31301"><p>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.</p><p></p><p>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."</p><p></p><p>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.</p><p></p><p>Ghoulfaced Trap (Large Construct, 10 HD)</p><p>Construct Traits, Darkvision, Immobile </p><p>43 Hit Points (Bloodied at 21), DR 5/Heartwire</p><p>13 Armor Class, 13 Flat Footed, 4 Touch</p><p>Fort +4, Ref +4, Will +4</p><p>Reactive Spell Resistance - Immediate, SR 18 against one vulnerable spell or power that hits.</p><p>Rumbling Roar - Immediate when Bloodied, Close Blast 60’, Deafened (Curse) ongoing Will 15.</p><p>Quicksilver Needles - Standard (Recharge 5-6), Close Blast 40’, 1d3 needles, Reflex 16, 1d2 damage and Slowed (Curse) ongoing Will 15 (non-stacking).</p><p>Silver Bolt - Standard At Will, Ranged 25’, Reflex 16, 2d6 damage and Paralyzed (Curse) ongoing Will 15 (non-stacking).</p><p>Standard Attack - Bite (+6 melee/2d6/20/x2)</p><p></p><p>Shriven Defender (Large Undead, 10 HD)</p><p>Darkvision, Ground 6, Undead Traits</p><p>68 HP (Bloodied at 34)</p><p>26 Armor Class, 23 Flat Footed, 12 Touch</p><p>Fort +4, Ref +4, Will +8</p><p>Chilling Rage - Immediate when Bloodied, Close Burst 10’, Reflex 16 or prone and Slowed (Curse) ongoing Will 15 (non-stacking).</p><p>Swinging Rush - Swift when Critting or target is Paralyzed, Opposed Strength Check +9 to avoid being pushed two squares. Paralyzed targets automatically pushed.</p><p>Standard Attack - Longsword (+6 melee/2d6+6/19-20/x2)</p></blockquote><p></p>
[QUOTE="helium3, post: 4101429, member: 31301"] 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) [/QUOTE]
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