Here are my suggestions for a first feel of 4E
4E Templates
You may apply this template on any creature, but its best to use it only if the creatures base CR is near the level of the party (+/- 2 levels).
They might or might not come close to the effects of the new monster classification ("weight categories" Minion, Elite and Boss)
I am going to try out the Minion and Elite templates this week-end in an Iron Heroes game.
Minion Template:
- If the creature is focused on physical combat (melee or ranged), half its hit points. This does not affect its HD or related abilities.
- If the creature primarily relies on spellcasting, instead half the numbers of spells, spell-like abilities and supernatural abilities it can use. In addition, it may use its spell-like abilities, spells or supernatural abilities only once every other round, or its effect are reduced by half (usually only if the primary effect is damage)
Challenge Rating: Base Creature -2
Notes:
Minions have no staying power, and as such should be used in groups, possibly combined with more powerful monsters. They are there to provide the "dressing" of the encounter - expendable mooks. Since they should be based on monsters with levels close to the PCs, they should still have a fair chance of being hit or resist spells. Warning: Spellcasters relying on Save o Die spells might get disappointed with these.
Elite Template:
- If the creature is focused on physical combat (melee or ranged), double its hit points. This does not affect its HD or related abilities. If the creature deals only weak physical damage, instead increase both its hit points and its attack damage by 50 %. (For ease of use: To calculate its new attack damage, first determine its average damage and add half that value to its normal damage. This is the new attack damage.)
- If the creature is focused on spellcasting or supernatural abilities, you may instead choose to double the number of spells and spell-like ability uses it has per day, and increase its hit points by 50 %. In addition, once every other round, it may use one of its spells or spell-like abilities or its supernatural abilities as a swift action, provided the normal action for the ability is no more than a standard action.
Challenge Rating: Base Creature +2
Note:
Elites have a lot of staying power. Spellcasters need more spells to really benefit from it, that's why they get some less and add more spell uses in turn.
Since their original level is usually close to that of the PCs, their save DCs, attacks and armor should all be in a fair range.
Be careful with any game-breaking spells used to often (Save or Die). Also note: Save or Die/suck is pretty effective against these guys, since it bypasses the main reason for their staying power - the increased hit points.
Master Template:
- Double the creatures hit points. This does not affect its HD or related abilities.
- Once per 5 minutes, if the creatures hitpoints are reduced to the normal hit point value of a creature of its type, it can spend a fullround action to either heal half the normal hit point for a creature of its type. Alternatively, it may use this to double its damage with physical attacks, or use one of its spells, spell-like abilities or supernatural abilities as a swift action (provided they can normally be used as a fullround action or less)
- Once per round, as an immediate action in response to an attack against it, a spell cast on it, or a creature moving inside its threatened range, it can take an action that would normally be a standard action or less (including casting a spell or making an attack). This is in addition to any Attack of Oppertunities provoked.
- If the creature usually relies on spells, spellike or supernatural abilities in combat, increase its uses per day by half.
- if the creature is targeted by an attack/spell that would normally kill or incapacitate instantly, its hit points are instead reduced by half of its full hit points (this can still be deadly), and it is unable to act for one round.
Challenge Rating: Base Creature +4
Note:
Masters/Boss monsters need some staying power, but they also need a bit more actions per round to feel effective. otherwise, they can easily run into a "lock" situation - constantly tripped, disarmed, grappled or whatever, and no time to do something else.
Try to avoid abusive special attacks with the free and extra uses.
Again, since the base creature is of a level close to that of the PCs, its attacks, AC, Saves and Saving Throw DCs should feel "fair". But this also means Save or Die spells are pretty useful against them, which is why I gave them a kind of immunity against it. It still dies if its hitpoints are down to -10, and the "free round" for the PCs will still give some satisfaction. Save or die spells will work very effectively as "Finishing Move"...
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Replacing Fullround Attacks:
All attacks are made as a standard action (unless noted otherwise).
If you have a second melee attack due to BAB, you may choose to reroll an attack roll. You must take the new result, even if its worse.
If you have a third melee attack due to BAB, you may always roll twice and take the better result. If you have a fourth melee attack due to BAB, you may make one additional reroll per encounter (or 5 minutes)
If you have multiple attack thanks to Two-Weapon Fighting/Flurry of misses blows or Rapid Shot, continue applying all normal penalties, and add the following changes:
Your first extra attack allows you to make one additional attack roll, but you must choose the second, even if it is worse. The second roll of a two-weapon fighting attack applies to the off-hand attack. A second attack from Two-Weapon Fighting allows you to take the most favorable result instead (in case of Two-Weapon Fighting: if the second attack was a hit, you can also take the more favorable weapon damage). The third extra attack allows one additional reroll per encounter (or 5 minutes)
It might be best to remove the Monks Flurry of Blows class feature and give him a good base attack progression.
(Note: I am not so happy yet with the "remove full attack" House rule here. It might still involve to much dice rolling. Maybe going for double damage straight at some point might be better. Though I theoretically like rerolls...)