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<blockquote data-quote="the Jester" data-source="post: 6244996" data-attributes="member: 1210"><p>I'll throw in a (fairly) random example of a solo I've designed. This is my conversion of a classic monster, the trapper. Note the reference in its description to it as a lurker- I mean that in the sense of lurkers above, trappers, mantari and other related monsters, not in the sense of the lurker role. </p><p></p><p>A few things:</p><p></p><p>Its hps are a little lower than standard because it's going to be taking half damage from many attacks. Its damage output is probably going to be equal to four or five monsters' because it's going to be dealing damage to multiple creatures at a time in most instances.</p><p></p><p>The one thing about this monster that breaks a lot of good solo design advice is that it's really simple- there aren't a lot of options for different types of actions. However, as the trapper is a quintessential trap monster, I'm of a mind that, in this case, it's okay; the party will be scrambling to escape it or rescue their buddies, and terrain will have a tremendous impact on how a fight with this thing would play. It has its inexorable trait to help with action denial; overall, though this thing is a bit dry, I'm satisfied with it.</p><p></p><p></p><p><strong>Trapper --- Level 18 Solo Lurker </strong> </p><p>Gargantuan natural magical beast --- XP 10,000 </p><p> </p><p><em>Unlike many lurkers, a trapper does not fly. Instead, it crawls slowly through a dungeon until it finds a room in which it can take up residence on the floor. The trapper has a 'lure' organ which is shaped like a chest or box, so a party of adventurers entering the trapper's lair might think they have found unguarded treasure. The truth is far more dangerous; when the adventurers attempt to open the chest, the trapper rolls its body around them, crushing them to pulp. While fully spread out, a trapper can cover an area up to 40' on a side, only rolling up its fighting space when it attacks.</em></p><p></p><p>HP 396; Bloodied 198 Initiative +14</p><p>AC 32; Fortitude 32; Reflex 26; Will 30 Perception +15</p><p>Speed 4 Tremorsense 20</p><p>Saving Throws +5; Action Points 2</p><p><strong></strong></p><p><strong>TRAITS </strong></p><p><strong></strong></p><p><strong>Blend with the Room</strong></p><p> </p><p>When a trapper is hidden on the floor of its lair, it requires a Dungeoneering check (DC 27) or Perception check (DC 32) to recognize it before it attacks.</p><p></p><p><strong>Inexorable </strong></p><p>If the trapper starts its turn dominated or stunned, it uses crush as a free action.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong> </strong></p><p><strong>(melee) Spring the Trap * Encounter</strong></p><p> Requirement: The trapper must be hidden from at least one of the targets.</p><p> Effect: The trapper assumes its fighting space (4x4 squares) anywhere within the area it is spread out over, and can share enemy spaces. It then makes the following attack.</p><p> Attack: Melee 0 (each creature in the trapper's space); +19 vs. Reflex.</p><p> Hit: The target is grabbed (escape DC 32). While grabbed, the target takes ongoing 25 damage, is dazed, takes a -4 penalty to attack rolls and has line of sight or effect to no creature other than the trapper. Additionally, no other creature has line of sight or effect to the target. While it has creatures grabbed, the trapper is immobilized.</p><p> Effect: As long as the trapper hit at least one target, it uses crush as a free action.</p><p> Special: A creature adjacent to the trapper can force it to release one grabbed creature by making an Athletics check, DC 24, or can force it to release all grabbed creatures by making an Athletics check, DC 32.</p><p><strong></strong></p><p><strong>(melee) Crush * At Will</strong></p><p> Attack: Melee 0 (each creature grabbed by the trapper); +19 vs. Fortitude.</p><p> Hit: 3d10+10 damage.</p><p></p><p><strong>MINOR ACTIONS </strong></p><p><strong> </strong></p><p><strong>Snatch * At Will</strong></p><p> Attack: Melee 1 (one creature); +21 vs. Reflex.</p><p> Hit: The target is grabbed (escape DC 32) and pulled into the trapper's space. While grabbed, the target takes ongoing 25 damage, is dazed, takes a -4 penalty to attack rolls and has line of sight to no creature other than the trapper. Additionally, no other creature has line of sight to the target. While it has creatures grabbed, the trapper is immobilized.</p><p> Special: A creature adjacent to the trapper can force it to release one grabbed creature by making an Athletics check, DC 24, or can force it to release all grabbed creatures by making an Athletics check, DC 32.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong> </strong></p><p><strong>Vulnerable Victim * At Will</strong></p><p> Trigger: An attack deals damage to the lurker above while it has at least one creature grabbed.</p><p> Effect (Immediate Interrupt): The triggering attack deals half damage to the lurker above. The other half is divided evenly between each grabbed creature (round up).</p><p>---</p><p>Skills Stealth +18</p><p>Str 26 Dex 12 Wis 22</p><p>Con 18 Int 2 Cha 16 </p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 6244996, member: 1210"] I'll throw in a (fairly) random example of a solo I've designed. This is my conversion of a classic monster, the trapper. Note the reference in its description to it as a lurker- I mean that in the sense of lurkers above, trappers, mantari and other related monsters, not in the sense of the lurker role. A few things: Its hps are a little lower than standard because it's going to be taking half damage from many attacks. Its damage output is probably going to be equal to four or five monsters' because it's going to be dealing damage to multiple creatures at a time in most instances. The one thing about this monster that breaks a lot of good solo design advice is that it's really simple- there aren't a lot of options for different types of actions. However, as the trapper is a quintessential trap monster, I'm of a mind that, in this case, it's okay; the party will be scrambling to escape it or rescue their buddies, and terrain will have a tremendous impact on how a fight with this thing would play. It has its inexorable trait to help with action denial; overall, though this thing is a bit dry, I'm satisfied with it. [B]Trapper --- Level 18 Solo Lurker [/B] Gargantuan natural magical beast --- XP 10,000 [I]Unlike many lurkers, a trapper does not fly. Instead, it crawls slowly through a dungeon until it finds a room in which it can take up residence on the floor. The trapper has a 'lure' organ which is shaped like a chest or box, so a party of adventurers entering the trapper's lair might think they have found unguarded treasure. The truth is far more dangerous; when the adventurers attempt to open the chest, the trapper rolls its body around them, crushing them to pulp. While fully spread out, a trapper can cover an area up to 40' on a side, only rolling up its fighting space when it attacks.[/I] HP 396; Bloodied 198 Initiative +14 AC 32; Fortitude 32; Reflex 26; Will 30 Perception +15 Speed 4 Tremorsense 20 Saving Throws +5; Action Points 2 [B] TRAITS Blend with the Room[/B] When a trapper is hidden on the floor of its lair, it requires a Dungeoneering check (DC 27) or Perception check (DC 32) to recognize it before it attacks. [B]Inexorable [/B] If the trapper starts its turn dominated or stunned, it uses crush as a free action. [B]STANDARD ACTIONS (melee) Spring the Trap * Encounter[/B] Requirement: The trapper must be hidden from at least one of the targets. Effect: The trapper assumes its fighting space (4x4 squares) anywhere within the area it is spread out over, and can share enemy spaces. It then makes the following attack. Attack: Melee 0 (each creature in the trapper's space); +19 vs. Reflex. Hit: The target is grabbed (escape DC 32). While grabbed, the target takes ongoing 25 damage, is dazed, takes a -4 penalty to attack rolls and has line of sight or effect to no creature other than the trapper. Additionally, no other creature has line of sight or effect to the target. While it has creatures grabbed, the trapper is immobilized. Effect: As long as the trapper hit at least one target, it uses crush as a free action. Special: A creature adjacent to the trapper can force it to release one grabbed creature by making an Athletics check, DC 24, or can force it to release all grabbed creatures by making an Athletics check, DC 32. [B] (melee) Crush * At Will[/B] Attack: Melee 0 (each creature grabbed by the trapper); +19 vs. Fortitude. Hit: 3d10+10 damage. [B]MINOR ACTIONS Snatch * At Will[/B] Attack: Melee 1 (one creature); +21 vs. Reflex. Hit: The target is grabbed (escape DC 32) and pulled into the trapper's space. While grabbed, the target takes ongoing 25 damage, is dazed, takes a -4 penalty to attack rolls and has line of sight to no creature other than the trapper. Additionally, no other creature has line of sight to the target. While it has creatures grabbed, the trapper is immobilized. Special: A creature adjacent to the trapper can force it to release one grabbed creature by making an Athletics check, DC 24, or can force it to release all grabbed creatures by making an Athletics check, DC 32. [B]TRIGGERED ACTIONS Vulnerable Victim * At Will[/B] Trigger: An attack deals damage to the lurker above while it has at least one creature grabbed. Effect (Immediate Interrupt): The triggering attack deals half damage to the lurker above. The other half is divided evenly between each grabbed creature (round up). --- Skills Stealth +18 Str 26 Dex 12 Wis 22 Con 18 Int 2 Cha 16 Alignment unaligned Languages - [/QUOTE]
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