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<blockquote data-quote="Mesh Hong" data-source="post: 4849064" data-attributes="member: 73463"><p>These arn't the HPs/Defences I would expect, though that doesn't make them wrong as I base mine from the creatures stats</p><p> </p><p><strong>HP</strong>: 52</p><p><strong>AC</strong>: 20; <strong>Fortitude</strong>: 15; <strong>Reflex</strong> 18; <strong>Will</strong> 19</p><p> </p><p></p><p> </p><p>I would have expected this to be +11 vs. AC and 1d8+2 damage (again for weapon damage I use either strength or dex bonus)</p><p> </p><p>The average expression for a level 6 lurker is 1d10+4 damage, I see you have no power that gives it bonus damage with combat advantage so I would tempted to increase the creatures base damage or add an effect.</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>Longsword Strike</strong> (standard, at will) - weapon</p><p>attack +11 vs. AC; 2d6+2 damage (crit 19/20 for 1d8+14 damage)</p><p> </p><p></p><p> </p><p>Again I would probably up the damage here, to 1d8+2 or maybe 1d10+2 and as it is a lurker add an suitable effect</p><p> </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>Shortbow Shot</strong> (standard, at will) - weapon</p><p>Range 15/30; attack +11 vs. AC; 1d10+2 damage; in Grimmen misses with this attack while hiding it remains hidden</p><p> </p><p></p><p> </p><p>I probably wouldn't bother making this power a 6 recharge and change it to an encounter power for easier book keeping. You also havn't informed the reader what type of power it is and its range.</p><p> </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>Grimmen Fear</strong> (minor; encounter) - fear</p><p>Close blast 3; attack +8 vs. Will; on hit target is pushed 2 squares and immobilised (save ends)</p><p> </p><p></p><p> </p><p>This is a nice power and a nasty surprise for the players. But I think you might need to adjust the overall HPs of the creature to balance it out. Look at the <strong>Zombie Hulk</strong> in the MM for an example of this power where the creature starts with less HPs than expected.</p><p> </p><p>In this case I would consider using:</p><p> </p><p><strong>HPs</strong>: 40; bloodied 20</p><p><strong>Rise for Blood</strong>: 20 </p><p> </p><p>It doesn't seem a lot, but that is because this sort of power is much better on a brute that has a bigger HP base.</p><p> </p><p>Anyway I hope these thoughts help.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4849064, member: 73463"] These arn't the HPs/Defences I would expect, though that doesn't make them wrong as I base mine from the creatures stats [B]HP[/B]: 52 [B]AC[/B]: 20; [B]Fortitude[/B]: 15; [B]Reflex[/B] 18; [B]Will[/B] 19 I would have expected this to be +11 vs. AC and 1d8+2 damage (again for weapon damage I use either strength or dex bonus) The average expression for a level 6 lurker is 1d10+4 damage, I see you have no power that gives it bonus damage with combat advantage so I would tempted to increase the creatures base damage or add an effect. :bmelee: [B]Longsword Strike[/B] (standard, at will) - weapon attack +11 vs. AC; 2d6+2 damage (crit 19/20 for 1d8+14 damage) Again I would probably up the damage here, to 1d8+2 or maybe 1d10+2 and as it is a lurker add an suitable effect :ranged: [B]Shortbow Shot[/B] (standard, at will) - weapon Range 15/30; attack +11 vs. AC; 1d10+2 damage; in Grimmen misses with this attack while hiding it remains hidden I probably wouldn't bother making this power a 6 recharge and change it to an encounter power for easier book keeping. You also havn't informed the reader what type of power it is and its range. :close:[B]Grimmen Fear[/B] (minor; encounter) - fear Close blast 3; attack +8 vs. Will; on hit target is pushed 2 squares and immobilised (save ends) This is a nice power and a nasty surprise for the players. But I think you might need to adjust the overall HPs of the creature to balance it out. Look at the [B]Zombie Hulk[/B] in the MM for an example of this power where the creature starts with less HPs than expected. In this case I would consider using: [B]HPs[/B]: 40; bloodied 20 [B]Rise for Blood[/B]: 20 It doesn't seem a lot, but that is because this sort of power is much better on a brute that has a bigger HP base. Anyway I hope these thoughts help. [/QUOTE]
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