The Monster Code

malcolm_n

Adventurer
They're more like guidelines... :cool:
Anyway, there are plenty threads about monsters, created and otherwise. But, the building of a 4e monster eludes me.

What guidelines, if any are there for creating a balanced monster?
How are stats determined?
General rule for powers, both in average damage output and general usefulness terms.

I got the race/class/power thing down i think, but monsters are too individual for me to glean their workings on my own. Anybody who could help? :) thank you.
 

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I believe someone told me that hp was based off of role * level + con, essentially like player hp, replacing class/player role for moster role, and without the extra kicker at first level. Elites get x2, Solos get x5 (not sure about minions)

Total damage per round is also based off of level (& probably role), but each single attack has no particular restrictions.

Defenses and attack bonus scale with level, although it's faster than one per two to take into account magic items. We don't have details, although monster role and type likely effect it. Stats usually come into it too.

I don't know how str/int/etc are chosen.

Umn, that's probably not much help, is it? I'm pretty sure there's more information around, but I don't know where it is, if you want to make your own right now, I suggest finding another monster with a similar role and level and changing the powers and moving the stats around.
 

I've made a dozen or so monsters by now. I've got a pretty good handle on HP, which for the most part seems pretty much Math, but most of the rest of it is Art.

I'll be tweaking all my monsters when we get the books for sure, when we've all got a better idea of the process. I don't think it'll ever be an exact science though, and I think I like it that way.

Fitz
 

small pumpkin man said:
Umn, that's probably not much help, is it? I'm pretty sure there's more information around, but I don't know where it is, if you want to make your own right now, I suggest finding another monster with a similar role and level and changing the powers and moving the stats around.

Au Contraire, it was great help. thank you. Now i just need to tear a few similar monsters apart and get an idea what to look at.

Also, thank you fitz, for the input.
 


Less code, more parameters. Once the core three are out, there may even be MM / DMG charts with what ACs / HPs / ToHit / DamageDealt / PowerEffects / AbilityDCs are appropriate for a given monster at a given level.
 

Here goes nothing...

Okay, so here's my attempt at this. Please, flay it alive and tell me what you think. By the by, this is my rewrite of the Keepers from fiend folio (one of my favorite monsters ever) so I want to do it justice.

Secret-keeper

Keepers are a sentient race of constructs built long ago by unknown entities. They traverse the planes as seekers of knowledge hidden by design or fate. They appear generally human, but for the ball joints which exist everywhere a normal joint would on an actual man or woman. All keepers wear goggles though they have no eyes to protect, and longcoats though they do not suffer from climate.

Keeper Lore
DC 20 - Keepers can mimic weapons by rotating small joints inside their arms. Without cue, they work in unison better than the most skilled of soldiers.
DC 25 - It's surprisingly easy to defeat a single keeper. In groups, however, you can never tell which one you're fighting at any given time.
DC 30 - Keepers are an eternal race and know things long lost to the eldest of living races. Getting the information is tricky though, since keepers are hardwired to destroy themselves and their information if held captive.

Keeper
Level 8 Skirmisher
XP 350
Medium Animate Humanoid

Initiative: +11
Skills: Perception +12, Athletics +16 (all skills +2 for each additional keeper)

AC: 25 Fort: 27 Ref: 27 Will: 17
HP: 66 Bloodied: 33 (see strength in numbers)
Resist: Magic 14
Saves: +5 vs. all

Speed: 8 squares

Basic Attacks: Slam (standard, At-will)
+11 vs. AC; 1d6 +7 damage

Attack: Dagger Sting (standard, At-will, Combat Advantage +2d6)
+11 vs. Reflex; 1d4 +7 damage

Attack: Sword Strike (standard, At-will)
+11 vs. AC; 1d8 +7 damage and make a second attack (standard, any target)
+11 vs. AC; 1d8 +7 damage

Attack: Axe Blow (standard, At-will, two-handed, +1d6 critical)
+11 vs. Fortitude; 1d12 +10 damage

Attack: Acid Spit (reaction when bloodied, then recharge (5, 6) ranged 2)
+15 vs. Reflex; 1d4 +11 damage; target is blind until start of next turn and ongoing acid 5 (save ends).

Strength in Numbers: Add the HP of all keepers in one encounter together. All keepers become bloodied at 1/2 total HP and die at 0 total HP.

Unified Mind: Unless the party has combat advantage against all active keepers in the encounter, they don't have combat advantage against any individual keeper.

Str: +7 (18) Con: +11 (26) Dex: +7 (19) Int: +11 (27) Wis: +3 (10) Cha: +0 (5)
 
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Your skill modifiers seem quite a bit high, as your BAB also.

Skills are 1/2 level + Ability + Racial. Granted, I don't know the monster very well, so I may be missing something.
 

neceros said:
Your skill modifiers seem quite a bit high, as your BAB also.

Skills are 1/2 level + Ability + Racial. Granted, I don't know the monster very well, so I may be missing something.
Do monsters get the +5 trained equivalent to their monster skills? if not, i'll -5 from both. Attack is just stat mod +4 (7 for str/dex and 11 for Int)
 

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