I whipped up these monsters in a day for a game, but due to scheduling, they didn't see use. So I would like to get them ironed out before next session. I don't care if a +1 is off here or there, but I'm more concerned about how interesting the monsters are, and issues of too powerful/not powerful enough.
My party consists of 6 1st level PCs. There are two strikers in the group (Barbarian, Assassin) so I'm not worried about HP issues. There's a Shaman, and a hybrid invoker|Cleric, so healing is also handled. The lone defender is a Paladin.
The monsters consist of hobgoblins who were frozen in a giant block of ice, before thawed out by a malignant primal force of winter. So they're not really undead, but more like Ice Hobgoblins.
All monsters have speed 5 and Resist Cold 5. I decided to not use Hogoblin racial powers, because very few of the players' powers use Save Ends effects, and of those that do, I'd hate to immediately stomp it.
Herald of Winter 2nd level Solo Controller
Init: +3
Hp: 100 Bloodied: 50
(Not enough HP? I don't want GRIND, but...)
AC: 18 Fort: 17 Ref: 14 Will: 16
Numbing Strike (Standard, At Will)
+7 vs. AC; 1d10+3 damage. Target is pushed 2, takes a -2 to attacks until end of Herald's next turn.
Ice Trap (Standard, Melee)
+7 vs. AC; 1d10+3 damage. Target is immobilized, adjacent enemies take 1d6+3 cold damage.
Wrath of Winter (Standard, At Will)
Herald of Winter makes two basic attacks.
Rime Pulse (Standard, Recharge 5, 6) Close Burst 2
+6 vs. Ref; 2d6+3 cold damage. Target is pushed 2 and knocked prone.
(Too powerful? Or too much damage?)
Wave of Ice (Standard, Recharge 6) Close Blast 3
+6 vs. 2d6+3, target is pushed 2 and takes -2 to AC/REf until end of Herald's next turn.
Freeze Breath (Immediate Reaction, when damaged by ranged attack, recharge 5, 6) Close Burst 5
+6 vs. Fort; 1d6+3 cold damage, target takes ongoing 5 cold damage (save ends)
Crimson Caltrops (When Bloodied)
Squares adjacent to the Herald are difficult terrain. Entering a square causes 5 points of damage.
Gaze of Winter 2nd level Elite Controller
Init: +3
Hp: 76 Bloodied: 38
AC: 18 Fort: 16 Ref: 14 Will: 17
Rod of Furious Ice (Standard, At Will)
+7 vs. AC; 1d6+3 damage, and target takes ongoing 5 cold damage (save ends)
Chilling Stare (Standard, AW) Range 10
+6 vs. Fort; 1d10+3 cold damage, target is slowed (save ends). First failed save: Target is immobilized (save ends).
Evil Eye: (Minor, AW) Clsoe Burst 10
+6 vs. Will; 1d6+3 necrotic damage, and target receives -2 to all defenses until end of Gaze's next turn.
Frigid Grasp (Standard, E) Range 10
+6 vs. Will; 1d10+3 cold damage. Target is slid 5 squares to ally; ally can make a basic attack with a +2.
Breath of Winter's Night (Standard, Recharges when Bloodied) Close Blast 3
+6 vs. Ref; 2d6+3 cold damage, and target is slid 3.
(Too much damage?)
Frosthammer Level 2 Brute
Init: +3
Chilling Aura: Aura 2. Enemies that enter/start their turn take 3 cold damage.
Hp: 47 Bloodied: 23
AC: 14 Fort: 16 Ref: 14 Will: 14
Frozen Flail
+5 vs. AC; 1d10+3 damage. Target is immobilized until end of Frosthammer's next turn.
Pulse of Cold (Immediate Reaction, when Bloodied, and killed) Close Burst 1
+3 vs. Fort; 2d4+2 cold damage.
Ice Reaper: +5 damage to Immobilized and Slowed targets.
(I really like Chillborn zombies, but they are too high level, and I prefer them to bebrutes. However, these guys aren't very interesting aside from their basic attack and their aura. I am not satisfied with the Pulse; I'd like a neater ability for them.)
Archer Level 3 Artillery
Init: +6
HP: 38 Bloodied: 16
AC: 16 Fort: 13 Ref: 15 Will: 13
Longbow (S, AW)
+8 vs. AC; 1d10+3
Frostfell Arrow
+8 vs. AC; 1d10+3. Until end of next turn, a burst 1 zone is created centered on the target. Any creature that ends its turn within the zone takes 3 cold damage.
Heartfreezing Arrow (Standard, E)
+8 vs. AC; 1d10+3+1d6 cold damage. Target is slowed, takes -2 to all defenses until Archer's next turn.
My party consists of 6 1st level PCs. There are two strikers in the group (Barbarian, Assassin) so I'm not worried about HP issues. There's a Shaman, and a hybrid invoker|Cleric, so healing is also handled. The lone defender is a Paladin.
The monsters consist of hobgoblins who were frozen in a giant block of ice, before thawed out by a malignant primal force of winter. So they're not really undead, but more like Ice Hobgoblins.
All monsters have speed 5 and Resist Cold 5. I decided to not use Hogoblin racial powers, because very few of the players' powers use Save Ends effects, and of those that do, I'd hate to immediately stomp it.
Herald of Winter 2nd level Solo Controller
Init: +3
Hp: 100 Bloodied: 50
(Not enough HP? I don't want GRIND, but...)
AC: 18 Fort: 17 Ref: 14 Will: 16

+7 vs. AC; 1d10+3 damage. Target is pushed 2, takes a -2 to attacks until end of Herald's next turn.

+7 vs. AC; 1d10+3 damage. Target is immobilized, adjacent enemies take 1d6+3 cold damage.
Wrath of Winter (Standard, At Will)
Herald of Winter makes two basic attacks.
Rime Pulse (Standard, Recharge 5, 6) Close Burst 2
+6 vs. Ref; 2d6+3 cold damage. Target is pushed 2 and knocked prone.
(Too powerful? Or too much damage?)
Wave of Ice (Standard, Recharge 6) Close Blast 3
+6 vs. 2d6+3, target is pushed 2 and takes -2 to AC/REf until end of Herald's next turn.
Freeze Breath (Immediate Reaction, when damaged by ranged attack, recharge 5, 6) Close Burst 5
+6 vs. Fort; 1d6+3 cold damage, target takes ongoing 5 cold damage (save ends)
Crimson Caltrops (When Bloodied)
Squares adjacent to the Herald are difficult terrain. Entering a square causes 5 points of damage.
Gaze of Winter 2nd level Elite Controller
Init: +3
Hp: 76 Bloodied: 38
AC: 18 Fort: 16 Ref: 14 Will: 17

+7 vs. AC; 1d6+3 damage, and target takes ongoing 5 cold damage (save ends)
Chilling Stare (Standard, AW) Range 10
+6 vs. Fort; 1d10+3 cold damage, target is slowed (save ends). First failed save: Target is immobilized (save ends).
Evil Eye: (Minor, AW) Clsoe Burst 10
+6 vs. Will; 1d6+3 necrotic damage, and target receives -2 to all defenses until end of Gaze's next turn.
Frigid Grasp (Standard, E) Range 10
+6 vs. Will; 1d10+3 cold damage. Target is slid 5 squares to ally; ally can make a basic attack with a +2.
Breath of Winter's Night (Standard, Recharges when Bloodied) Close Blast 3
+6 vs. Ref; 2d6+3 cold damage, and target is slid 3.
(Too much damage?)
Frosthammer Level 2 Brute
Init: +3
Chilling Aura: Aura 2. Enemies that enter/start their turn take 3 cold damage.
Hp: 47 Bloodied: 23
AC: 14 Fort: 16 Ref: 14 Will: 14
Frozen Flail
+5 vs. AC; 1d10+3 damage. Target is immobilized until end of Frosthammer's next turn.
Pulse of Cold (Immediate Reaction, when Bloodied, and killed) Close Burst 1
+3 vs. Fort; 2d4+2 cold damage.
Ice Reaper: +5 damage to Immobilized and Slowed targets.
(I really like Chillborn zombies, but they are too high level, and I prefer them to bebrutes. However, these guys aren't very interesting aside from their basic attack and their aura. I am not satisfied with the Pulse; I'd like a neater ability for them.)
Archer Level 3 Artillery
Init: +6
HP: 38 Bloodied: 16
AC: 16 Fort: 13 Ref: 15 Will: 13
Longbow (S, AW)
+8 vs. AC; 1d10+3
Frostfell Arrow
+8 vs. AC; 1d10+3. Until end of next turn, a burst 1 zone is created centered on the target. Any creature that ends its turn within the zone takes 3 cold damage.
Heartfreezing Arrow (Standard, E)
+8 vs. AC; 1d10+3+1d6 cold damage. Target is slowed, takes -2 to all defenses until Archer's next turn.
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