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Troubleshoot my monsters
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<blockquote data-quote="Rechan" data-source="post: 4990057" data-attributes="member: 54846"><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p></p><p></p><p><strong>Herald of Winter</strong> 2nd level Solo Controller</p><p>Init: +3</p><p>Hp: 100 Bloodied: 50</p><p>(Not enough HP? I don't want GRIND, but...)</p><p>AC: 18 Fort: 17 Ref: 14 Will: 16</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:" /> Numbing Strike (Standard, At Will) </p><p>+7 vs. AC; 1d10+3 damage. Target is pushed 2, takes a -2 to attacks until end of Herald's next turn.</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:" /> Ice Trap (Standard, Melee)</p><p>+7 vs. AC; 1d10+3 damage. Target is immobilized, adjacent enemies take 1d6+3 cold damage. </p><p></p><p>Wrath of Winter (Standard, At Will)</p><p>Herald of Winter makes two basic attacks.</p><p></p><p>Rime Pulse (Standard, Recharge 5, 6) Close Burst 2</p><p>+6 vs. Ref; 2d6+3 cold damage. Target is pushed 2 and knocked prone.</p><p>(Too powerful? Or too much damage?)</p><p></p><p>Wave of Ice (Standard, Recharge 6) Close Blast 3</p><p>+6 vs. 2d6+3, target is pushed 2 and takes -2 to AC/REf until end of Herald's next turn.</p><p></p><p>Freeze Breath (Immediate Reaction, when damaged by ranged attack, recharge 5, 6) Close Burst 5</p><p>+6 vs. Fort; 1d6+3 cold damage, target takes ongoing 5 cold damage (save ends)</p><p></p><p>Crimson Caltrops (When Bloodied)</p><p>Squares adjacent to the Herald are difficult terrain. Entering a square causes 5 points of damage.</p><p></p><p></p><p>Gaze of Winter 2nd level Elite Controller</p><p>Init: +3</p><p>Hp: 76 Bloodied: 38</p><p>AC: 18 Fort: 16 Ref: 14 Will: 17</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:" /> Rod of Furious Ice (Standard, At Will)</p><p>+7 vs. AC; 1d6+3 damage, and target takes ongoing 5 cold damage (save ends)</p><p></p><p>Chilling Stare (Standard, AW) Range 10</p><p>+6 vs. Fort; 1d10+3 cold damage, target is slowed (save ends). First failed save: Target is immobilized (save ends).</p><p></p><p>Evil Eye: (Minor, AW) Clsoe Burst 10</p><p>+6 vs. Will; 1d6+3 necrotic damage, and target receives -2 to all defenses until end of Gaze's next turn.</p><p></p><p>Frigid Grasp (Standard, E) Range 10</p><p>+6 vs. Will; 1d10+3 cold damage. Target is slid 5 squares to ally; ally can make a basic attack with a +2.</p><p></p><p>Breath of Winter's Night (Standard, Recharges when Bloodied) Close Blast 3</p><p>+6 vs. Ref; 2d6+3 cold damage, and target is slid 3.</p><p>(Too much damage?)</p><p></p><p></p><p></p><p>Frosthammer Level 2 Brute</p><p>Init: +3</p><p>Chilling Aura: Aura 2. Enemies that enter/start their turn take 3 cold damage.</p><p>Hp: 47 Bloodied: 23</p><p>AC: 14 Fort: 16 Ref: 14 Will: 14</p><p></p><p>Frozen Flail</p><p>+5 vs. AC; 1d10+3 damage. Target is immobilized until end of Frosthammer's next turn.</p><p></p><p>Pulse of Cold (Immediate Reaction, when Bloodied, and killed) Close Burst 1</p><p>+3 vs. Fort; 2d4+2 cold damage.</p><p></p><p>Ice Reaper: +5 damage to Immobilized and Slowed targets.</p><p></p><p>(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.)</p><p></p><p></p><p></p><p>Archer Level 3 Artillery</p><p>Init: +6</p><p>HP: 38 Bloodied: 16</p><p>AC: 16 Fort: 13 Ref: 15 Will: 13</p><p></p><p>Longbow (S, AW) </p><p>+8 vs. AC; 1d10+3</p><p></p><p>Frostfell Arrow</p><p>+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.</p><p></p><p></p><p>Heartfreezing Arrow (Standard, E) </p><p>+8 vs. AC; 1d10+3+1d6 cold damage. Target is slowed, takes -2 to all defenses until Archer's next turn.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4990057, member: 54846"] 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. [B]Herald of Winter[/B] 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 :bmelee: 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. :bmelee: 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 :bmelee: 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. [/QUOTE]
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