Updated Monsters- Fan Project

AngryMojo

First Post
So, MM2 changed solo design, and MM3 changed damage values and defenses for lots of monsters, so where does that leave our poor, old MM1 monsters that we've depended on for so long to eat our PC's alive and inflict fates worse than death upon them?

It leaves them here, that's where.

I propose problem monsters from MM1, wonderful iconic beasts who need love, be reposted with a modern shine to them. We can critique and tweak until they are as close to perfect as our little brains can make them.

So, the challenge is out there, BEGIN!
 

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I propose problem monsters from MM1, wonderful iconic beasts who need love, be reposted with a modern shine to them. We can critique and tweak until they are as close to perfect as our little brains can make them.

So, the challenge is out there, BEGIN!
Which ones are you going to do first?

Cheers, -- N
 

I made the purple worm again in the other thread, but I am happy with this version so might as well post him here. I do apologize for the tiny text, photobucket decided it didn't want to put them up at a reasonable resolution (probably due to the length of them too). Okay I found a solution, ignore this!

SweartoGodIamDoneNow.png


That's the purple worm I made earlier. Here is the WIP of the Dracolich.

Dracolich2.png


My initial goal was not to make a dragon but undead, but something that felt like a dragon but different. As a result he retains the bite and claw attacks of normal Dragons as his main "stuff", combined with a breath weapon that leaves a zone of deadly necrotic energy and a real dislike of anyone living in the party. Revenants who have managed to make themselves undead get a pretty big mechanical advantage against such a creature.

Life Drain: This just reduces healing in the aura. I felt his damage was fine, so penalizing healing felt more appropriate for something like the dracolich. Note that those relying on surgeless healing and paladins with Hospitaler are going to hate you forever for this.

Bite: This is really what he uses for opportunity attacks, it has additional damage thrown onto it as he can't use it for multiple attack powers and its straight necrotic damage.

Scything Claws: This is a trickier power, it actually targets two creatures when used - giving him an at-will double attack. He can slide people around with it as well, this gives him some room from the defender so he can hit another character.

Flashing Talons: Effectively this raises his total attacks to four. Unlike other solos designed post-MM2, I chose to simply front load his damage as opposed to giving him an increase when bloodied. If you felt like it, simply make this a power that's usable only when bloodied and it accomplishes a similar effect.

Breath Weapon: Iconic to Dragons, this one I modified from the original stun based power to one that I feel is more interesting. It makes a zone of deadly necrotic energy, a PC within it can choose to be dazed or take 20 necrotic damage. Depending on the situation one or the other may be optimal. Either way giving PCs a tactical choice beyond their own powers often is interesting.

Shadowfell Jaunt: A simple teleportation power for getting out of trouble.

Enslaving Gaze: A basic dominate power, fairly common by epic level and fluffy for dracolichs.

Energy Drain: This simply does 10 necrotic damage to a PC and reduces defenses. Designed to make defenders easier to hit when attack penalties have been building up during the fight. If you're wondering about the close burst, it's so it doesn't provoke opportunity attacks.

Mesmerizing Glare: Originally a close burst 3 immediate interrupt that stuns everyone in it, I changed this power around a lot. Now it imposes a stiff penalty and a potential extra attack. Ideally the Dracolich can use this on an inconvenient stun or daze power, preventing it from working and getting an extra attack/daze out of it. The effect is pretty nasty depending on what conditions the PC has though!

Subdue the Living: I actually envisage this creature having allies in an EL + 2 where the dracolich is the same level as the party (EG level 18 party vs. level 18 dracolich solo and further friends). In this case his bolsters his allies indirectly by making them harder to hit - assuming they are undead of course. It also increases the amount of damage undead do with their attacks as well. I went for this power instead of frightful presence, because I wanted to make something that was similar to a dragons frightful presence but a different twist.

Hope you like it anyway. It's still WIP of course, but I didn't want to post without having something new to show.
 
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I'll probably do the epic hydra next. The skeleton of the creature is actually pretty decent, he just needs something more interesting to do now and again. Though in some respects the heroslayer hydra already replaces him. I shall have to ponder about it, as I only intend to remake creatures that deserve to be remade. If something can just be easily made viable by changing damage expressions I'm not going to bother posting that.

Edit: I also want to call dibs on the Tarrasque. I'm going to make something that will make PCs crap dice bricks (I'm been thinking about how to improve it for some time).
 
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Critiques!!

On the Purple Worm, I kind of see the idea of a purple worm as a creature that bites, and holds on. Very dangerous if he gets ahold of you, so to speak. I think it would make more sense if the Drag Under required the worm to be grabbing a creature first, that way it captures the feel of a burrowing creature popping up and dragging creatures to their doom. Also, the Grinding Jaws seems a little wonky, why not make it a Minor Action attack instead of a triggered action. Instead of "Don't start here or I'll eat you" make it "I chew on you! Nummy nummy humans."
Also, the poison stinger seems a bit too good to be a 4+ recharge, and a move action. If you remove the First Failed Save thing, it should be fine.
This way, the worm basically has four attack options depending on the situation.
1. I slam the ground and spread out the hurt (Tremorshock)
2. I sting you when the time is right and debilitate you (Sting)
3. I bite you and chew for a bit (Grinding Jaws)
4. I eat you up (Swallow)
With the 2 or 3 bit attacks a round, a chewing attack and sting or a drag under, there's more than enough attacks to deal some pretty severe damage. If anything, I'd say there's a bit too much.
 

Critiques!!On the Purple Worm, I kind of see the idea of a purple worm as a creature that bites, and holds on. Very dangerous if he gets ahold of you, so to speak. I think it would make more sense if the Drag Under required the worm to be grabbing a creature first, that way it captures the feel of a burrowing creature popping up and dragging creatures to their doom.

This would make, sense but makes it too dependent on hitting twice and means it cannot get the mobility the power affords it. It is effectively there to give it a move and an attack to disable someone at range who is annoying the creature - especially to take advantage of an opening to escape the defender with tremorshock. Making too many things rely on grabs - even if I made it very reliable at grabbing - is making it a tad unreliable. This is also because it really wants to (ultimately) swallow a target it is grabbing - drag under is a powerful action removal power to get rid of a PC for a turn.

I also envisage the worm starting the combat 90% of the time with Drag Under - either in a surprise round or just as its first move to get into combat.

Also, the Grinding Jaws seems a little wonky, why not make it a Minor Action attack instead of a triggered action.

There are two main reasons:

1) The target cannot use immediate reactions, opportunity actions or similar against the attack as it occurs on their own turn. So when the Wizard does get grabbed (say he was dazed by Drag Under), even if he's not dazed he can't just wizards escape or similar powers to get out of it.

2) It provides an out of turn free action attack for the purple worm. Improving its action economy and breaking up the damage it does to outside of its turn as well. This spreads its damage out and means it can't front load as much.

And third, albeit minor one:

3) By damaging an enemy on their turn it has the chance to actually "passively" action denial that PC by knocking them unconscious with potential damage (probably unlikely). It can then dump them if it feels like it or choose to attack another character instead on its turn, albeit 99% of the time probably eating the unconscious character. It also gives other characters time to react to this situation. Normally this occurs because the worm is stunned until the end of X PCs turn. In this case it doesn't potentially lose all its attacks, if the PC is before the grabbed PC in the initiative order it potentially picks up an attack it would otherwise fail to get if it had to make the attack on its own turn. Consider if the worm is dazed, it can take one action on its turn but it can still take free actions. Without an AP this set up "pinches" another attack where it couldn't get one as a minor action. This partly gets around being dazed until the end of some PCs next turn.

Essentially it's done like that for point 1. To make escaping its grab by reacting to its attacks more difficult. Effectively the purpose is to double up on the bite attack, while simultaneously spreading the damage out and ensuring it is still reliable (EG if the PC can't react to the first attack, reacting to the second attack is probably not likely either - but the intervening turns also prevents the worm from capitalizing most on the situation).

Remember that I've made the only effective way of getting rid of its grabs to dominate it (Then take the free action to let go of the PC) or push/pull/slide it away (or teleport it). Pushing it with forced movement triggers the aura and that can be pretty bad (as it's automatic damage). Teleportation based forced movement works well though.

Also, the poison stinger seems a bit too good to be a 4+ recharge, and a move action. If you remove the First Failed Save thing, it should be fine.

It's a minor action actually, because it is single typed damage (poison) I don't have so many worries about this. Plenty of ways of getting resistance to poison by paragon tier and it's certainly a worthwhile investment. The aftereffect depends on the leader and party composition. This power is quite swingy, it's either going to perform very well or resistances, improved saves, leader saves and similar will heavily degrade its performance. I usually find typed damage needs to be a little better than untyped due to common resistances.

Looking at it, I think it should be a 5+ and not 4+ recharge. I shall correct that when I get back home as 4+ is a little too low for the damage I gave it. This might actually be better as a move action though, now you mention it as it makes it harder to use with drag under and a standard action multiple attack power. In fact, I think that's a really good idea. I'll even change the power to give the worm some mobility before striking as well, so it fits with a move action better and lower the damage slightly to compensate.

With the 2 or 3 bit attacks a round, a chewing attack and sting or a drag under, there's more than enough attacks to deal some pretty severe damage. If anything, I'd say there's a bit too much.

Yes, which is why grinding jaws is spread over to the PCs turn. This reduces the overall damage output and allows leaders/other characters time to react to the situation. The swallow in this case is basically death for any character at this level who falls unconscious from it. Hence the damage needs to spread out somewhat (such as the change to Insatiable Hunger to target multiple enemies).

Effectively the grinding jaws is to encourage the PCs to get rid of it before the grabbed characters turn. Due to the clasping jaws trait, this means pushing it away and threatening to trigger the worms aura. I'm also going to modify the aura to remove the slide. At the moment the slide means that you need to push the worm a total of seven squares to break the grab. It has reach 3 and can slide the PC 3 squares when pushed/pulled/slid. That makes things a bit too unreasonable.

My "puppet" party of: Fighter/Wizard/Rogue/Cleric/Warlock was able to win when I played around with it a couple of hours ago, but I wasn't satisfied that I couldn't break the creatures grab AND took damage when using forced movement. The damage is meant to be the disincentive, not the fact it's nearly impossible to break the grab unless you have a wizard, thunderwave and a mega wisdom score.

I'll try it again with grinding jaws replacing the position that poisonous sting has as a minor action though. But first I have to fix the forced movement issue caused by the aura power as that's pretty crippling. I'll definitely move poisonous sting to a move, reduce the damage and give it a movement effect.
 
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Here's an idea, because much of your design comes from a (legitimate) fear of a solo being neutered by the Stunned and Dazed conditions. Add the following:

Triggered Action:
Burrowing Retreat
Trigger: The Purple Worm becomes Dazed or Stunned
The Purple Worm immediately shifts 3 squares down, using it's burrow speed to hide, or something along those lines. That way, the stun/daze power isn't completely useless against the monster, but it doesn't leave the monster hung out to dry for a full round of damage without the chance of smacking back. At best the stun gives the players a short respite to heal, then the worm bursts up from another part of the battlefield to wreak more havoc.
 

He's pretty resistant to daze due to having a multiple attack standard action and a close burst. As daze and stunned don't prevent him losing his grabs - the main reason they are devastating against the original worm, I'm not so worried about them here. He performs pretty well and keeps up with the party damage wise. I moved grinding jaws to a beginning of turn action that takes no action - so if he has some grabbed in them he can still inflict the pain despite being stunned or other conditions. I'd also need to word the ability to negate his tunneling effect (he leaves a tunnel wherever he goes with his burrow, soft sand or a terrain effect would solve that better than a power).

Edit: Updated version going up... soon. Done. I think that's all the fiddling with that I can bear, especially given I'll be seeing that stat block in my sleep tonight I've poked it so often. Unless there is something glaring I missed I think I would like to do something else :p
 
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I couldn't resist poking the Balor. In reality, I didn't want to straight remake this because the Balor in the MM is pretty decent with upgraded damage. There is a little bit better version in E3 and Demonomicon has a "wizards" updated original Balor. When I made this, I decided to make an alternative Balor with some different powers to perform more of a leader role.

BalorBloodcaller.png


He's sort of how I envisage a daemonic warlord. He doesn't heal allies - that doesn't seem very demony anyway, but he does considerably bolster their attacks and allow them to attack out of turn. Lead by Fear replaces demonic accuracy and targets allies instead. As a "funny" effect, if the ally misses with the attack he takes damage for being so pathetic. I imagine roleplaying wise as this being the Balor hurling insults and invective at his subordinate, not to mention probably smacking him.

Daemons are quite lacking in leaders as well. So I feel while there are already improved Balors around, I think this has enough of a niche it justifies me doing it. I feel this is more complementary and encounter specific than the one in the MM.

...

Okay I just wanted to make another demon because I love demons :( Is that a crime? I recommend the Balor get soul eater from Demonomicon as well. Because nothing is worse than spending a healing surge and being hit for 4d10+25 damage on a free action (with a +37 vs. AC attack bonus!).

Edit: I am le tired now. Atropal is next on my agenda, then the hydra/tarrasque (but I am kinda sick of solos now I think of it).
 
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