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D&D 4E Worst Monsters in 4e

It is a pretty boring monster, but look at older versions of it, they aren't really any better. Really how do you make a top level epic monster that is essentially just a giant turtle with a gland problem exciting? Its quite possible, but I think you can't do it by treating it like an ordinary monster. It should be some sort of titanic challenge or something. Just climbing up the thing's foot to where you can get to any vital part could be a real serious problem.

I don't know about that. The 2e monster manual (compendium?), which is where I remember it from was pretty cool. It was pretty basic, but what monster wasn't back then, but still had some interesting things you had to do to kill it.

The Tarrasque needs someone to take ownership of it and turn it into a cool monster, creating a better story and better powers with more exciting mechanics than what 3e or 4e have done. It should be far more unique playwise than anything else out there.
 

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That's not a bad monster design, that's just a deadly one. As for Dark Creepers, they're great for punishing melee twink bands.

If a monster is great for twink bands that makes it a twink monster. And Guard Drakes are capable of bloodying a fighter in one hit. If you have 2 of them the fighter can die in a single round. Yes, they are quite deadly and I don't think that's good design for a low level monster.
 

If a monster is great for twink bands that makes it a twink monster. And Guard Drakes are capable of bloodying a fighter in one hit. If you have 2 of them the fighter can die in a single round. Yes, they are quite deadly and I don't think that's good design for a low level monster.

Meh. As far as I'm concerned there aren't enough creatures that are threatening. If it doesn't work for your group, well thats where DM perogative comes from in not choosing it or at least using them liberally.
 



Yeah, I never found guard drakes problematic in the slightest. Looking at some numbers, they're actually not even that high for damage. At the same level in MM1, I'd rate either elf or swarm much higher damage potential. (Elf Scout, Elf Archer, Errata-ed Needlefang Drake Swarm, Rat Swarm)

I find the Mad Wraith and Bone Naga auras very annoying design. Bloodfire Harpy's aura is pretty much broken, especially nowadays.

Vampires can be problematic if they can recurse blood draining recharges. Any monster in general that does second wind+ level healing is probably off the mark - whether it's an orc bloodrager, bulette, or what.
 

I dislike the whole insubstantial, weakening, regenerating combo as much as the next guy, but as long as you can hit the things, you are still going to get through it.

I find it more frustrating to face "you have a -7 penalty to hit these soldiers over here, good luck" combos. Something like an encounter incorporating Troglodyte Maulers, Worgs, and a leveled up Goblin Hexer would be very annoying, as you can't land any encounter powers reliably, between the Worg aura, the hexer cloud, and the troglodyte stench.

I think mass penalties to hit annoy me the most on monsters. At the very least, I'd put the Goblin Hexer on my hate list. Anything that can use darkness or blindness at will is also annoying. Once per encounter I don't mind so much (as long as there isn't a sustain).

I actually don't mind the occasional boring monster. I don't want a million rules on my average skirmishers. If they do extra 2d6 with combat advantage, can shift before an attack, and have an encounter power that does more damage and knocks the target prone, that's enough for me. Same with artillery, blazing skeletons are just about perfect. Some ongoing damage on a hit, and a discouraging fire aura.
 

The Tarrasque needs someone to take ownership of it and turn it into a cool monster, creating a better story and better powers with more exciting mechanics than what 3e or 4e have done. It should be far more unique playwise than anything else out there.

Just off the top of my head, I'd do something similiar to making the Tarrasque work like the behir or Tiamat, but with each of the Beast's limbs getting an action.

As an example:

Initiative: the Tarrasque gets one standard action on count 45, 40, 35, 30, 25.

If stunned, it loses the next action only, then the stun is removed.

It can attack/use its head 1/turn, right arm 1/turn, left arm 1/turn, body 1/turn, tail 1/turn. (or X 1/round. I can never remember which is which.)

Head: Bite (ongoing damage) or
Godzilla breath weapon (it needs ranged attacks)

Right Arm: Claw attack or
Rock toss (ranged) or
Swipe (damage and push)

Left Arm: Claw attack or
Pin (prone and restrained) or
Earth Slam (burst damage and knock prone)

Body: movement or
Trample or
Charge (damage and push) or
1/6 Recharge shifting jump attack

Tail: Swipe (burst attack and push) or
Ground slam (burst thunder damage and daze)


Scream upon bloodied (thunder damage, push and daze attack)
Some kind of Frenzy once bloodied
Recharge ability to Reflect ranged/blast/burst attacks back at attacker (from its old spell-reflecting carapice).
 
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Hah. 4/5 of those are in P3. And 5/5 if the Shadow Dragon's globes of darkness have a similar effect to the black dragon's!
-O

And just to rub salt in the wound, a dead purple worm makes an appearance as window dressing in an earlier encounter. P3 seriously has some jacked monsters.
 

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