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  1. - Top - End - #1
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    eek Josha's Bestiary - PEACH

    I present to you now a horde of monsters to unleash upon you D&D campaign, both iconic and bizarre, both classic and new, both malevolent and just hungry. please provide constructive feedback in any way you can.

    LIST OF MONSTERS IN NEW FORMAT
    Spider
    Tren

    LIST OF MONSTERS IN OLD FORMAT (Need to be updated)
    Alchemical Golem
    Feral Yowler
    Goatfolk
    Maelephant
    Urskan
    Blue
    Half-Illithid Lizardfolk
    Summoning Ooze
    Half-Farspawn Gray Render
    Fungus Beast
    Angel of Madness
    Corruption Otyugh
    Tommy Rawhead & Bloody Bones

    OTHER
    Fiendish Monster Theme


    _/ _/ _/ _/ _/ _/

    This monster was fun to make, I did a lot of work on balancing it.
    If you ever use it tell me what it was like.


    Alchemical Golem


    The body of an alchemical golem is composed of a single tough, transparent membrane in the shape of a humanoid, with the face usually mimicking the appearance of its creator. Inside the membrane is a swirling collection of toxic, oily chemicals, which merge and separate at random, and give the creature life. An alchemical golem wears no clothing and has no possessions. Despite the membrane that keeps the ingredients inside, the golem gives off a faint, acrid smell. An alchemical golem is 9 feet tall and weighs 4,000 pounds.



    Alchemical Golem Level 13 Elite Controller
    Large natural animate XP 1,600
    Initiative +7 Senses Perception +7
    HP 268; Bloodied 134
    AC 29; Fortitude 31; Reflex 26; Will 22
    Immune poison, disease, sleep.
    Resist 10 acid, 10 cold, 10 fire, 10 lightning, 10 poison
    Saving Throws +2
    Speed 6
    Action Points 1

    TRAITS
    Toxic Lightning Aura aura 3
    Foes that start their turn within the aura take 10 lightning and poison damage, if they are bloodied they are also weakened until the start of their next turn.

    STANDARD ACTIONS
    m Burning Acid Slam (standard; at-will) • Fire, Acid
    Attack: Melee 1 (1 target); +18 vs AC
    Hit: 2d8 + 12 Acid and fire damage and the target is weakend until the end of the golem's next turn.
    c Freezing Poison Breath (standard; encounter, recharges when first bloodied) • Cold, Poison
    Attack: Close blast 3 (enemies in blast); +16 vs Fortitude
    Hit: 3d10 + 12 Cold and poison damage and the target is slowed and takes a -3 penalty to attack rolls (save ends both).

    Alignment Unaligned Languages —
    Str 19 (+10) Dex 13 (+7) Wis 13 (+7)
    Con 22 (+12) Int 3 (+2) Cha 16 (+9)

    Tactics The alchemical golem stays in the center of the battle making full use of it's Toxic Lightning Aura, if a foe gets to close it pounds them into a pulp with Burning Acid Slam. If it can get 3 foes at a time (2 if the alchemical golem is bloodied) it uses Freezing Poison Breath.

    Encounter Groups:
    Drow, devils, and mad wizards like to make Alchemical Golems.

    Drow Lair (lv 13, xp 4000)

    - Drow Arachnomancer (lv 13 artillery, xp 800)
    - Alchemical Golem (Level 13 Elite Controller, xp 1,600)
    - 2 Armored Wrackspawn (lv 13 solder, xp 800)
    Last edited by Chainsaw Hobbit; 2010-08-27 at 09:42 PM.

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    eek Re: My 4e Monsters (now 1 thread)!

    I know the Resist Magic sorta goes against the philosophy of 4th edition but it fits the flavor.
    The main fluff bock is from WotC.

    Feral Yowler

    Feral yowlers are the result of extreme experiments in necromantic magic gone awry. Whether originally spawned from displacer beasts panthers, or concocted from no known beast, the first feral yowlers were warped and twisted by massive amounts of magical energy. Because of these experiments, they not only developed an immunity to necromantic magic, they also gained the abilities that make them such deadly and efficient killers. Feral yowlers are ruthless predators, hunting not only for fun but also for the thrill of the kill. A feral yowler measures about 7 feet long and weighs roughly 400 pounds. While they love to yowl, feral yowlers do not actually speak



    Feral Yowler Level 5 Brute
    Medium natural magical beast XP 200
    Initiative +4 Senses Perception +9; darkvision, low-light vision
    HP 78; Bloodied 39
    Regeneration 3
    AC 17; Fortitude 18; Reflex 17; Will 14
    Resist 10 necrotic
    Speed 10

    TRAITS
    Resist Magic (no action; at-will)
    The Feral Yowler has +3 to all defenses against arcane attacks.
    Minor Displacement • Illusion
    All melee and ranged attacks have a -2 chance to hit the Feral Yowler, this effect ends when the Feral Yowler is hit by an attack but starts again when it moves at least 2 spaces.

    STANDARD ACTIONS
    m Bite (standard; at-will)
    Attack: Melee 1 (1 target); +8 vs AC.
    Hit: 2d8 + 7 Damage, +6 damage if the target is prone.
    M Claws (standard; at-will)
    2 Attacks
    Attack: Melee 1 (1 target); +8 vs AC.
    Hit: 1d10 + 7 Damage, if both attacks hit the target is knocked prone.

    Alignment Chaotic Evil Languages 50% goblin
    Skills Athletics +11, Endurance +11, Intimidate +6
    Str 18 (+6) Dex 15 (+4) Wis 15 (+4)
    Con 18 (+6) Int 7 (+0) Cha 9 (+1)

    Encounter Groups
    Feral Yowlers can be encountered with the dark wizards that made them but they sometimes break free and form feral packs with other creatures.

    Mad Wizard (ECL 5, xp 1000)

    - 2 Feral Yowlers ( lv 5 brute)
    - Hobgoblin Warcaster Advanced to lv 5 (lv 5 controller)
    - Bugbear Warrior (lv 5 brute)
    - Wight (lv 5 skirmisher)

    Ravenous Pack (ECL 5, xp 1000)

    - 3 Feral Yowlers ( lv 5 brute)
    - Horned Drake (lv 5 skirmisher)
    - Rage Drake (lv 5 brute)

    Feral Yowler Lore:

    Arcana 15
    Feral yowlers are the result of extreme experiments in necromantic
    magic gone awry.

    Arcana 20
    It is widely believed they were originally Displacer Beasts before being warped by dark magic. Because of this they retain some of the Displacer Beast traits.
    Last edited by Chainsaw Hobbit; 2010-08-27 at 09:44 PM.

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    Default Re: My 4e Monsters (now 1 thread)!

    Not my best creation, the lore section needs a lot of work and 60% of the fluff is copy-pasted from a 3.5 monster book. The mechanics are sorta bland and balence is not guaranteed.
    Maybe I'll come back and fix it some time.

    Goatfolk

    Goatfolk are powerfully built goatlike creatures that resemble satyrs. Unlike their hedonistic and mischievous fey cousins, goatfolk are much more physically focused creatures who favor a barbarian lifestyle. Goatfolk choose leaders by combat, and the strongest and most aggressive lead the pack. Thus, leadership is transitory and prone to challenge. Both males and females assert themselves and hold these temporary positions of power. These creatures call themselves ibixians, and races that deal regularly with them use the proper name, but colloquially, they’ve been dubbed “goatfolk.” Goatfolk are bigger than most humans and almost all satyrs, standing about 6 to 6-1/2 feet tall and weighing about 250 pounds.



    Goatfolk Grunt

    The majority of Goatfolk tribes, Goatfolk Grunts serve as fodder and shock-troops.

    Goatfolk Grunt Level 3 Minion Brute
    Medium XP 38
    Initiative +3 Senses Perception +1; low-light vision
    HP 1; a missed attack never damages a minion.
    AC 15; Fortitude 16; Reflex 15; Will 15
    Speed 6

    TRAITS
    Pack Fighter (no action; at-will)
    The goatfolk has +1 to attacks, +1 to damage, and +2 to saves when it has at least 2 goatfolk allies within 6 spaces

    STANDARD ACTIONS
    m Battleaxe (standard; at-will) • Weapon
    Attack: Melee 1 (1 target); +6 vs AC.
    Hit: 5 Damage.

    Alignment Unaligned Languages Common, Giant
    Skills Intimidate +5
    Str 17 (+4) Dex 14 (+3) Wis 11 (+1)
    Con 17 (+4) Int 8 (+0) Cha 14 (+3)

    Tactics Goatfolk Grunts charge into the Frey, never surrendering or fleeing.


    Goatfolk Savage

    Some of the strongest Goatfolk, savages lead grunts into battle.

    Goatfolk Savage
    Level 3 Brute
    Medium fey humanoid XP 150
    Initiative +3 Senses Perception +1; low-light vision
    HP 57; Bloodied 28
    AC 15; Fortitude 16; Reflex 15; Will 15
    Speed 6

    TRAITS
    Bloodfury (no action; at-will)
    While bloodied the goatfolk has a +1 to all damage rolls and a -1 to all attack rolls.
    Pack Fighter (no action; at-will)
    The goatfolk has +1 to attacks, +1 to damage, and +2 to saves when it has at least 2 goatfolk allies within 6 spaces.

    STANDARD ACTIONS
    m Headbut (standard; at-will)
    Attack: Melee 1 (1 target); +6 vs AC
    Hit: 1d10 + 3 Damage and the target is knocked prone.
    m Greataxe (standard; at-will) • Weapon
    Attack: Melee 1 (1 target); +6 vs AC
    Hit: 2d6 + 3 Damage.

    Alignment Unaligned Languages Common, Giant
    Skills Athletics +9, Endurance +9, Intimidate +10
    Str 17 (+4) Dex 14 (+3) Wis 11 (+1)
    Con 17 (+4) Int 8 (+0) Cha 14 (+3)

    Tactics Goatfolk Savages try to stay near to allies, ganging up on foes, knocking them prone, and hacking the to bits.


    Goatfolk Shaman

    Goatfolk Shamans often lead tribes and train war beasts.

    Goatfolk Shaman Level 4 Controller (Leader)
    Medium fey humanoid XP 175
    Initiative +3 Senses Perception +6; low-light vision
    HP 55; Bloodied 27
    AC 18; Fortitude 16; Reflex 15; Will 17
    Speed 6

    TRAITS
    Pack Fighter (no action; at-will)
    The goatfolk has +1 to attacks, +1 to damage, and +2 to saves when it has at least 2 goatfolk allies within 6 spaces.

    STANDARD ACTIONS

    m Headbut (standard; at-will)
    Attack: Melee 1 (1 target); +9 vs AC
    Hit: 1d6 + 4 Damage and the target is knocked prone.
    R Horns of The Goatlord (standard; recharge 3 4 5 6) • Primal
    Attack: Ranged 10 (1 target); +9 vs AC
    Hit: 1d10 + 4 Damage and the target is knocked prone.

    TRIGGERED ACTIONS
    Combat Healing (immediate reaction; at-will)
    When an ally within 10 spaces rolls a natural 16 or higher on an attack they can regain 10 hp.

    Alignment Unaligned Languages Common, Giant
    Skills Heal +11, Intimidate +11, Nature +11
    Str 15 (+4) Dex 12 (+3) Wis 18 (+6)
    Con 15 (+4) Int 12 (+3) Cha 15 (+4)

    Tactics The Goatfolk Shaman stays in the center of their allies healing them and using Horns of The Goatlord to knocks foes prone.

    Encounter Groups
    Goatfolk hang out with monsters they have trained, fey, and sometimes orcs.

    Goatfolk Ambush (lv 3, xp 800)

    - 3 Goatfolk Savages (lv 3 brute, xp 150)
    - Goatfolk Shaman (lv 4 controller, xp 175)
    - Orc Berserker (lv 4 brute, xp 175)

    Goatfolk lore:

    Nature 15
    Goatfolk are distant cousins of the satyr, however they are much more savage and feral.

    Nature 20 or religion 22
    Goatfolk worship The Goat lord, a primal spirit.
    Last edited by Chainsaw Hobbit; 2010-08-01 at 05:55 PM.

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    Default Re: My 4e Monsters (now 1 thread)!

    C'mon, tell me these guys aren't as freaky as hell.
    I think the picture would give me nightmares when I was 10.

    Maelephant

    A Maelephant is an immortal guardian created by demons to guard arcane secrets. Maelephants have long ago broken away from their demonic masters and now serve anyone who can provide them with enough living flesh.



    Maelephant Level 17 Elite Brute
    Large immortal magical beast XP 3,200
    Initiative +10 Senses Perception +17
    HP 414; Bloodied 207
    AC 31; Fortitude 35; Reflex 25; Will 31
    Saving Throws +2
    Speed 8
    Action Points 1

    STANDARD ACTIONS
    M Trunk Spike (standard; at-will)
    Attack: Melee 2 (1 target); +20 vs AC
    Hit: 3d8 + 19 Damage and ongoing 10 damage (save ends).
    C Blast of Toxic Stench (standard; encounter)
    Attack: Close blast 3 (all targets); +17 vs Fortitude
    Hit: 4d10 + 19 Poison damage and the target takes a -4 penalty to attack rolls (save ends).
    Miss: Half damage and the penalty to attack rolls is reduced to -2.

    MINOR ACTIONS
    m Claw (minor; at-will)
    Attack: Melee 1 (1 target); +20 vs AC
    Hit: 2d8 + 19 Damage and the target is knocked prone.

    Alignment Evil Languages —
    Skills Endurance +21
    Str 24 (+15) Dex 15 (+10) Wis 18 (+12)
    Con 27 (+16) Int 15 (+10) Cha 15 (+10)

    Tactics
    The Maelephant never surrenders or flees and always holds it's ground, whenever there are at least 3 foes within range (or 2 if the Maelephant is bloodied) it uses it's Blast of Toxic Stench power.

    Maelephant Lore

    Arcana or Religion 22
    Maelephants are carnivorous creatures crated by demons but now serve as mercenaries in exchange for living humanoid flesh.

    Arcana or Religion 27
    Maelephants are fearless and never back down.
    Maelephants can breath toxic vapors on their foes.
    Last edited by Chainsaw Hobbit; 2010-08-27 at 09:45 PM.

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    Default Re: My 4e Monsters (now 1 thread)!

    I know, I know. Golen Compass ripoff.
    The main fluff block is from WotC.

    Urskan

    The urskans are a race of intelligent, tool-using bearlike creatures that rule over large areas of tundra and boreal forest despite their relatively small numbers. Singly, they are fearsome. Gathered into an army, they are almost unstoppable. Urskans are often also referred to as armored bears because of their love of heavy steel armor when fighting to defend their territory. Their enormous muscle and their “thumb claw” (a false but usable thumb a resembling that of a giant panda) allow them to wield hammers and work iron, and their intelligence and careful workmanship are reflected in flexible suits of plate armor with breastplates up to 1 inch thick. The full suits can weigh up to 500 pounds.



    Urskan Render The more brutal of the Urskan, renders fight like rabid tigers until slain.

    Urskan Render Level 11 Brute
    Medium natural humanoid XP 600
    Initiative +7 Senses Perception +6
    HP 144; Bloodied 72
    AC 26; Fortitude 24; Reflex 20; Will 25
    Resist 5 cold
    Speed 6 ; Ice Walk

    TRAITS
    Last Drop Of Blood (while bloodied)
    The Urskan gains a +2 bonus to all defenses and regeneration 5.

    STANDARD ACTIONS
    m Ironclaw (standard; at-will)
    Attack: Melee 1 (1 target); +14 vs AC
    Hit: 3d6 + 14 Damage and the target is marked (save ends).
    M Fangrend (standard; at-will)
    Marked targets only
    Attack: Melee 1 (1 target); +14 vs AC
    Hit: 3d6 + 14 Damage and ongoing 10 damage (save ends).

    Alignment Unaligned Languages Common
    Skills Endurance +17, Intimidate +11
    Str
    21 (+10) Dex 15 (+7) Wis 12 (+6)
    Con 24 (+12) Int 15 (+7) Cha 12 (+6)

    Tactics
    The render tears the closest foe to pieces until slain.


    Urskan Ironthane
    The IronThain acts as a bodyguard and mercenary to anyone who can pay the price.

    Urskan IronThane Level 12 Soldier
    Medium natural humanoid XP 700
    Initiative +11 Senses Perception +7
    HP 123; Bloodied 61
    AC 31; Fortitude 25; Reflex 21; Will 26
    Resist 5 cold
    Speed 5 ; Ice Walk

    TRAITS
    Last Drop Of Blood (while bloodied)
    The Urskan gains a +2 bonus to all defenses and regeneration 5.
    Defender (no action; at-will)
    Adjacent allies gain a +3 bonus to all defenses.

    STANDARD ACTIONS
    m Hammer (standard; at-will)
    Attack: Melee 1 (1 target); +19 vs AC
    Hit: 2d6 + 11 Damage and the target is marked (save ends).
    M Breaking Strike (standard; recharge 5 6)
    Attack: Melee 1 (1 target); +19 vs AC
    Hit: 3d6 + 11 Damage and the target is dazed and takes ongoing 10 damage (save ends both).

    Alignment Unaligned Languages Common
    Skills Endurance +15, Intimidate +12
    Str 28 (+15) Dex 16 (+9) Wis 13 (+7)
    Con 19 (+10) Int 16 (+9) Cha 13 (+7)

    Tactics The Urskan Ironthane stays close to allies and fights strategic and smart, flanking whenever possible.

    Encounter Groups
    Urskan train monstrous bears to aid them in battle, some Urskan are mercenaries and fight alongside non-Urskan allies.

    Urskan War Party (lv 11, xp 2900)
    - 2 Urskan Ironthanes (lv 12 solder, xp 700)
    - Urskan Render (lv 11 brute, xp 600)
    - Dire bear (lv 11 elite brute, xp 1200)
    Last edited by Chainsaw Hobbit; 2010-08-27 at 09:47 PM.

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    Default Re: My 4e Monsters (now 1 thread)! (typos now fixed)

    Blues are psionic Goblins that are blue, that's all the fluff you really need.
    The main fluff-block is copy-pasted from The Expanded Psionics Handbook.

    Blue

    Blues are a subrace of goblins with an innate knack for psionics. Their bluish skin sets them apart from other goblins immediately—which often makes them a target not just of goblin enemies but also of other goblins. Enlightened goblin communities attempt to preserve their blues, since those that survive to adulthood augment the tribe.



    Blue Telepath Level 2 Elite Controller (Leader)
    Small natural humanoid XP 250
    Initiative +3 Senses Perception +1; low-light vision
    HP 70; Bloodied 35
    AC 18; Fortitude 14; Reflex 17; Will 19
    Saving Throws +2
    Speed 6
    Action Points 1

    STANDARD ACTIONS
    m Staff (standard; at-will) • Weapon
    Attack: Melee 1 (1 target); +7 vs AC
    Hit: 1d6 + 5 Damage and the Blue Telepath slides the target 1 square.
    R Brain Freeze (standard; recharge 5 6) • Psychic
    Attack: Ranged 20 (1 target); +7 vs AC
    Hit: 1d10 + 5 Psychic damage and the target is slowed and takes ongoing 5 psychic damage (save ends both).

    MINOR ACTIONS
    R Mind Rip (minor; at-will) • Psychic
    Attack: Ranged 20 (1 target) +6 vs Will
    Hit: 1d10 + 5 Psychic damage and the target is dazed until the end of the Blue Telepath's next turn.

    TRIGGERING ACTIONS
    Goblin Tactics (immediate reaction; when missed by a melee attack; at-will)
    The goblin shifts 1 square.
    Psychic Retort (immediate reaction; at-will) • Psychic
    When the Blue is hit by an attack that deals psychic damage; the attacker takes 5 psychic damage.

    Alignment Unaligned Languages Goblin, Common
    Str 8 (+0) Dex 14 (+3) Wis 11 (+1)
    Con 11 (+1) Int 17 (+4) Cha 11 (+1)

    Tactics The Telepath is sneaky and cowardly, it tries to stay behind allies but does not greatly fear melee and can hold it's ground if it is forced to fight hand-to-hand. It blasts it's foes with psionic powers and flees if the fight looks grim.


    Blue Mindworm Level 2 Elite Lurker
    Small natural humanoid XP 250
    Initiative +8 Senses Perception +1; low-light vision
    HP 58; Bloodied 29
    AC 18; Fortitude 14; Reflex 17; Will 19
    Saving Throws +2
    Speed 6
    Action Points 1

    TRAITS
    Combat Advantage
    The Blue Mindworm's melee attacks deal 2d6 extra damage against any creature granting combat advantage to it.

    STANDARD ACTIONS
    m Dagger (standard; at-will) • Weapon
    Attack: Melee 1 (1 target); +7 vs AC
    Hit: 1d6 + 5 Damage.
    R Dominate (standard; at-will) • Psychic
    Attack: Ranged 15 (1 target); +5 vs Will
    Hit: 1d6 + 5 Psychic damage and the target is dazed (save ends)
    First failed save: 1d6+3 psychic damage and the target is dominated (save ends).
    Invisibility (standard; at-will)
    The Blue Mindworm becomes invisible until the end of it's next turn.

    TRIGGERING ACTIONS
    Goblin Tactics (immediate reaction; when missed by a melee attack; at-will)
    The goblin shifts 1 square.
    Psychic Retort (immediate reaction; at-will) • Psychic
    When the Blue is hit by an attack that deals psychic damage; the attacker takes 5 psychic damage.


    Alignment Unaligned Languages Goblin, Common
    Str 8 (+0) Dex 17 (+4) Wis 11 (+1)
    Con 11 (+1) Int 17 (+4) Cha 8 (+0)

    Tactics The Blue Mindworm stays out of combat dominating foes and occasionally stabbing one that it has combat advantage against before turning invisible and retreating.

    Encounter Groups:
    Blues often lead small groups of followers and let the do their dirty work while they stay in the back and assault the minds of their foes.

    Goblin Ringleader (lv 2, xp 600)
    - Blue Telepath (lv 2 elite controller, xp 250)
    - Kruthik Young (lv 2 brute, xp 125)
    - Goblin Sharpshooter (lv 2 artillery, xp 125)
    - Goblin warrior (lv 1 skirmisher, xp 100)

    Lurking Blue (lv 2, xp 675)
    - Blue Mindworm (lv 2 elite lurker, xp 250)
    - 2 Goblin warriors (lv 1 skirmisher, xp 100)
    - Goblin Skullcleaver (lv 2 brute, xp 125)
    - Stirge (lv 1 lurker, xp 100)
    Last edited by Chainsaw Hobbit; 2010-08-27 at 09:48 PM.

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    Default Re: My 4e Monsters (now 1 thread)! (typos now fixed)

    This is MY take on the classic monster.

    Half-Illithid Lizardfolk

    When an Illithid tadpole is planted in a lizardfolk brain it dies before the metamorphosis is complete, creating a Half-Illithid.
    These hybrids often lead lizardfolk tribes or sometimes serve Mind-Flayers as elite bodyguards.



    Half-Illithid Lizardfolk Level 8 Elite Controller
    Medium aberrant humanoid XP 700
    Initiative +6 Senses Perception +10
    HP 170; Bloodied 85
    AC 24; Fortitude 20; Reflex 23; Will 25
    Resist 5 poison, 5 psychic
    Saving Throws +2
    Speed 6 ;Swamp walk
    Action Points 1

    STANDARD ACTIONS
    m Scimitar (standard; at-will) • Weapon
    Attack: Melee 1 (1 target); +13 vs AC
    Hit: 2d6 + 5 Damage and the target grants combat advantage until the end of the Half-Illithid Lizardfolk's next turn.
    R Mind Poison (standard; at-will) • Psychic
    Attack: Ranged 20 (1 target); +12 vs Will
    Hit: 2d6 + 5 Psychic damage and ongoing 5 psychic damage (save ends).
    C Mind Blast (standard; recharge 5 6) • Psychic
    Attack: Burst 3 (all targets in burst); +10 vs Will
    Hit: 2d6 + 5 Psychic damage and the target is dazed (save ends).

    TRIGGERING ACTIONS
    Toxic Blood (immediate reaction; at-will) • Poison
    When hit by a melee attack the Half-Illithid Lizardfolk makes a toxic blood attack.
    Attack: Burst 1 (1 target in burst); +12 vs Fortitude
    Hit: 1d8 + 5 Poison damage and the target is dazed (save ends).

    Alignment Evil Languages Common, Deep Speech, Draconic
    Skills Arcana +12, Intimidate +11
    Str 15 (+6) Dex 14 (+6) Wis 13 (+5)
    Con 13 (+5) Int 17 (+7) Cha 15 (+6)
    Equipment Scimitar

    Tactics The Half-Illithid Lizardfolk tries to stay out of the way of primary melee fighters while tearing apart the minds of the most threatening foes.

    Encounter Groups:

    Half-Illithid Lizardfolk often lead lizardfolk into battle, some also bodyguard Illithids.

    Human Hunt (lv 5, xp 1200)
    - Half-Illithid Lizardfolk (lv 8 elite controller, xp 700)
    - 2 Blackscale Bruisers (lv 6 brute, xp 250)
    Last edited by Chainsaw Hobbit; 2010-08-01 at 06:03 PM.

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    Default Re: My 4e Monsters (now 1 thread)! (typos now fixed)

    This was one of my favorite things about 3.5e, and now it's back!

    Fiendish Monster Theme

    Sometimes when creatures inhabit the abyss or live in the 9 hells for generations they gain some of the characteristics of their hostile environment. When this happens they become fiendish. This shows up on the creature but in different ways, some have glowing eyes and more sharp, predatory features; some grow horns and fangs; whatever the effect fiendish creatures are always evil.
    Skill Modification +2 intimidate.
    Alignment Modification Good creatures and unaligned creatures become evil, evil and chaotic evil creatures stay the same.

    POWERS
    Fiendish powers sew terror and destruction on the battlefield making monsters feel more like demons and devils.

    Hellfire Burst (Standard Action)
    Give this power to controllers, artillery, or skirmishers to give them a bit of fiendish spellcasting feel. A hobgoblin warcaster with Hellfire Burst feels like an infernal agent of hell.

    R Hellfire Burst (standard; Encounter) • Fire, Necrotic
    Attack: Burst 1 within 10 (all targets); Level +3 vs Reflex
    Hit: 2d6 + Half level fire damage and the target takes ongoing 5 necrotic damage (save ends).
    Lv 11 2d10 + Half level fire damage and the target takes ongoing 10 necrotic damage (save ends).
    Lv 21 2d12 + Half level fire damage and the target takes ongoing 15 necrotic damage (save ends).


    Carnage (Trait)
    Give this power to Solders, brutes, and skirmishers for best results, Carnage adds demonic flavor to monsters and evil minions alike.

    Carnage (No action; at-will)
    While adjacent to at least 2 allies this creature gains a +2 bonus to attack rolls and damage rolls.


    Torment The Weak (Trait)
    Give this power to lurkers, controllers, and skirmishers for best results, Torment The Weak is a goods way to make monsters seem EVIL!

    Torment The Weak (No action; at-will)
    This creature has a +2 bonus to attack rolls and a -1 penalty to damage rolls against bloodied targets.


    Bloodlust (Trigged Action)
    Give this power to lurkers, solders, and brutes for best results, Bloodlust gives monsters an extra level of brutality.

    Bloodlust (Immediate reaction)
    Trigger: This creature scores a critical it.
    Effect: The creature gains 5 temporary hit points per tier and can make a saving throw.

    Fiendish Resistance (Trait)
    Give this to any non-minion monster for fiendish flavor.

    Fiendish Resistance (No action; at-will)
    This creature has resist 5 per tier to fire, cold, and necrotic damage, however it has vulnerable 5 per tier to radiant damage.

    Demonrage
    Give this power to solders, brutes, and skirmishers to make it seem more degenerate and evil.

    Demonrage (while bloodied)
    This creature can score a critical hit on a roll of 19 or 20. In addition this creature takes a -2 penalty to AC and gains a +2 bonus to will.

    Sample Monster

    Fiendish Feral Yowler Level 5 Brute
    Medium natural magical beast XP 200
    Initiative +4 Senses Perception +9; darkvision, low-light vision
    HP 78; Bloodied 39
    Regeneration 3
    AC 17; Fortitude 18; Reflex 17; Will 14
    Resist 15 necrotic, 5 fire, 5 cold
    Vulnerable 5 radiant
    Speed 10

    TRAITS
    Resist Magic (no action; at-will)
    The Feral Yowler has +3 to all defenses against arcane attacks.
    Minor Displacement • Illusion
    All melee and ranged attacks have a -2 chance to hit the Feral Yowler, this effect ends when the Feral Yowler is hit by an attack but starts again when it moves at least 2 spaces.
    Demonrage (while bloodied)
    The Fiendish Feral Yowler can score a critical hit on a roll of 19 or 20. In addition the Fiendish Feral Yowler takes a -2 penalty to AC and gains a +2 bonus to will.
    Bloodlust (Immediate reaction)
    Trigger: This creature scores a critical it.
    Effect: The creature gains 5 temporary hit points per tier and can make a saving throw.

    STANDARD ACTIONS
    m Bite (standard; at-will)
    Attack: Melee 1 (1 target); +8 vs AC.
    Hit: 2d8 + 6 Damage, +4 damage if the target is prone.
    M Claws (standard; at-will)
    2 Attacks
    Attack: Melee 1 (1 target); +8 vs AC.
    Hit: 1d10 + 6 Damage, if both attacks hit the target is knocked prone.

    Alignment Chaotic Evil Languages 50% goblin
    Skills Athletics +11, Endurance +11, Intimidate +8
    Str 18 (+6) Dex 15 (+4) Wis 15 (+4)
    Con 18 (+6) Int 7 (+0) Cha 9 (+1)
    Last edited by Chainsaw Hobbit; 2010-08-27 at 09:55 PM.

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    Default Re: My 4e Monsters (now 1 thread)! (typos now fixed)

    Most of the fluff is by WotC.
    This was a fun monster so I wanted to convert it.

    Summoning Ooze

    The result of a bizarre summoning ritual gone awry, a summoning ooze is the living embodiment of a summoning circle. Capable of summoning various creatures to do its bidding, a summoning ooze is never fought alone. It surrounds itself with summoned minions that defend it with their lives. A summoning ooze looks like a translucent blob of protoplasm roughly 4 feet across. The runes of its absorbed summoning circle shift and flash within it, swirling together in a flash of golden arcane light to form a summoning circle whenever the ooze uses its summon monster ability.



    Summoning Ooze
    Level 5 elite Controller
    Medium aberrant beast XP 400
    Initiative +3 Senses Perception +1
    HP 66; Bloodied 33
    AC 21; Fortitude 20; Reflex 19; Will 17
    Resist 5 acid
    Saving Throws +2
    Speed 6
    Action Points 1

    STANDARD ACTIONS
    m Slam (standard; at-will)
    Attack: Melee 1 (1 target); +10 vs AC
    Hit: 1d10 + 6 Acid damage and the target is dazed until the end of the ooze's next turn.
    Summon Monster (standard; encounter, recharges when first bloodied)
    A Summoned Wolf, Summoned Bat, or Summoned Rat appears within 5 squares of the Summoning Ooze, the creature disappears when the Summoning Ooze is slain.

    MOVE ACTIONS
    Flowing Escape (move; at-will, usable only while bloodied)
    The Summoning Ooze shifts 4 squares.

    Alignment Unaligned Languages —
    Skills Arcana +8, Stealth +8
    Str 15 (+4) Dex 12 (+3) Wis 9 (+1)
    Con 18 (+6) Int 12 (+3) Cha 12 (+3)



    Summoned Wolf Level 5 Brute
    Medium immortal beast XP 200
    Initiative +4 Senses Perception +4
    HP 75; Bloodied 37
    AC 17; Fortitude 17; Reflex 17; Will 17
    Speed 6

    m Jaws (standard; at-will)
    Attack: Melee 1 (1 target); +8 vs AC
    Hit: 2d8 + 7 Damage.

    Alignment Unaligned Languages —
    Str 15 (+4) Dex 15 (+4) Wis 15 (+4)
    Con 15 (+4) Int 5 (–1) Cha 9 (+1)



    Summoned Rat Level 5 Soldier
    Medium immortal beast XP 200
    Initiative +6 Senses Perception +3
    HP 63; Bloodied 31
    AC 21; Fortitude 18; Reflex 17; Will 16
    Immune disease; Resist 5 poison
    Speed 6

    STANDARD ACTIONS
    m Bite (standard; at-will)
    Attack: Melee 1 (1 target); +12 vs AC
    Hit: 1d10 + 6 Damage and the target is marked until the end of the rat's next turn.

    Alignment Unaligned Languages —
    Str 18 (+6) Dex 15 (+4) Wis 12 (+3)
    Con 15 (+4) Int 5 (–1) Cha 9 (+1)



    Summoned Bat Level 5 Skirmisher
    Small immortal beast XP 200
    Initiative +9 Senses Perception +3
    HP 60; Bloodied 30
    AC 22; Fortitude 14; Reflex 21; Will 14
    Speed 2 , Fly 7

    STANDARD ACTIONS
    m Bite (standard; at-will)
    Attack: Melee 1 (1 target); +10 vs AC
    Hit: 1d10 + 6 Damage and the bat flies 2 squares not provoking opportune attacks.

    Alignment Unaligned Languages —
    Str 9 (+1) Dex 21 (+7) Wis 12 (+3)
    Con 12 (+3) Int 5 (–1) Cha 12 (+3)

    Tactics
    The Summoning Ooze stays out of melee letting it's summoned creatures fight for it, it summons different creatures for different purposes including:
    Wolf: The Summoning Ooze summons a Wolf when a particular melee fighter foe is being a threat, it than sends the Wolf in to deal with them.
    Bat: The Summoning Ooze summons bats when a particular ranged attacker foe is being a threat, it than sends the bat in to deal with them.
    Rat: The Summoning Ooze summons a rat when it is being perused or attacked by a foe within 5 squares, it than uses the rat as a distraction and bodyguard so it can slip away.

    Summoning Ooze Lore:
    Arcana 15 A Summoning Ooze is the result of arcane experimenting, the Summoning Ooze can summon creatures to protect it and help it hunt.
    Arcana 20 The Summoning Ooze is not mindless like other oozes but possess human intelligence.
    Last edited by Chainsaw Hobbit; 2010-08-27 at 09:57 PM.

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    Default Re: My 4e Monsters (now 1 thread)! (typos now fixed)

    This monster is incomplete (as it lacks the template) and a lot of the fluff isn't mine, it would still be fun to use a Half-Farspawn Gray Render however.

    Half-Farspawn

    Much as fiends produce terrible mortal progeny, certain entities of the Far Realm occasionally venture to the Material Plane to procreate. Sometimes the mortal parent is willing, a fanatical cultist or creature so debased in evil that he or she deliberately invites the union. Other times, the Far Realm being visits its horrible taint on whatever mortal creature best suits its abhorrent purpose. In any event, the half-farspawn is a creature in which the fantastically abnormal is cloaked in a guise of mundane flesh and blood. Half-farspawn are horrible in appearance. By the capriciousness of fate and heritage, they might appear largely normal, strongly favoring the mortal parent, but always prominently bear abnormal features: extra limbs, writhing cilia, tentacles, translucent flesh, variable coloration, or slavering maws or alien eyes embedded in otherwise normal flesh. With heavy clothing, a humanoid half-farspawn might conceal its true nature for a time, but anyone viewing the half-farspawn without its coverings could not possibly miss its differences.



    Half-Farspawn Gray Render
    The Half-Farspawn Gray Render is an abomination of nature, spreading killing and destruction wherever it goes.

    Half-Farspawn Gray Render Level 21 Elite Brute
    Large aberrant humanoid XP 6,400
    Initiative +12 Senses Perception +17; blindsight
    HP 494; Bloodied 247
    AC 33; Fortitude 36; Reflex 29; Will 33
    Saving Throws +2
    Speed 8
    Action Points 1

    TRAITS
    Rampage (while bloodied)
    The gray render’s claw attack also knocks a target prone and deal an extra 15 damage.
    Render's Aura (no action; aura)
    When a creature starts their turn within 5 squares of the Half-Farspawn Gray Render the Half-Farspawn Gray Render can slide them 1 square.

    STANDARD ACTIONS
    m Claw (standard; at-will)
    Attack: Melee 2 (1 target); +24 vs AC
    Hit: 3d8 + 22 damage, and the target is grabbed
    M Mind poison Bite (standard; encounter)
    Attack: Melee 1 (1 target); +24 vs Fortitude
    Hit: 3d12 + 23 Damage, and the target takes ongoing 15 psychic and poison damage (save ends).

    MINOR ACTIONS
    M Tentacle (minor; at-will)
    Attack: Melee 2 (1 target); +24 vs AC
    Hit: 3d6 + 23 Damage and the Half-Farspawn Gray Render slides the target 1 square, the target is also dazed until the end of the Half-Farspawn Gray Render's next turn.

    TRIGGERED ACTIONS

    Psychic Teleport (immediate reaction; when first bloodies)
    The Half-Farspawn Gray Render teleports 10 squares and all targets adjacent to where it teleported from are dazed (save ends).

    Alignment Chaotic Evil Languages —
    Skills Athletics +25
    Str 28 (+19) Dex 14 (+12) Wis 16 (+13)
    Con 27 (+18) Int 5 (+7) Cha 11 (+10)

    Tactics
    The Half-Farspawn Gray Render is a deadly predator, sneaking up on it's foes and ambushing them at which point it charges into battle with reckless abandon, ignoring massive amounts of damage and dishing out blows at a furious pace. The Half-Farspawn Gray Render never flees or shows any signs of pain.
    Last edited by Chainsaw Hobbit; 2010-08-27 at 09:58 PM.

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    Default Re: My 4e Monsters (now 1 thread)! (typos now fixed)

    I made this in a rush, sorry about the lack of fluff and possible in-balances.
    USE AT YOUR OWN RISK!

    Fungus Beast

    The Fungus Beast is the result of a powerful, evil wizard that lived in a dungeon cave and got bored so he started to pump the local fungus full of random magic.



    Fungus Beast Level 7 Brute
    Large natural beast XP 300
    Initiative +9 Senses Perception +11
    HP 99; Bloodied 49
    AC 19; Fortitude 23; Reflex 19; Will 16
    Speed 6

    TRAITS
    A Spores (no action; at-will)
    Aura 3
    The Fungus Beast can make the following attack on creatures that start their turn within the aura.
    Attack: +8 vs Fortitude
    Hit: 5 Poison damage.

    STANDARD ACTIONS
    m Bite (standard; at-will)
    Attack: Melee 1 (1 target); +10 vs AC
    Hit: 3d6 + 5 Damage and ongoing 5 poison damage (save ends).
    C Spore Blast (standard; recharge 5 6)
    Attack: Blast 3 (all targets); +6 vs Fortitude
    Hit: 3d10 + 5 Poison damage and ongoing 5 poison damage (save ends).

    Alignment Unaligned Languages —
    Skills Endurance +12, Stealth +11
    Str 19 (+7) Dex 16 (+6) Wis 16 (+6)
    Con 19 (+7) Int 4 (+0) Cha 13 (+4)

    Tactics
    The Fungus Beast uses simple tactics, bite foes until the stop moving and blast them with spores if they are tightly packed.
    Last edited by Chainsaw Hobbit; 2010-08-01 at 05:48 PM.

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    Thumbs up Re: My 4e Monsters (now 1 thread)! (typos now fixed)

    Thanks, I HATE making monsters myself
    Spoiler
    Show
    "Im gonna kill him myself!" Comic 435
    "'Surrender.' Ha! How do they come up with this stuff?"
    "Have you ever considered eating your own lungs? I can show you how to prepare them if you'd like."
    "IM A SEXY SHOELESS GOD OF WAR!!!"

    There are two things you can compare Belkar to- An atom bomb and Chuck Norris.

    WANTED:

    I need a new avatar, if you interested send me a message.

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    Default Re: My 4e Monsters (now 1 thread)

    This might be a bit overpowered so use it in moderation.

    Angel of Madness
    (My entry for 4E Monster Competition I - What the hell is THAT!?!)


    Long ago, during the dawn war a small group of angels serving Pelor were sucked into a portal to the far realm, they did not die, instead they were warped and twisted into horrible aberrations. Angels of Madness resemble vaguely-humanoid winged beings of pure insanity, chaos, and madness with tentacles sprouting out of their backs.

    Angel of Madness Level 17 Controller
    Medium aberrant humanoid XP 1,600
    Initiative +15 Senses Perception +10; truesight, darkvision
    HP 168; Bloodied 84
    AC 33; Fortitude 31; Reflex 30; Will 33
    Immune psychic; disease; poison
    Resist 10 untyped damage
    Speed 6, Fly 10, Teleport 6

    TRAITS
    Aura of Insanity Aura 3
    When a foe starts their turn within the aura the Angel of Madness can slide them 1 square.

    STANDARD ACTIONS
    m Blade of Pure Madness (standard; at-will)
    Attack: Melee 1 (1 target); +21 vs Will
    Hit: 2d8 + 11 Psychic damage and the target is dominated until the end of the end of the angel's next turn.
    M Tentacle (standard; at-will)
    Attack: Melee 2 (1 target); +21 vs Fortitude
    Hit: 2d8 + 11 Damage and the Angel of Madness slides the target 2 squares.
    A Maddening Lightning (standard; recharge 4 5 6)
    Attack: Burst 1 within 10 (all targets); +19 vs Reflex
    Hit: 4d10 + 11 Lightning and psychic damage and the target is dazed (save ends).

    Alignment Chaotic Evil Languages Supernal, Deep Speech
    Skills Intimidate +20
    Str 18 (+12) Dex 18 (+12) Wis 15 (+10)
    Con 24 (+15) Int 18 (+12) Cha 24 (+15)

    Tactics
    Angels of Madness usually attack in numbers, starting battle with Maddening Lightning and than charge in sliding foes around and dominating them with Blade of Pure Madness. Angels of Madness will fight to the death, never fleeing unless commanded to.


    Angel of Madness Lore
    Arcana 20 Angels of Madness are Angels that were trapped in the far realm during the dawn war and were twisted and corrupted into their current form. They now serve powerful beings of the far realm as elite solders, messengers, bodyguards, and assassins.
    Arcana 25 Angels of Madness can shoot mind-bending lightning out of their hands, manipulate the battlefield with their long, flailing tentacles, and cut into the minds of their foes with blades made out of pure madness.


    Encounter Groups
    Angels of Madness serve more powerful abberant beings as bodyguards, they also often lead other creatures from the far realm into battle and go into the mortal world in scouting groups.

    Far Realm Warband (lv 17, xp 8,000)
    -3 Angels of Madness (lv 17 controller, xp 1,600)
    -2 Enormous Carrion Crawlers (lv 17 controller, xp 1,600)
    Last edited by Chainsaw Hobbit; 2010-08-27 at 10:01 PM.

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    Default Re: My 4e Monsters (now 1 thread) P.E.A.C.H.

    What's freakier than a diseased, swamp-dwelling horror that swims up to unwary travelers and eats them?
    A diseased, semi-undead, swamp-dwelling horror that swims up to unwary travelers and eats them of course!

    Corruption Otyugh
    The Corruption Otyugh is the result of an Otyugh that has eaten the flesh of an undead creature turning it into a semi-undead horror.



    Corruption Otyugh Level 4 Elite Soldier
    Large aberrant beast XP 350
    Initiative +3 Senses Perception +8; darkvision
    HP 110; Bloodied 55
    AC 20; Fortitude 21; Reflex 15; Will 18
    Immune disease
    Resist 5 necrotic
    Vulnerable 5 radiant
    Saving Throws +2
    Speed 5 , Swim 5
    Action Points 1

    TRAITS
    Corruption Stench • aura 1
    enemies in the aura take a -2 penalty to attack rolls and regain only half hit points from healing surges.

    STANDARD ACTIONS
    m Corrupted Lash (standard; at-will) • Necrotic
    Attack: Melee 3 (1 target); +11 vs AC
    Hit: 1d10 + 7 damage, and ongoing 5 necrotic damage (save ends)
    C Corrupted Frenzy (standard; at-will) • Necrotic
    Attack: Close burst 3 (All targets); +11 vs AC
    Hit: 1d10 + 7 damage, and ongoing 5 necrotic damage (save ends)
    M Rotting Bite (standard; at-will) • Necrotic
    Attack: Melee 1 (1 target); +9 vs AC
    Hit: 2d8 + 7 necrotic damage, and ongoing 5 necrotic damage (save ends)

    Alignment Evil Languages —
    Skills Stealth +6
    Str 19 (+6) Dex 8 (+1) Wis 13 (+3)
    Con 15 (+4) Int 5 (–1) Cha 9 (+1)

    Tactics
    Corruption Otyughs are more intelligent than other Otyughs and have some idea of combat tactics. Corruption Otyughs put themselves in the middle of the fight attempting to use Corrupted Frenzy every round and making full use of Corruption Stench.
    Last edited by Chainsaw Hobbit; 2010-08-27 at 10:01 PM.

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    Default Re: My 4e Monsters (now 1 thread) P.E.A.C.H.

    Throughout almost the entire monster I said "boody" instead of "bloody", please ignore this.

    (My entry for 4E Monster Competition II - EEEEEKKK!!!)
    Tommy Rawhead & Bloody Bones Converted from Celtic mythology (Wiki Page)
    Tommy Rawhead & Boody Bones was once a mortal Oni before he ventured into the Shadowfell. He lived there for centuries feeding on dark energy and growing more malevolent and powerful. After 1000 years he found his way back to the mortal world where he now stalks city slums, bleak forests, and abandoned roads searching for living prey. He feeds on his victim's fear and soul and values tormenting and killing his prey above the actual nourishment it provides.
    His arms and claws are so long, he can reach into the furthest hiding places. His fingers can reach up drainpipes and down heating vents. But the funniest thing about him, even though he's a great big bugger, he can fit himself into the smallest of places.

    "He's a sloppy eater, Tommy. Think he likes his meals to struggle and scream. No one's ever escaped ol' Rawhead and Bloody Bones. Not once he's made up his mind to have them."
    --Butterworm, from Courtney Crumrin comics.



    Tommy Rawhead & Bloody Bones Level 18 Solo Lurker
    Large shadow humanoid XP 10,000
    Initiative +23 Senses Perception +12
    HP 696; Bloodied 348
    AC 35; Fortitude 30; Reflex 31; Will 30
    Resist 10 necrotic
    Vulnerable 5 radiant
    Saving Throws +5
    Speed 8
    Action Points 2

    TRAITS
    Resist Magic (no action; at-will)
    Tommy Rawhead & Boody Bones has a +3 bonus to all defences against arcane attacks.
    Combat Advantage (no action; at-will) • Necrotic
    Tommy Rawhead's attacks deal an extra 2d6 necrotic damage to any creature he has combat advantage against.
    Aura of Creeping Fear • Aura 3; Fear
    When a foe starts their turn within the aura they grant combat advantage until the start of their next turn.
    Under Your Bed
    When squeezing Tommy does not grant combat advantage and takes no penalty to attack rolls and speed.
    Cower at the Sun
    If Tommy Rawhead & Boody Bones takes radiant damage then his Aura of Creeping Fear dosen't function until the end of the attacker's next turn.

    STANDARD ACTIONS
    m Claw (standard; at-will)
    Attack: Melee 2 (1 target); +23 vs AC
    Hit: 2d8 + 7 Damage and the target's healing surge value is halved (save ends; this effect does not stack).
    M Ripping Claws (standard; at-will)
    Tommy Rawhead & Boody Bones makes 2 Claw attacks.
    C Soul Drinker (standard; encounter; recharges when first bloodied) • Healing, necrotic
    Attack: Close burst 3 (all targets); +19 vs Fortitude
    Hit: 4d10 + 7 Necrotic damage and Tommy Rawhead & Boody Bones heals 25 hp.
    Creep Like a Ghost (standard; at-will)
    Tommy Rawhead & Boody Bones gains insubstantail and phazing antil the start of his next turn.

    MOVE ACTIONS
    Shadow Melt (move; recharge 6) • Teleportation
    Tommy Rawhead & Boody Bones teleports 10 squares and becomes insubstantial until the start of his next turn.

    Alignment Chaotic Evil Languages Common, Goblin, Elven, Deep Speech
    Skills Insight +17, Intimidate +20, Stealth +24
    Str 22 (+15) Dex 31 (+19) Wis 16 (+12)
    Con 22 (+15) Int 22 (+15) Cha 22 (+15)

    Tactics
    Tommy Rawhead & Boody Bones amuses himself by ambushing the PCs and toying with them, not letting them get away and enjoying their fear. If badly injured (but not yet bloodied) than he will use Soul Drinker to heal himself.

    Encounters
    Tommy Rawhead & Boody Bones usually doesn't hang out with other creatures but sometimes gains followers among creatures of the night through promises of power.

    Lore
    Arcana 15 Tommy Rawhead & Boody Bones is a said to be made up to frighten children.
    Arcana 20 The stories say that Tommy is a hulking yet stealthy vaguely-humanoid nightmare. His fingers are so long and flexible they can fit through pipes and drains and kill you in your sleep and that magic has no effect on him because he has already been "cursed a hundred fold".
    Arcana 25 The legends also say that tommy hates the sunlight and that it strips him of some of his magical powers.
    Last edited by Chainsaw Hobbit; 2010-08-02 at 11:01 AM.

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    Default Re: My 4e Monsters (now 1 thread) P.E.A.C.H.

    I have the Tren (converted from an obscure 3.5 adventure) coming up, hang in there, loyal fans!

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    Default Re: My 4e Monsters (now 1 thread) P.E.A.C.H.

    As you can see I changed my monster format a little. This is because WotC has updated their monster builder so that it uses the new MM3 format and it is now easier to do this format than the one I have been using in the past.

    Anyway, this is my attempt to create more "generic" giant spiders to put in your dungeon, I was just going to do a 1st level one but I threw in one for paragon-tier games. Enjoy!

    SPIDER
    Out of all the creatures in the universe the spider is nearly the perfect predator.
    Hiding in not only the ruins of long-gone civilizations but in the attics of houses and barns the spider waits, quietly spinning.


    Spiders come in all shapes and sizes, and the monstrous verities are the largest and most fearsome.

    Cunning and Patient: Spiders are wily and cunning hunters despite their low intelligence, not possessing intellect but predatory creativity.
    Feared and Poisonous: Monstrous Spiders are widely feared partly due to their deadly poison, one bite from even a simple giant spider can drop a horse or drake in less than a minute.

    GIANT SPIDER
    The most generic of monstrous spiders, the giant spider reminds people that spiders are more than just a house-pest.

    GIANT SPIDERS IN COMBAT
    Giant Spiders prefer to sneak up an their targets and attack with combat advantage. They will select a chosen target and focus on bringing them down, using Entangle on them and making sure they are always taking ongoing poison damage.
    GIANT SPIDER ENCOUNTERS
    Many intelligent creatures such as goblins and kobolds are willing to share their lairs with giant spiders. Some crteaures even go so far as to train them as guard beasts.

    GIANT SPIDER LORE
    Nature 10- This is what happens when a common house spider puts on about 130 pounds.

    Giant Spider Level 1 Skirmisher
    Medium natural beast (spider) XP 100
    HP 29; Bloodied 15
    AC 15; Fortitude 13; Reflex 14; Will 13
    Speed 6, spider climb, web walk
    Resist 5 poison
    Initiative +6
    Perception +6
    Tremorsense 5

    Traits
    Combat Advantage
    Giant Spiders deal an extra 1d6 damage with attacks to targets they have combat advantage against.

    Standard Actions
    m Bite (poison) • At-Will
    Attack: Melee 1 (1 target); +6 vs. AC
    Hit: 1d6 + 2 Damage, ongoing 5 poison damage and the target is slowed (save ends both).
    M Entangle • Encounter
    Attack: Melee 1 (1 target); +4 vs. Reflex
    Hit: The target is restrained (save ends).
    Miss: The target is slowed (save ends).

    Triggered Actions
    Driven By Pain • At-Will
    Trigger: The Giant Spider takes damage.
    Effect (Immediate Reaction): The Giant Spider can shift 1 square.

    Skills Stealth +9
    Str 10 (+0) Dex 19 (+4) Wis 13 (+1)
    Con 13 (+1) Int 2 (–4) Cha 8 (–1)
    Alignment unaligned; Languages —


    Giant Spider



    RUIN SPIDER
    Ruin Spiders are deadly horrors native to the elemental chaos, surviving and waiting for centuries in crumbling ruins and abandoned temples.
    The bite of a ruin spider not only attacks the body and nerves but the soul itself and their web is said to be spun from the very essence of oblivion.

    RUIN SPIDERS IN COMBAT
    Ruin Spiders wait in the shadows until the right moment at whic point the blast a large group of foes with Oblivion Web and finish them off with Bite of Ruin dealing extra combat advantage damage. When their foes start to recover they teleport away and strike again when the time is right.

    RUIN SPIDER ENCOUNTERS
    Ruin spiders often tag along behind other creatures hoping to get a share of whatever they kill (or they follow the Ruin Spider for the same reason).
    Some creatures such as Githyanki train ruin spiders to aid them in combat.

    RUIN SPIDER LORE
    Nature 20- Ruin Spiders are ruin-dwelling predators possessing powers including teleprtation and poison that attacks the soul.
    Arcana 20- Ruin spiders have the ability to warp reality so they can teleport around. Their web can drain your life energy.

    Ruin Spider Level 11 Lurker
    Large elemental beast (spider) XP 600
    HP 84; Bloodied 42
    AC 25; Fortitude 23; Reflex 24; Will 23
    Speed 8 web walk, spider climb, teleport 6
    Resist 10 poison, 5 necrotic
    Initiative +16
    Perception +14
    Tremorsense 5

    Traits
    Combat Advantage
    Giant Spiders deal an extra 2d10 damage with attacks to targets they have combat advantage against.

    Standard Actions
    m Bite of Ruin (poison, necrotic) • At-Will
    Attack: Melee 1 (1 target); +16 vs. AC
    Hit: 1d10 + 7 Damage, and ongoing 10 poison and necrotic damage (save ends).
    C Oblivion Web (necrotic) • Encounter
    Attack: Close blast 3 (Enemies in blast); +13 vs. Reflex
    Hit: 3d10 + 4 Necrotic damage and the target is dazed, slowed, and grants combat advantage (save ends all).
    Miss: Half damage and the target is slowed (save ends).

    Skills Stealth +17
    Str 18 (+9) Dex 24 (+12) Wis 18 (+9)
    Con 12 (+6) Int 7 (+3) Cha 13 (+6)
    Alignment unaligned; Languages —


    Ruin Spider
    Last edited by Chainsaw Hobbit; 2010-10-05 at 09:39 AM.

  18. - Top - End - #18
    Ogre in the Playground
     
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    Default Re: My 4e Monsters (now 1 thread) P.E.A.C.H.

    The fluff and stats are mine but the core concept isn't.
    I got the idea from an obscure 3.5 adventure which I can't remember the name of at the moment, the only thing I really kept was the basic origin idea (lizardfolk + Troglodyte), after that, everything is mine.
    I hope you like my re-imagining of the Tren!

    TREN
    Born in the laboratories of the Yuan-Ti and cursed with feral madness, the Tren are driven to hunt and kill by their own dark blood-lust.

    Many adventurers tell dark tales of the Tren. Reptilian underdark-dwelling creatures of madness and fury, driven insane at the hands of the Yuan-Ti.
    The Tren were originally a cross between Lizardfolk and Troglodytes but they were warped and perverted by torturous experiments.

    Feral and Insane: The Tren retain almost no sense of patience or reason possessed by their ancestors. This is their greatest weakness because they don't have the capacity for complicated tactics or clever strategies. If the Tren ever united under one banner and worked together then the world would have reason to tremble.
    Hard to Control: Many ambitious races have tried to enslave the Tren but few have emerged successful. This is partly due to their incredible physical power and mobility as well as deadly natural weapons and partly due to their utter desire and instinct to kill all those around them. Many Drow cities have fallen to hordes of escaped Tren slaves.
    Don't Know When to Stop: Part of what makes the Tren terrifying is that they never give up or flee, a single bloodied Tren with fight an entire army with reckless fury. This doesn't mean they try to find ways to throw their lives away, but once they choose a foe to bring down, they don't stop.


    TREN ENCOUNTERS
    Tren travel the underdark in packs, searching for fresh meat. Yuan-Ti also keep Tren at hand and sick them on their enemies before engaging them themselves. Creatures such as Aboleths and beholders capture Tren and keep them as slaves.

    TREN LORE
    Dungeoneering 20- The Tren are deadly, bloodthirsty creatures spawned in the laboratories of the Yuan-Ti. They are twisted and insane but lack in intellect.
    Dungeoneering 25- The tren have a stench which sickens and dizzies most decent creatures. The Tren don't give up, no matter how much damage they have taken.



    TREN THRASHER
    The adventurers were navigating a twisting labyrinth in the underdark when blood-chilling screams echoed through the tunnel. They drew their weapons but the Tren were already upon them, and there was nobody to hear THEM scream.

    TREN THRASHERS IN COMBAT
    Tren Thrashers immediately leap on the most vulnerable-looking target and begin to tear them apart. They prefer to attack in numbers and flank whenever possible. They will never flee or give up.

    Tren Thrasher Level 11 Skirmisher
    Medium natural humanoid (lizardfolk) XP 600
    HP 131; Bloodied 66
    AC 23; Fortitude 22; Reflex 22; Will 21
    Speed 8, climb 5, swim 5
    Initiative +12
    Perception +6
    Darkvision

    Traits
    O Tren Stench • Aura 1
    Foes in the aura take a -3 penalty to healing surge value.
    Smell of Blood
    The Tren Thrasher gains a +3 bonus to attack rolls against bloodied targets.

    Standard Actions
    m Lashing Claws • At-Will
    Attack: Melee 1 (1 target); +16 vs. AC
    Hit: 2d10 + 6 Damage and ongoing 5 damage (save ends).
    M Leaping Bite • Recharge 4 5 6
    Attack: Melee 1 (1 target); +16 vs. AC
    Hit: 2d8 + 5 Damage and the target is knoked prone.
    Effect: The Tren Thrasher flys 5 squares before making the attack.

    Triggered Actions
    m Reactive Slash • At-Will useable only while bloodied.
    Trigger: When hit by a melee attack.
    Attack (Immediate Reaction): Melee 1 (The triggering target); +16 vs. AC
    Hit: 2d10 + 4 Damage.
    Effect: The Tren Thrasher can shift 1 square before or after the attack.

    Str 21 (+10) Dex 21 (+10) Wis 12 (+6)
    Con 18 (+9) Int 5 (+2) Cha 12 (+6)
    Alignment chaotic evil*****Languages Understands deep speech.



    TREN BERSERKER
    Tren Berserkers are paragons of fury and blood-lust, leading thrashers into battle and shattering the ranks of their foes with raw harnessed rage.

    TREN BERSERKERS IN COMBAT
    The Berserkers will immediately charge the nearest target and hack them to pieces. They will not stop attacking that target until they go down.

    Tren Berserker Level 13 Brute
    Medium natural humanoid (lizardfolk) XP 800
    HP 165; Bloodied 83
    AC 25; Fortitude 26; Reflex 25; Will 24
    Speed 8, climb 5, swim 5
    Initiative +9
    Perception +7
    Darkvision

    Traits
    O Tren Stench • Aura 1
    Foes in the aura take a -3 penalty to healing surge value.
    Smell of Blood
    The Tren Berserker gains a +3 bonus to attack rolls against bloodied targets.

    Standard Actions
    m Stone Greatsword • At-Will
    Attack: Melee 1 (1 target); +17 vs. AC
    Hit: 2d8 + 10 Damage, and if the target is bloodied they are also knoked prone.
    M Crippleing Strike • Recharge 5 6
    Attack: Melee 1 (1 target); +17 vs. AC
    Hit: 5d8 + 7 Damage, and the target is slowed (save ends).

    Skills Athletics +17, Endurance +18, Intimidate +12
    Str 22 (+12) Dex 16 (+9) Wis 13 (+7)
    Con 25 (+13) Int 7 (+4) Cha 13 (+7)
    Alignment chaotic evil*****Languages Deep Speech
    Last edited by Chainsaw Hobbit; 2010-10-05 at 09:36 AM.

  19. - Top - End - #19
    Ogre in the Playground
     
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    Default Re: My 4e Monsters (now 1 thread) P.E.A.C.H.

    Holy fluff and formatting batman!
    Now I can wipe the sweat off my brow and let you enjoy the new format.
    You have no idea how hard small-caps are to do without a special font!

  20. - Top - End - #20
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    Default Re: My 4e Monsters (now 1 thread) P.E.A.C.H.

    I'm reserving this post for my next monster, but I don't know what to make.
    A little creative help would be much appreciated.

    I also changed the format on some of my recent monsters to fit this, but some of the new fluff for the spider monster just feels like filler, can you help me out a little on that?

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