[New Monster] Mastryial and Black Mastryial

Post/Author/DateTimePost
#1

rollawaythestone

Sep 10, 2010 2:51:38
The Mastyrials are basically just big tough scorpions. They each can potentially sting opponents multiple times in a round. They have a main standard action sting, which imposes ongoing damage and weakened conditions, and a minor action sting that deals poison damage but does additional damage if the enemy is taking ongoing damage. If an enemy tries to make an opportunity attack against the mastyrial they also have a reactive sting. Both have a minor action marking power, flavored as a 'fear' effect. So each round the mastyrial can spend his minor to choose to get off more damage with his dancing stinger, especially if the target is taking ongoing poison damage, or to mark a group of foes.

The black mastyrial is of course bigger and badder. He does more damage and has a few new goodies.

I tend not to design many paragon level monsters, so feedback is appreciated.

Edit: Apparently, I spelled Mastyrial wrong. I've edited the stat blocks and my text.

This huge horrific scorpion bursts from a sand dune snapping with pincers while its darting stinger sways and dances.

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This jet black horror snaps your shield in half with one deft strike of its pincer and in seconds you are pierced by its venomous stinger.

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#2

borysofebe

Sep 10, 2010 4:24:23
I don't have anything to offer on the stats, but well done for remembering these monsters and bringing them back!
#3

LordArchaon

Sep 10, 2010 9:46:28
They're very dangerous with that at-will minor action attack, and I would have gone a different way to represent their fighting style of pincers+sting, but they're original, and I especially like the Reactive Sting and Horrific Threat.

My idea would have been to use the pincers to slow and then immobilize the already slowed. After that, a sure-hit, free action sting attack.
Or I would have made the pincer grab the target and then give a penalty to escape if the second pincer also hit the target. With both pincers grabbing the target, one sure-hit sting strike as free action, once per round, but no more grabbed enemies. Alternatively, it could grab two targets, but would need an attack roll for each one to use the stinger on them.
All of this would make it much more complicated to run it, so I guess it's better to leave it as you made them
#4

rollawaythestone

Sep 10, 2010 12:15:30
Is the minor action sting too powerful?

Certainly it makes standing toe-to-toe with these guys incredibly dangerous. Mobility is a better strategy here. Make sure it has to spend it's move action. However, don't make the mistake of trying to beat it up with OA's. The stings do target Fort, however, so this gives most Defenders a better chance of trying to lock this guy down.