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| #1justinland1987Jul 23, 2009 15:39:45 | 4th Ed ECG has the liviing cloudkill spell as a monster, but i cant find a template for making any others, but it states that the cloudkill is only one example. is there a template, and if there isnt can anyone think up one |
| #2josephkellJul 23, 2009 16:04:10 | I don't trust templates all that much. I think it would just get you a bigger or smaller Living Cloudkill. But I'll make some and post them here in a bit. The first two I'll make are a Living Flaming Sphere and a Living Fireball. P.S.: Choking Move is open to debate on how often it can effect a given target in a round. I am of the opinion that one creature shouldn't be able to use the same effect more than once per given action. That is to say, if the Cloud DOUBLE moves it should get to effect one target once per move action, but if it just used its 8 speed to move on and off a target 4 times, that is kind of *******. "Here, take 120 damage automatically since I pass over you 8 times with my 16 square double move." No. Broken. |
| #3josephkellJul 23, 2009 16:32:38 | Living Flaming Sphere . . . . . . Level 5 Elite Brute Medium aberrant beast (blind, ooze) . . . XP 400 Initiative +4 Aura of Flame (Fire) aura 1; any enemy within the aura at the start of its turn takes 5 fire damage. HP 160; Bloodied 80 AC 19; Fortitude 21, Reflex 17, Will 17 Immune gaze; Resist 10 fire Saving Throws +2 Speed 6 Action Points 1 M Slam (standard, at-will) * Fire +8 vs. Reflex; 2d6+4 fire damage. m Flare (immediate reaction, when an adjacent target hits the living flaming sphere, recharge 6) * Fire +6 vs. Reflex; 1d6+4 fire damage. Flaming The living flaming sphere lights up the area within 10 squares, as such, the living flaming sphere can't hide from enemies with vision. Alignment Unaligned . . . Languages - Str 18 (+6) . Dex 15 (+4) . Wis 15 (+4) Con 20 (+7) . Int 4 (-1) . Cha 10 (+2) I am not sure if that is strong enough, I used the creating monsters section in the DMG for it. |
| #4justinland1987Jul 23, 2009 20:07:49 | i really think it should have some type of ongoing fire damage, that really scares my players |
| #5rekkoJul 24, 2009 6:55:52 | I don't trust templates all that much. I think it would just get you a bigger or smaller Living Cloudkill. Don't forget that Living Spells are Ooze and have a pretty low Intelligence score. You should consider creature's intelligence and nature when deciding tactics. Personally, I wouldn't come and go over a single PC, and I might consider giving an Opportunity Attack to the PC because the Living Spell entered his square more than once per round. Rekko |
| #6rekkoJul 24, 2009 7:41:36 | Here are two threads on creating living spells from back in 3.5: Jorda's compendium and my own work. Hope it inspires you. Rekko |
| #7justinland1987Jul 25, 2009 17:29:22 | Thanks, i love living spells |
| #8AbyssalKenderAug 08, 2009 6:23:29 | I would think it shouldn't be too hard to figure out a base guideline for creating your own living spells, since Cloudkill is both a lvl 19 spell and a lvl 19 creature. Also a friend of mine pointed out that Cloudkill is a daily spell and an Elite, so maybe dailies are elite, encounters are standards, and at-wills are minions. Which of course inspired the sickeningly great idea of having a hoard of Living Magic Missles or Living Thunderwaves coming at you. |
| #9nthdegree256Aug 08, 2009 9:58:19 | Also a friend of mine pointed out that Cloudkill is a daily spell and an Elite, so maybe dailies are elite, encounters are standards, and at-wills are minions. Which of course inspired the sickeningly great idea of having a hoard of Living Magic Missles or Living Thunderwaves coming at you. ![]() That's a fantastic idea! I need to drop my players in the Mournland immediately. |
| #10rekkoAug 08, 2009 15:05:26 | Seconded |
| #11gribbleAug 09, 2009 20:02:42 | is there a template, and if there isnt can anyone think up one Unfortunately, template in 4e doesn't mean the same as it did in 3e. A 4e template is basically a way of increasing the level of an existing monster by adding a suite of features, rather than a way of creating a "class" of monsters. The way to do this in 4e, is to look at the existing examples and create a set of abilities that all monsters of a certain type have in common. Luckily we have 2 examples to choose from so far: Living Cloudkill (ECG) Living Darkness (Khybers Harvest) These are both Large aberrant beasts with the blind and ooze keywords. They are also both Elite brutes (not sure if this is something we should assume is standard or not). They both have blindsight and the insubstantial "resistance". They both appear to be somewhat fast (speed 7 or 8). They both have a slam basic melee attack and an engulf at-will melee attack, which other than damage types and amounts seem to work similarly. They both also have the Cloud Drift and [Chilling/Choking] Move powers, which are identical other than damage types and amounts. So here's my take on a Living Burning Hands I threw together using the Monster Builder (based on the Living Cloudkill, but much lower level): =========================================== Living Burning Hands Level 3 Elite Brute Large aberrant beast (blind, ooze) XP 300 Initiative +2 Senses Perception +2; Blindsight HP 79; Bloodied 39 AC 15; Fortitude 17; Reflex 15; Will 15 Resist 10 fire , 5 insubstantial Saving Throws +2 Speed 8 see also engulf Action Points 1 m Slam (standard; at-will) • Fire +4 vs. Fortitude; 2d6 + 3 fire damage M Engulf (standard; at-will) • Fire Targets one or two Medium or smaller creatures; +4 vs. Reflex; (automatically hits an immobilized creature); -5 the target is grabbed, pulled into the living burning hands space, dazed until the grab ends, and takes ongoing 10 fire damage until the grab ends. When the grab ends, the target shifts to a square of its choosing adjacent to the living burning hands. The living burning hands can move normally while creatures are engulfed within it Cloud Drift (move; recharge 6) The living burning hands shifts its speed and can move through enemies’ spaces during this movement. It must end this movement in an unoccupied space. Burning Move • Fire On its turn, if a living burning hands moves through a creature’s space, that creature takes 5 fire damage. Alignment Unaligned Languages — Str 14 (+3) Dex 12 (+2) Wis 12 (+2) Con 16 (+4) Int -3 (-6) Cha 3 (-3) © 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools. =========================================== |
| #12gribbleAug 09, 2009 20:14:34 | I would think it shouldn't be too hard to figure out a base guideline for creating your own living spells, since Cloudkill is both a lvl 19 spell and a lvl 19 creature. Also a friend of mine pointed out that Cloudkill is a daily spell and an Elite, so maybe dailies are elite, encounters are standards, and at-wills are minions. Great idea... shame there isn't a comparable Darkness power in 4e for the Living Darkness to be compared to. Looking at my Living Burning Hands in this light (level 1, not elite, toned down the engulf damage): =========================================== Living Burning Hands Level 1 Brute Large aberrant beast (blind, ooze) XP 100 Initiative --- Senses Perception ---; Blindsight HP 25; Bloodied 12 AC 13; Fortitude 15; Reflex 13; Will 13 Resist 10 fire , 0 insubstantial Speed 8 see also engulf m Slam (standard; at-will) • Fire +2 vs. Fortitude; 2d6 + 3 fire damage M Engulf (standard; at-will) • Fire Targets one or two Medium or smaller creatures; +2 vs. Reflex; (automatically hits an immobilized creature); -5 the target is grabbed, pulled into the living burning hands space, dazed until the grab ends, and takes ongoing 5 fire damage until the grab ends. When the grab ends, the target shifts to a square of its choosing adjacent to the living burning hands. The living burning hands can move normally while creatures are engulfed within it Cloud Drift (move; recharge 6) The living burning hands shifts its speed and can move through enemies’ spaces during this movement. It must end this movement in an unoccupied space. Burning Move • Fire On its turn, if a living burning hands moves through a creature’s space, that creature takes 5 fire damage. Alignment Unaligned Languages — Str 13 (+1) Dex 11 (---) Wis 11 (---) Con 15 (+2) Int -4 (-7) Cha 2 (-4) © 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools. =========================================== |
| #13gribbleAug 09, 2009 22:11:36 | Here are a couple more, based on the above thoughts: ==================================== Living Fireball Level 5 Elite Brute Large aberrant beast (blind, ooze) XP 400 Initiative +3 Senses Perception +3; Blindsight HP 108; Bloodied 54 AC 17; Fortitude 19; Reflex 17; Will 17 Resist 10 fire , 0 insubstantial Saving Throws +2 Speed 8 see also engulf Action Points 1 m Slam (standard; at-will) • Fire +6 vs. Fortitude; 2d8 + 4 fire damage M Engulf (standard; at-will) • Fire Targets one or two Medium or smaller creatures; +6 vs. Reflex; (automatically hits an immobilized creature); -4 the target is grabbed, pulled into the living fireball’s space, dazed until the grab ends, and takes ongoing 10 fire damage until the grab ends. When the grab ends, the target shifts to a square of its choosing adjacent to the living fireball. The living fireball can move normally while creatures are engulfed within it Cloud Drift (move; recharge 6) The living fireball shifts its speed and can move through enemies’ spaces during this movement. It must end this movement in an unoccupied space. Burning Move • Fire On its turn, if a living fireball moves through a creature’s space, that creature takes 5 fire damage. Alignment Unaligned Languages — Str 15 (+4) Dex 13 (+3) Wis 13 (+3) Con 17 (+5) Int -2 (-4) Cha 4 (-1) © 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools. ==================================== ==================================== Living Thunderwave Level 1 Minion Brute Large aberrant beast (blind, ooze) XP 25 Initiative --- Senses Perception ---; Blindsight HP 1; a missed attack never damages a minion. AC 13; Fortitude 15; Reflex 13; Will 13 Resist 10 thunder Speed 6 m Slam (standard; at-will) • Thunder +2 vs. Fortitude; 3 thunder damage Cloud Drift (move; recharge 6) The living thunderwave shifts its speed and can move through enemies’ spaces during this movement. It must end this movement in an unoccupied space. Thundering Move • Thunder On its turn, if a living thunderwave moves through a creature’s space, that creature takes 5 thunder damage. Alignment Unaligned Languages — Str 13 (+1) Dex 11 (---) Wis 11 (---) Con 15 (+2) Int -4 (-7) Cha 2 (-4) © 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools. ==================================== |
| #14justinland1987Aug 12, 2009 22:07:01 | cant wait to have them camping at night when a hoard of living fire spells attack :D |
| #15trycoAug 13, 2009 8:03:43 | Those living flaming sphere and fireball make me think of the bomb monsters from FF. Would only need the following: explode (immediate interupt; when living flaming sphere reaches 0 hp) ° Fire burst 3; .. vs. Reflex; .. fire damage and living flaming sphere is destroyed. |
| #16antiochAug 27, 2009 18:47:04 | Here are a few that I've made: |