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| #1Mr_MiscellanyJan 02, 2010 16:59:19 | I love these monster producing monsters. ;) Best FR monster evar, in my opinion. Does anyone know the lore of the Deepspawn in terms of their game design history? I'd always thought they were another of Ed's creations like the Crawling Claw and Curst and that they appeared in Dragon or Dungeon magazine first. But now I'm wondering if it wasn't an adventure they were first published in, or perhaps they showed up first in one of the three-ring binder style attachments for the old 2nd Edition AD&D Monster Manual? Anyone know for sure? Enquiring minds want to know! |
| #2ImruphelJan 02, 2010 19:37:07 | Yes, Ed made them... like so many of the other monsters I like. He talks about why he created them in one of his answers over at Candlekeep from some years ago. I'm trying to think of their first appearance. It may have been in one of the FR volumes in the 2E Monstrous Compendium series but I think it was actually in the boxed for FR in 2E. It doesn't seem to be in the pages of Dragon magazine; I checked the Dragondex already. I've done up a 4E conversion (basically a solo brute with a heal-like power and, after capturing an enemy in its tentacles, it then uses that enemy as a body shield) but I'm not quite happy with it yet. I'm thinking that its spawn are basically minions based on the creatures it has eaten but of the same level as the deepspawn (L15). I'm still thinking about this. What are your thoughts about a 4E conversion? |
| #3Mr_MiscellanyJan 02, 2010 19:57:05 | My thoughts are: YES PLEASE! ;) |
| #4ImruphelJan 03, 2010 4:18:52 | Here's my first attempt. You'll notice that I haven't given it a spawning ability but that's because I (personally) prefer to handle that by story. Feel free to let rip if you don't like it. ;) Deepspawn Level 15 Solo Brute Huge aberrant magical beast XP 6,000 Initiative +9 Senses Perception +15; all-around vision, darkvision Protect Me, My Lovely Offspring! aura 10; (oops, I haven't completed this yet) HP 604; Bloodied 302 AC 27; Fortitude 28; Reflex 27; Will 27 Immune poison Saving Throws +5 Speed 6 , Swim 4 Action Points 2 m Wielded Weapon (minor; at-will) • Weapon Reach 4; +18 vs AC; 2d8 + 6 damage. m Biting Tentacle (minor; at-will) Reach 4; +18 vs AC; 1d10 + 6 damage. +16 vs Fortitude; the target takes ongoing 5 damage and is grabbed (until escape). The target is considered to be moving through the air in the the tentacle-mouth's grasp and so no longer occupies any particular square. After-effect: 1d10 damage from falling. A creature that escapes the grab appears in any unoccupied square within the deepspawn's reach of the creature's choosing. C Flailing Fury of Tentacles and Teeth (standard; recharge 5 6) • Weapon Close burst 4; +18 vs AC; 4d8 + 6 damage. Body Shield (free; at-will) Requires a grabbed victim; Trigger: when targeted by a melee or ranged attack against AC or Reflex; the deepspawn makes its grabbed victim the target instead. The deepspawn may use this ability once per round for each grabbed victim it currently has. Heal (immediate reaction; daily) • Healing When first bloodied, the deepspawn regains all it lost hit points. Spawn A deepspawn with sufficient food and water and spawn an exact clone of any living creature that it has devoured (but not clothing and equipment). However, these creatures are minions only. Their level cannot exceed that of the deepspawn. Spawn are fanatically loyal to the deepspawn that spawned them and willingly fight to the death to defend it. A dominated spawn cannot be compelled to attack its "parent" deepspawn: this immediately ends the domination effect. Threatening Reach The deepspawn can make opportunity attacks against enemies within 4 squares of it. Alignment Chaotic Evil Languages Common, Deep Speech, Draconic, Giant, Primordial Skills Dungeoneering +15, Stealth +14 Str 23 (+13) Dex 14 (+9) Wis 17 (+10) Con 23 (+13) Int 17 (+10) Cha 17 (+10) © 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. |
| #5gomeztooJan 03, 2010 5:57:49 | Grand History of the Realms implies that deepspawn were created by the dwarves when they fought for over Shanatar during the Spawn Wars (-9000 DR). I am unsure if this is correct, or whether the deepspawn already existed and the dwarves merely used them (I only have GHorR as reference). Comment on Deepspawn statblock: a few nice ideas, but: - for a brute it should more damage. - targets really need a square in which they are, since otherwise you can't affect them in any way. It would make more sense if a target is immobilized, and the deepspawn can slide a target X squares at the start of the target's turn. - If you make it aquatic, it also has water breathing. - I would make body shield an immediate interrupt, and Heal a minor action that can only be used when bloodied, and that heals 302 hp. - For the spawn minion, you would do best to provide a separate statblock. Spawn sounds like a rechargiable (5/6) minor action. I would let part of it work as story allows, but in combat it would likely spawn some random soldiers when possible, and then you do need a mechanic. Otherwise, sounds good, I migth be interested to use it. Gomez. LFR Dalelands Writing Director |
| #6JudgeDookieJan 03, 2010 15:58:36 | I would go with Gomez on this point, unless anything else became available. Deepspawn stats first showed up in Dwarves Deep, which correlates to the location mentioned. It also notes that the dwarves have never been able to exterminate them. So, you could easily assume that it became a mad scientific nightmare that went out of control. |
| #7ImruphelJan 04, 2010 5:48:08 | Comment on Deepspawn statblock: a few nice ideas, but: - for a brute it should more damage. Don't forget, its attacks are minor actions so it has up to three per round if it doesn't move. Also, once it has grabbed opponents the body shield ability will potentially allow it to cause a lot of damage from intercepted attacks. I know what you're saying but I think I built a lot of damage potential into the creature already. - targets really need a square in which they are, since otherwise you can't affect them in any way. It would make more sense if a target is immobilized, and the deepspawn can slide a target X squares at the start of the target's turn. Maybe you're right. However, I really want to make sure that the targets are not on the ground. I'll think about that some more. - If you make it aquatic, it also has water breathing. Thanks- I actually thought I had done that (to replace the water breathing spell-like ability) but I missed it. - I would make body shield an immediate interrupt, and Heal a minor action that can only be used when bloodied, and that heals 302 hp. If body shield is an immediate interrupt then the deepspawn can only do it once per round. This way it can do it up to three times per round (as I think is appropriate for a solo). I do like heal to be an immediate reaction largely for the shock value (and also because I am keeping body shield as a free action so I want to give it an immediate action option). - For the spawn minion, you would do best to provide a separate statblock. Spawn sounds like a rechargiable (5/6) minor action. I would let part of it work as story allows, but in combat it would likely spawn some random soldiers when possible, and then you do need a mechanic. Yeah, that is probably what I would do in my own games. I was thinking of simply making each spawn a 15th-level minion version of what it was before it was eaten. Otherwise, sounds good, I migth be interested to use it. Gomez. LFR Dalelands Writing Director Cool- thanks for your input. |
| #8gomeztooJan 04, 2010 10:26:44 | Don't forget, its attacks are minor actions so it has up to three per round if it doesn't move. Well, it's a brute, it has to have multiple attacks. And all of them have to hit before they do damage. It is one of the things that pops up most in playtests: brutes that just do not do enough damage to look threatening.
Why shouldn't they be on the ground? If you want to ensure that it is better to simply add that to the power (that a creature is 1 square up in the air while being grabbed). But I can't see the relevance. If body shield is an immediate interrupt then the deepspawn can only do it once per round. This way it can do it up to three times per round (as I think is appropriate for a solo). I don' t think you should, as it then becomes a very frustrating fight, as opposed to a challenging fight. If more than half of the adventures attacks are redirected, they are forced to use the lowest damage attacks, i.o.w. do less damage, and then it quickly becomes a slugfest. If the ability only works ponce/round, and if it can be halted with a stun or daze, it can be circumvented (though you could consider to make it immune to daze or give it a posisbility to save vs daze effects at he start of its turn). Of course, the power does less damage this way, but that is why you then need to up the default damage potential. Heal as a minor action I would do because I woudl suggest using the immediate action for body shield, and also because it is more natural that the creature would use this action on its turn. Yeah, that is probably what I would do in my own games. I was thinking of simply making each spawn a 15th-level minion version of what it was before it was eaten. Works in a home game. For a more generic use (i.e. if you would drop this in DDI) it helps to add a default minion statblock, i.e. a human soldier minion (dungeon #158) Note that for spawning you could also follow the pod demon ability, :
That way it doesn't take an action. Gomez |
| #9ImruphelJan 05, 2010 0:33:18 | Gomez, Thanks for your reply. I agree with your arguments this time, particularly about body shield (and how that cascades through to heal etc...). I'll re-do it shortly as per your suggestions. |
| #10AegeriJan 05, 2010 1:46:02 |
This is poor logic for solos for a different reason than Gomez gives, because if you take all 3 attacks the damage would be fine. Your problem is far more subtle than damage, it's that the creature is never going to get those 3 attacks very often. By paragon, dazing is simple to apply and when it has 1 action your monster is stuck with 1 attack. It doesn't matter how many bonus attacks you give it that are immediate actions or minor actions, if it's dazed without action points it's never going to get them. So basically this monster when dazed is completely ineffective and does very poor damage. It will be a simple walk over for any party. This is doubly true because it's a brute so it has poor easily hit defenses (especially NADS) and a poor attack bonus. You may also have missed on page 290, that when you're grabbed the creature has to rehit with an attack that grabs or alternatively spends a minor action to sustain the grab. So you're wasting one of your minor action attacks to sustain a grab if the deepspawn misses with an attack that grabs (which being a brute is entirely likely). If you want an example of a well designed brute, look at the Heroslayer Hydra. Now that gives parties a massive problem and is upper paragon tier (level 20). If you want a solo to attack multiple times every round, you must give it a standard action to attack multiple times. Minor actions and immediate interrupts should be icing on the cake, but it must be able to do enough with a single standard action or it will never present a threat. Also, once it has grabbed opponents the body shield ability will potentially allow it to cause a lot of damage from intercepted attacks. It's never going to hit (the classic flaw of brutes) and when dazed, stunned and similar it cannot maintain a grab to use this ability. So it's not going to be that effective except in rare circumstances. Maybe you're right. However, I really want to make sure that the targets are not on the ground. I'll think about that some more. This overcomplicates the mechanics too much and I don't feel works well. This is especially true if the creature is hit by a target that push/pulls/slides it. What happens to the target grabbed? More importantly, if this attack is redirected by body shield nobody at the table has any idea where the character is to be affected by a push/pull/slide/teleport effect. The simpler wording is the target is grabbed 5 feet off the ground. This means they are up in the air but they remain in a defined square. This is similar to the wording of a warlocks power, which immobilizes a target 5 feet (1 square) off the ground. If body shield is an immediate interrupt then the deepspawn can only do it once per round. This way it can do it up to three times per round (as I think is appropriate for a solo). But he won't, because he'll get dazed or stunned, meaning that he instantly loses the grab (and cannot grab something anyway). A party that has been depleted or powers or has a horrible controller might take this power 3 times a round. See page 290 of the PHB. Brutes that rely on grab effects for damage are really fighting a massive uphill battle. I'm also confused, because the only way he could use this 3 times per round is if you have three targets that have been grabbed. You wrote "The deepspawn may use this ability once per round for each grabbed victim it currently has." Which means he can do it once anyway, despite being a free action. I think the chance of it getting 3 grabbed targets is being a bit optimistic there. Let alone getting away with sustaining all of those and managing to maintain it before being pushed/pulled/slide/teleported/dazed/stunned/unconscious or any other effect that would break its grabs. Now I think of it, your power creates a big issue because what if the power teleports, pushes or pulls the grabbed target? You've given the the grabbed target a get out of jail free card! I would simply have the grabbed victim take half the damage of the attack instead. I do like heal to be an immediate reaction largely for the shock value (and also because I am keeping body shield as a free action so I want to give it an immediate action option). Be aware that heal will miss its trigger if the creature takes an opportunity attack (can't use an IR on your own turn) or if it is dazed, stunned or similar. This should be no-action if you always want it to work. I don't mean to sound harsh, but this looks more like it's delaying what will be a very straightforward and rather boring battle as it is for longer. This will simply frustrate PCs and I don't view it as being very fun. I would far rather see it pick up more attacks and damage at this point. Hitting far harder and making the final 302 HP more exciting when bloodied. Yeah, that is probably what I would do in my own games. I was thinking of simply making each spawn a 15th-level minion version of what it was before it was eaten. I agree. I would try making this an elite and having some friends around who act as its servants. This means you can have it higher level than the party, giving it a bit of defenses and attack bonus over it plus not take up too much EXP so you can fit more monsters in. |
| #11Mr_MiscellanyJan 05, 2010 2:14:46 | Thanks for posting that up, Imruphel. I appreciate it. I agree that monster balance is a good thing, especially tailoring a monster to a particular role. On the other hand, if it's just a mean and nasty beast I'll use something regardless. ![]() |
| #12TheriseJan 05, 2010 17:40:18 | Did they ever do a big "Ecology of the..." article for the Deepspawn? I know Ed created them, and I also know why, but was there ever a larger examination done, perhaps with variants, as a formalized Ecology article? That would be something nice to see, actually. They are indeed a pretty cool monster, just for the sheer horrific quality of spewing out minions. It'd be fun to see variants, like "Deepspawn Lord" or "Deepspawn Queen" types, which might have additional abilities. And I usually loathe aberrations. |
| #13ImruphelJan 06, 2010 5:29:40 | Thanks for the feedback on my design, folks. I agree: it does need to be updated along the lines you're suggesting. I'll post it when it's done. |
| #14AegeriJan 06, 2010 7:22:44 | The important things if you stick with it being a brute: If you want it to attack multiple times, without being at the mercy of dazed, stunned and similar conditions one of its standard attacks should just let it attack multiple times. This will let it do something round to round at least. Lots of attacks, with daze/stun reducing attacks by one is a fun and balanced mechanic for a brute monster to have. Grabbing for extra attacks is not a reliable mechanic, because by paragon tier there are too many dazes. If it does grab, make those grabs really punishing to make those players daze/stun it with decent powers. If you change it's monster type I think you can get away with being a bit more fancy, like with multiple actions for attacks and such. |
| #15AegeriFeb 13, 2010 9:37:41 | Did you do any further work on the deepspawn Imruphel? |
| #16ImruphelFeb 13, 2010 19:08:27 | No, not yet. But I was thinking about it on one of the eight planes I flew on in the last ten days. I love travelling, but it does slow down the brain for a while when you get back home.... |
| #17totalpartykilldmOct 10, 2013 21:05:44 | Deepspawn Level 14 Solo Soldier Huge aberrant magical beast (aquatic) Initiative +11 Senses Perception +10; all-around vision, darkvision HP 540; Bloodied 270 AC 28; Fortitude 30, Reflex 24, Will 27 Tentacle Screen aura 3; enemies treat the area within the aura as difficult terrain and take 10 damage when they start their turn in the aura. Speed 5, swim 8, burrow 5 (in loose soil and coinage) mBattle Axe (minor; at-will) ✦ Weapon Melee 5; +19 vs. AC; 1d10 + 10 damage. mBite (minor; at-will) Melee 5; Two attacks; +19 vs. AC; 1d4 + 7 damage. mTentacle Slap (minor; at-will) Melee 5; Two attacks; +19 vs. AC; 1d4 + 7 damage and the target is Grabbed and Restrained (escape ends). mConstriction (free; at-will) Requires a grabbed victim. 1d8+7 damage and the grab continues until the end of the next round. mManipulate (minor; at-will) Requires a grabbed victim. Effect: The deepspawn moves the target up to 6 squares within its reach. If the target ends adjacent to a wall or solid object (other characters count and take the same damage) its size or bigger, it takes 7 damage and is knocked prone (characters struck by a grabbed target must save or be knocked prone). rHurl (standard; recharge 5, 6) ✦ Weapon Close burst 3; +17 vs. Reflex; 3d4+7 damage and the target is knocked prone and Blinded until the end of the deepspawn’s next turn. rHold Person (standard; recharge 5, 6) ✦ Charm Range 10; Two Targets; +17 vs. Will; 2d6+7 damage, the target is Dazed and Immobilized (save ends both). Miss: Half damage, and the target is slowed until the end of the deepspawn’s next turn. Body Shield (immediate reaction; at-will) Requires a grabbed victim; Trigger: when targeted by a melee or ranged attack against AC or Reflex; the deepspawn makes its grabbed victim the target instead. Camouflage While the deepspawn is underwater or covered by dirt or treasure, it gains a +2 to all defenses and Stealth checks. Threatening Reach The deepspawn can make opportunity attacks against enemies within 5 squares of it. Spawn If a deepspawn has fewer than four spawn at the start of its turn, it spawns one spawn within 2 squares of it (roll 1d10). The spawn can then act at the end of the round. 1. Cambion Hellfire Apprentice Level 14 Minion Medium immortal humanoid (devil) Initiative +12 Senses Perception +11; darkvision HP 1; a missed attack never damages a minion. AC 27 (31 against ranged attacks); Fortitude 24, Reflex 27 (31 against ranged attacks), Will 29 Resist 15 fire Speed 6, fly 8 (clumsy) mQuarterstaff (standard; at-will) ✦ Weapon +17 vs. AC; 8 damage. rHellfire Ray (standard; at-will) ✦ Fire Ranged 20; +19 vs. Reflex; 18 fire damage, and the target isknocked prone. aSoulscorch (standard; at-will ) ✦ Fire Area burst 1 within 10; +19vs. Reflex; 12 fire damage. Soul Mantle A mantle of soul energy protects the hellfire magus, giving it a +4 bonus to AC and Reflex defense vs. ranged attacks. Str 14 (+11) Dex 20 (+14) Wis 19 (+13) Alignment Evil Languages Common, Supernal Con 16 (+12) Int 22 (+15) Cha 27 (+17) Skills Arcana +18, Bluff +20, Diplomacy +20 Equipment quarterstaff, robes 2. Vhaerunian Drow Warrior Level 14 Minion Soldier Medium fey humanoid Initiative +11 Senses Perception +13; darkvision HP 1; a missed attack never damages a minion AC 30; Fortitude 27, Reflex 28, Will 26 Speed 7 mBastard Sword (standard; at-will) ✦ Weapon +21 vs. AC; 10 damage rHand Crossbow(standard; at-will) ✦ Poison, Weapon Ranged 15/30; +21 vs. AC; 10 Poison damage Combat Advantage The drow warrior deals an extra 10 damage on melee and ranged attacks against any target it has combat advantage against. If allies have an opponent flanked, that target grants combat advantage to Vhaerunian drow warriors attacking with ranged attacks. Practiced Force- When a Vhaerunian Drow Warrior is adjacent to an ally or adjacent to the same opponent as an ally, it gains combat advantage against any adjacent enemies and receives a +2 bonus to AC. Str 14 (+3) Dex 19 (+5) Wis 13 (+2) Alignment Chaotic Evil Languages Common, Elven Con 11 (+1) Int 13 (+2) Cha 12 (+2) Skills Dungeoneering +13, Intimidate +12, Stealth +18 Equipment leather armor, hand crossbows, 15 quarrels, bastard sword, 1 vile of poison 3. Dwarf Vanguard Trooper Level 14 Minion Medium natural humanoid Initiative +11 Senses Perception +9; low-light vision HP 1; a missed attack never damages a minion AC 27; Fortitude 26, Reflex 23, Will 23 Speed 5 mWarhammer (standard; at-will) ✦ Weapon +17 vs. AC; 12 damage. mShield Bash (minor; at-will) +15 vs. Fortitude; 7 damage, and the target is knocked prone or pushed 1 square (dwarf vanguard’s choice). rThrowing Hammer (standard; at-will) ✦ Weapon Ranged 5/10; +10 vs. AC; 12 damage. Stubborn (immediate interrupt, when an enemy tries to push it or knock it prone; at-will) The vanguard makes a basic attack against the enemy. Stand Your Ground When an effect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone. Str 17 (+10) Dex 10 (+10) Wis 14 (+9) Alignment Chaotic Evil Languages Common, Dwarven Con 16 (+10) Int 11 (+10) Cha 12 (+8) Skills Dungeoneering +16, Endurance +10 Equipment warhammer, heavy shield, 3 throwing hammers, scalemail armor 4. Duergar Flameslave Level 14 Minion Controller Medium natural humanoid, dwarf (devil) Initiative +9 Senses Perception +13; darkvision HP 1; a missed attack never damages a minion AC 28; Fortitude 25, Reflex 25, Will 26 Resist 10 fire, 10 poison Speed 5 mGreatclub (standard; at-will) ✦ Fire, Necrotic, Weapon +19 vs. AC; 6 Fire and necrotic damage rEyes of Asmodeus (standard; at-will) ✦ Fire Ranged 10; +18 vs. Fortitude; 10 Fire damage and the target is knocked prone. rInfernal Quills (standard; at-will) ✦ Fire, Poison Two attacks. Ranged 10; +19 vs. AC; 8 fire and poison damage cPreach Submission (minor 1/round; at-will) Close burst 10; targets one creature; +19 vs. Will; the target is knocked prone. Str 14 (+9) Dex 15 (+9) Wis 23 (+13) Alignment Evil Languages Common, Deep Speech, Dwarven Con 20 (+12) Int 20 (+12) Cha 16 (+10) Skills Bluff+15, Dungeoneering +18, Religion +17 Equipment greatclub, robes, stone unholy symbol of Asmodeus 5. Grimlock Minion Level 14 Minion Brute Medium natural humanoid (blind) Initiative +6 Senses Perception +7; blindsight 10 HP 1; a missed attack never damages a minion. Immune gaze AC 24; Fortitude 24, Reflex 23, Will 23 Speed 6 mGreataxe (standard; at-will) ✦ Weapon +17 vs. AC; 7 damage (9 damage against a bloodied target). Str 17 (+8) Dex 12 (+6) Wis 15 (+7) Alignment Evil Languages Common, Deep Speech Con 14 (+7) Int 7 (+3) Cha 9 (+4) Equipment greataxe 6. Derro Thug Level 14 Minion Brute Small natural humanoid Initiative +9 Senses Perception +5; darkvision HP 1; a missed attack never damages a minion. AC 26; Fortitude 25, Reflex 24, Will 25 Speed 5 mClub (standard; at-will) ✦ Weapon +19 vs. AC; 12 damage. Mad Sacrifice (free; encounter) Trigger: The thug misses with an attack. Effect: The attack instead hits and the thug drops to 0 hit points. Str 13 (+8) Dex 14 (+9) Wis 6 (+5) Alignment Evil Languages Common, Deep Speech Con 18 (+11) Int 8 (+6) Cha 16 (+10) Equipment leather armor, light shield, club 7. Kuo-toa Guard Level 14 Minion Skirmisher Medium natural humanoid (aquatic) Initiative +10 Senses Perception +11; darkvision HP 1; a missed attack never damages a minion. AC 27; Fortitude 22, Reflex 23, Will 21 Speed 6, swim 6 mSpear (standard; at-will) ✦ Weapon +19 vs. AC; 7 damage. Slick Maneuver (move; at-will) A kuo-toa adjacent to an enemy shifts to any other square adjacent to that enemy. Str 15 (+9) Dex 16 (+10) Wis 9 (+6) Alignment Evil Languages Deep Speech Con 15 (+9) Int 11 (+7) Cha 13 (+8) Equipment leather armor, light shield, spear 8. Su Ambusher Level 14 Minion Soldier Medium fey beast Initiative +13 Senses Perception +14; darkvision HP 1; a missed attack never damages a minion. AC 30, Fortitude 24, Reflex 28, Will 26 Speed 7 (forest walk), climb 7. mClaw (standard; at-will) +21 vs. AC; 8 damage. mSeize Prey (standard; at-will) Effect: The ambusher moves its speed and makes the following attack at any point during the move. Attack: Melee 1 (one creature); +19 vs. Fortitude Hit: 8 damage. If the ambusher continues the move after the attack, it pulls the target with it and does not provoke opportunity attacks from the target. Tribal Fury(free action; encounter) Trigger: An ally within 3 squares is first bloodied. Effect: The ambusher uses claw. Grasping Claws (immediate interrupt; encounter) Trigger: The ambusher drops to 0 hit points. Effect: The ambusher uses claw. Str 16 (+10) Dex 22 (+13) Wis 19 (+11) Alignment Chaotic Evil Languages - Con 17 (+10) Int 2 (+1) Cha 14 (+9) Skills Acrobatics +16, Athletics +13, Stealth +16 9. Half-Orc Tunnel Rat Level 14 Minion Skirmisher Medium natural humanoid Initiative +12 Senses Perception +13; low-light vision HP 1; a missed attack never damages a minion. AC 28; Fortitude 27, Reflex 27, Will 26 Speed 6 (8 when charging) mBattleaxe (standard; at-will) ✦ Weapon +19 vs. AC; 11 damage. mLongbow (standard; at-will) ✦ Weapon Ranged 20/40; +19 vs. AC; 11 damage. mEvasive Chop (standard; at-will) ✦ Weapon The half-orc shifts 1 square before and after the attack; +19 vs. AC; 10 damage. Draw First Blood A half-orc’s melee attacks deal 5 extra damage against any creature that has not yet taken damage during the encounter. Slimy The half-orc tunnel rat can move through tight openings as if it were a small creature. Str 16 (+10) Dex 17(+10) Wis 13 (+8) Alignment Chaotic Evil Languages Common, Giant Con 14 (+9) Int 10 (+7) Cha 8 (+6) Skills Endurance +14, Nature +13 Equipment leather armor, battleaxe, longbow, 20 arrows 10. Chitine Grunt Level14Minion Brute Medium natural humanoid (spider) Initiative +9 Senses Perception +8; darkvision HP 1; a missed attack never damages a minion. AC 26, Fortitude 26, Reflex 26, Will 25 Speed 6, climb 6 (spider climb) mDagger (standard; at-will) ✦ Weapon Two attacks; +19 vs. AC; 4 damage. rFlying Daggers (standard; at-will) ✦ Weapon Ranged 5/10; +19 vs. AC; 5 damage. Web Line (move; encounter) Requirement: The grunt must be climbing. Effect: The grunt flies 5 squares. Dying Shriek (immediate interrupt; encounter) Trigger: The grunt drops to 0 hit points.Effect: Each enemy adjacent to the grunt takes a -2 penalty to all defenses until the end of its next turn. Str 15 (+9) Dex 14(+9) Wis 12 (+8) Alignment Chaotic Evil Languages Common, Elven Con 10 (+7) Int 8 (+6) Cha 9 (+6) Equipment 4 daggers, Second Wind (standard; encounter) ✦ Healing The deepspawn spends a healing surge and regains 135 hit points. It gains a +2 bonus to all defenses until the start of its next turn. Str 23 (+13) Dex 14 (+9) Wis 17 (+10) Alignment Chaotic Evil Languages Common, Deep Speech, Draconic, Giant, Primordial Con 22 (+13) Int 17 (+10) Cha 17 (+10) Skills Arcana +15, Dungeoneering +15, Stealth +14
Thanks to all the discourse here. It definitely contributed to this beasty for my Gauntlgrym campaign. I smell a TPK coming on! If you have some advice, please write it up so I can cut and paste if I like it. That makes custom stuff like this so much eaiser! |
| #18Mr_MiscellanyOct 11, 2013 0:10:45 |
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| (Reply to #18)totalpartykilldm | Ozone and cinammon? I guess that's the funk from some deep spawnin'! I added some other minions in this next one. Glad ya dig it! |
| #20totalpartykilldmOct 11, 2013 21:56:04 | Here's a few more minions to add to the mix: 11. Kobold Shadowblade Level 14 Minion Lurker Small natural humanoid Initiative +15 Senses Perception +8; Darkvision HP 1; a missed attack never damages a minion. AC 28; Fortitude 22, Refl ex 26, Will 24; see also trap sense Speed 6 mShort Sword (standard; at-will) ✦ Weapon +19 vs. AC; 14 damage. mTwin Slash (standard; at-will) ✦ Weapon Requires combat advantage; the kobold shadowblade makes 2 short sword attacks. If both attacks hit the same target, the target takes an extra 10 damage (save ends). Combat Advantage The kobold deals an extra 10 damage on melee attacks against any target it has combat advantage against. Sly Dodge (immediate interrupt, when targeted by a melee or ranged attack; at-will) The kobold redirects the attack to an adjacent ally. Shifty (minor; at-will) The kobold shifts 1 square. Trap Sense The kobold gains a +2 bonus to all defenses against traps. Str 9 (+1) Dex 18 (+6) Wis 12 (+3) Alignment Chaotic Evil Languages Common, Draconic Con 12 (+3) Int 9 (+1) Cha 14 (+4) Skills Acrobatics +16, Stealth +18, Thievery +18 Equipment leather armor, 2 short swords
12. Goblin Sharpshooter Level 14 Minion Artillery Small natural humanoid Initiative +11 Senses Perception +8; low-light vision HP 1; a missed attack never damages a minion. AC 28; Fortitude 24, Refl ex 26, Will 23 Speed 6; see also goblin tactics mShort Sword (standard; at-will) ✦ Weapon +18 vs. AC; 10 damage. rHand Crossbow (standard; at-will) ✦ Weapon Two attacks; Ranged 10/20; +21 vs. AC; 15 damage. Sniper When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding. Combat Advantage The goblin sharpshooter deals an extra 10 damage against any target it has combat advantage against. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 2 squares and can gain combat advantage against the triggering enemy until the end of its next turn, does 10 points of damage, or knocks them prone. Str 14 (+9) Dex 18 (+11) Wis 13 (+8) Alignment Chaotic Evil Languages Common, Goblin Con 13 (+8) Int 8 (+6) Cha 8 (+6) Skills Stealth +18, Thievery +18 Equipment leather armor, short sword, hand crossbow with 20 bolts Also, what do y'all think about adding two spawn instead of just one every time the deepspawn reups its minions? |
| #21ImruphelJan 19, 2014 4:45:45 | Damn, I really sucked at monster design four years ago! |