Alchemyprime's Morbidly Modified Monsters!

Post/Author/DateTimePost
#1

alchemyprime

Nov 11, 2008 13:44:44
Hey all. I'm going to use this thread for all my homebrew critters.


PEACH if you want

And I will take requests if you want me to.

Just tell me what you need: Level, role, and toughness (minion, solo, elite, etc.)

Savage Lightning Struck Troll. Level 9 Solo Brute
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Savage Lightning Struck Troll
Savage Lightning Struck Troll Lore
A character knows the following information with a successful Religion check:
DC [24] Trolls are normally not this tough. But the storm god likes to mess with things...
DC [29] These trolls are not hurt by fire and acid like normal trolls. But thunder is not kind to them, nor is death energy
DC [34] These trolls are difficult to kill. They constantly become lightning and actually bleed electricity.
Savage Lightning Struck Troll ************************************Level 9 Solo Brute
Large natural humanoid****** XP 2000
Initiative 7
Senses Perception +11
HP 420; Bloodied 210 AC 21; Fortitude 25, Reflex 23, Will 19
Resist Lightning 5
Saving Throws +5
Speed 8
Action Points 2
Regeneration 10 (if the monster takes acid or necrotic damage, regeneration does not function until the end of its next turn)

Claw (standard; at-will) Standard. At Will. Reach 2; +13 vs. AC; 2d6 + 6 damage; see also frenzied strike.
Frenzied Strike (Immediate reaction when hit in melee) Make a claw attack.
Gift of the Sky Lord (free action; at-will) ✦ Lightning Any creature that hit’s the Savage Troll Lightning Struck with a melee attack takes 7 points of lightning damage.
Arcing Power (free; at-will) ✦ Lightning The savage troll lightning struck may change any attack it uses, such as a claw attack, to a lightning attack. The attack in question deals lightning damage instead of normal damage and gains the lightning keyword.
Murderous Frenzy (free actionaction; encounter) The troll may make an extra attack the first time he reduces an opponent to 0 hit points in an encounter.
Troll Healing (immediate reaction; ) ✦ Heal If the savage troll lightning struck is reduced to 0 hit points by an attack that does not deal necrotic or acid damage, it rises on it's next turn as a move action with 20 hit points. Alignment Chaotic Evil
Languages Giant
Skills Athletics +15, Endurance +14
Str 22 (+10) Dex 16 (+7) Wis 14 (+6) Con 20 (+9) Int 5 (+2) Cha 10 (0)
Equipment
None

#2

alchemyprime

Dec 16, 2008 16:47:43
Um... um... Morbidly modified bump!

BUmP
#3

xxquiet_dreamxx_dup

Dec 17, 2008 15:40:17
I'll go over this again when i'm able to fully access my resources, for now, just a few cursory questions. ^.^

Why thunder and necrotic damamge? If it's blessed by a storm god, wouldn't it have an affinity for thunder as well as lightning?

Also, i'm a little concerned that it has 5 action points, and the potential for another. I know that elites have 1, but i don't know about solos just off-hand.
#4

aluman

Dec 17, 2008 16:23:41
Hey all. I'm going to use this thread for all my homebrew critters.
Level 9 Solo Brute

This means I will be using Adult White Dragon for rough comparisions (Page 85 of MM)
Large natural humanoid****** XP 2000

So far so good ;)
Initiative 7
Senses Perception +11
HP 420; Bloodied 210 AC 21; Fortitude 25,
Reflex 23, Will 19

AWD: Iniative +5, +11 perception. So on those two marks Troll has a +1 comparitively (2 points of Ini to me is about 1 over all in power)
AWD: HP 408 (consequently bloodied 404), AC 23 Fort 26 Ref 21 Will 22
So thats +3 -2,-1,+2-3 so thats a -1 for defenses (Troll takes more damage, but DPR by level 9 should be around 32 or so, so the 12 points isn't going to be significant, his defenses are lower except Reflex. Will is critically low. (Level 9 wizard will have 6(int)+2(implement)+4(level) and be able to tag the will of the Solo on a 7+ It might be good to artificially boost will to 21ish. Still make it the chink in the armor, but not as significant of one)
Resist Lightning 5

I would toss Thunder 5 in there too, though its fine as is as well
AWD has cold 20 so thats -10 or so comparatively(I would have to go through and do a counting of lightning damaging powers to be more accurate).
Saving Throws +5
Speed 8
Action Points 5
Regeneration 10 (if the monster takes thunder or necrotic damage, regeneration does not function until the end of its next turn)

Deffiantly drop Thunder. Make it either Fire or Acid. Drop AP to 2. 5 means that for the first 5 rounds the troll double attacks.
AWD +5 7/7/10 movements, no regen. about even over all (Regeneration makes the troll a ***** to kill, flight makes the dragon a ***** to keep still)s
Claw (standard; at-will) Standard. At Will. Reach 2; +13 vs. AC; 2d6 + 6 damage; see also frenzied strike.

AWD Reach 2 +12 v AC 1d8+5 (9.5 averaged.)
Troll: Reach 2 +13 v AC 2d6+6 (13 average)
Troll +5
Frenzied Strike (Immediate reaction when hit in melee) Make a claw attack.

Mmm, its hard for me to compare this to anything, given the over all bonus of the claw it has an advantage.
Gift of the Sky Lord (immediate reaction; at-will) ✦ Lightning Any creature that hit’s the Savage Troll Lightning Struck with a melee attack takes 7 points of lightning damage.

You do know that the Troll only gets 1 immediate reaction per turn right? I would turn this one to 'free action' that way, 1/round someone hitting him gets hit, and the rest the time they take 7 points of lightning damage.
Arcing Power (free; at-will) ✦ Lightning The savage troll lightning struck may change any attack to a lightning attack. The attack in question deals lightning damage instead of normal damage.

The problem with is, it does nothing against already typed damage. You use the worst of resistances so if you fire/lightning (from a scorching burst for instance), it would use Fire and do no damage.
Murderous Frenzy (immediate reaction; encounter) The savage troll gains an action point the first time he reduces an opponent to 0 hit points in an encounter.

This should be a free action too, as you can't take immediate reactions on your turn. I also am opposed to this, change to: The savage troll may make an extra attack the first time he reduces an opponent to 0 HP. Its almost the same, but doesn't add to book keeping.
Troll Healing (immediate reaction; ) ✦ Heal If the savage troll lightning struck is reduced to 0 hit points by an attack that does not deal necrotic or thunder damage, it rises on it's next turn as a move action with 20 hit points. Alignment Chaotic Evil
Languages Giant
Skills Athletics +15, Endurance +14
Str 22 (+10) Dex 16 (+7) Wis 14 (+6) Con 20 (+9) Int 5 (+2) Cha 10 (0)
Equipment
None

Res seems fine. Overall, its better than the AWD, but is more vulerable to being stuck (imobilize powers that target will), and once stuck is easy to deal with (The dragon has an area affect power).

General Suggestions: Make turn the lightning on damage into a close burst 10. Make it where you all but HAVE to defeat him from range to avoid sucking down damage.

Acid (earth damage) has to me always been more of the antithesis to lightning then Thunder is. So I would have it vulerable (doesn't regen/dies from attacks with) acid over Thunder.
#5

alchemyprime

Dec 17, 2008 17:55:52
Took most of your advice, except the Arcing Power: I just realized it was a clarity error on my part. He doesn't change the attacks aimed at him, but rather the attacks he makes ie. his claws can deal either lightning or normal damage with each attack.

Thanks for your help Aluman. My next installment will be a fun creature known as a Houri Hag and it's counterpart the Houri Hag Warlock.
#6

xxquiet_dreamxx_dup

Dec 17, 2008 18:15:02
I would tend to agree with Aluman, having lightning and thunder resistance would more readily fit -my- concept of a storm god's minion. Making acid and necrotic its Achilies' heel seems like a good plan as well, in my opinion, as those two damage types seem like a natural pair.

I'd rewrite Gift of the Sky Lord like this:

Gift of the Sky Lord (free when struck in melee; at-will) ✦ Lightning
The attacker takes 7 points of lightning damage.

As Aluman said, the two abilities would be competing for that single immediate action. This one should happen every time the troll is struck, but the claw attack only once per round, i think. Also, placing the condition next to the action type is the kind of format i've seen in the MM, so i think writing it like this would be nice for purposes of consistency. >.> ~is OCD somtimes~

Hmm, instead of Arcing Power as you show it, why not make it a burst, kind of like what Aluman is suggesting. I would say a tighter burst so that it really is a specifically anti-melee weapon. This would be especially nice since solo monsters need a method of dealing with multiple foes simultaneously. Something like, perhaps:

C Arcing Power (Standard; at-will; recharge 4,5,6) ✦ Lightning
close burst 2; +10 vs. Reflex, target take 3d8 + 5 lightning damage, and is dazed (save ends).

That would cover all enemies engaged in melee, even those with reach. Also consider upgrading the Claw's attack to +12 and damage to somewhere in the vicinity of 2d6 + 5, which is more level appropriate.

I think those are all the suggestions i have for the time being. XD Hopefully i haven't overwhelmed you.
#7

aluman

Dec 17, 2008 18:42:28
Took most of your advice, except the Arcing Power: I just realized it was a clarity error on my part. He doesn't change the attacks aimed at him, but rather the attacks he makes ie. his claws can deal either lightning or normal damage with each attack.

Ahhh ok, that makes more sense. Also you still have 5 AP's listed. It needs to be 2 otherwise this guy will wipe the floor with a party who can't sticky him.
Thanks for your help Aluman. My next installment will be a fun creature known as a Houri Hag and it's counterpart the Houri Hag Warlock.

I look forward to it ;).
#8

alchemyprime

Jan 13, 2009 21:42:04
made it 3 AP because I want it tougher than most Elites but not wiping the floor like I thought. Howzzat?

The houri hag... I accidentally deleted... :embarrass

However I think a list of monsters and what I intend for them would help all of you.



Savage Troll Lightning Struck: Level 9 Solo Brute- Troll blessed by the storm god.
Houri Hag: Level 10 Controller- A hag that masquerades as a prostitute or a wench.
Houri Hag Warlock: Level 10 Elite blaster Artillery- A leader among houri hags.
(If wizards likes it, these might be in Dungeon... so until the 60 day mark, I'm not posting these!
Renegade Drow Rorn Cultist: Level 15 Controller (L)- A drow that scorned the gods for the power of the primordial (I used Rorn from FRCS as a base)
Blackfire Dragon: Level 18 Solo Lurker- A black dragon blessed by the primordials
Flamepriest of Rorn: Level 9 Controller- the head of a cult of Rorn.
Sahzamu: An epic (Level 29-31?) Solo Skirmisher- The Demon Prince of Assassins!
Tonnoculan: Level 31 Solor Brute- The Demon Prince of Incarnum!
Angoss: Level 32 Solo Brute- The Demon Prince of Reptiles, mutated by the Far Realm.
The Court of the Twisted Light- A knightly order of normally evil beings, led by a Beholder (?) and a mind flayer paladin.

Plus any requests.

I like the primordials, so I use them as a main springboard. I also plan for some ilithid and Far Realm based monsters and some Fey creatures too.
#9

vebrandsson

Jan 14, 2009 9:24:58
This looks really good to me, plus I like the thread's title, very clever. The only thing I see is that Arcing power needs to mention that it adds the lightning keyword to the attacks it changes. There are a few swordmage and other class powers that go by the power's keywords and not the damage type that wouldn't function right if you did not do this.
#10

alchemyprime

Jan 17, 2009 15:13:41
Updated. Thanks Vebrandsson, I wasn't thinking about swordmages. :embarrass Thanks for warning me.
#11

aluman

Jan 17, 2009 15:26:59
made it 3 AP because I want it tougher than most Elites but not wiping the floor like I thought. Howzzat?

Well, 3 AP is still more than Orcus gets. The theory behind Elites/Solo getting 2 is that they live for one combat (basically), and consequently don't have as much to deal with so they get 2 AP and can spend both in one encounter. 3 AP means for 3 rounds, he will dominate the party. Its much better at 2.
The houri hag... I accidentally deleted... :embarrass

However I think a list of monsters and what I intend for them would help all of you.

Shame on YOU!
Savage Troll Lightning Struck: Level 9 Solo Brute- Troll blessed by the storm god.
Houri Hag: Level 10 Controller- A hag that masquerades as a prostitute or a wench.
Houri Hag Warlock: Level 10 Elite Blaster- A leader among houri hags.
Renegade Drow Rorn Cultist: Level 15 Controller (L)- A drow that scorned the gods for the power of the primordial (I used Rorn from FRCS as a base)
Blackfire Dragon: Level 18 Solo Lurker- A black dragon blessed by the primordials
Flamepriest of Rorn: Level 9 Controller- the head of a cult of Rorn.

Blaster is not a Role :P. I think you mean 'artilerry' And if its a leader it needs (L) behind it. And I would up its level to level 11.
I like the primordials, so I use them as a main springboard. I also plan for some ilithid and Far Realm based monsters and some Fey creatures too.

Well don't keep me waiting ;).
#12

alchemyprime

Feb 19, 2009 11:04:46
Okay. I'm going to hold off on the Houri Hags to see if first Dungeon wants the adventure I built them for!

But I am working currently on a new demon lord! Incase your players expect you to use Graz'zt, Orcus or Yeenoghu, and you can't wait for Demogorgon in MM2, then I'll be prepared to bring you:

Sahzamhu, the demon prince of assassins, in his Castle of Salt.
Tonnoculan, the self-proclaimed lord of magical beasts and incarnum!
And (name to come, code named Garflex), the ancient demon prince of reptiles, tainted by the Far Realm!
#13

alchemyprime

Feb 19, 2009 13:32:31
New Monster!
Base: Teifling ROgue NPC. Templates: Scion of Fire and Draconic. Tweaks: Added variable DR, removed the "replace all powers with fire" ability, changed the Body of Fire to Salt Blood (fire to acid), replaced 1 rogue encounter and both utilities with Warlock powers. Changed the names of powers. Made the dagger deal either untyped or Necrotic/Acid, and made the shuriken deal only necrotic. Gave a claw made of salt (claw attack).

Ladie's and Gentlemen, SAHZAMU!

Sahzamu, Prince of Assassins Level 29 Solo Lurker
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Medium elemental humanoid (demon) XP 75,000
Initiative +20 Senses Perception +15; dark-vision
HP 996; Bloodied 498; Resist Acid 15; Fire 20; Necrotic 15; Poison 15; Variable 20 (3/encounter)
AC 32; Fortitude 29, Reflex 34, Will 29
Saving Throws +5
Speed 10, fly 5 clumsy
Action Points 2
m Dagger (At-Will=Standard)
+23 vs AC; 1d4+8. This damage is either untyped or acid and necrotic damage, at Sahzamu's choice.
m Salt Claw (At-Will=Standard)
+20 vs. Reflex; 2d8 + 10 necrotic and poison damage.
r Shadow Shuriken (At-Will=Standard)
+26 vs AC; 1d6 + 12 necrotic damage. Range 10
m or r Demonic Flourish (At-Will= Standard)
Melee: +27 vs AC. 2D4+16. The damage is either untyped or acid and necrotic damage.
Ranged: +26 vs. AC. 2D6+16 necrotic damage. Range 10
m System Shock (Recharge*6=Standard)
+26 vs AC; Fort; Reflex. Make one attack roll and compare it to all three defenses. If it hits one, deal 4d4+12 points of either untyped or necrotic acid damage. Of it hits two, deal 5d4+12. If it hits three, the target is also stunned until the end of Sahzamu's next turn.
C Salt Darts (Recharge 4*5*6=Standard)
Close blast 5. +19 vs. Reflex. 4D8+3 necrotic acid damage and the target is pushed 5 squares.
C Breath Weapon (Recharge 5*6=Standard)
Close Blast 4. +31 vs Reflex. 2D8+3 points of acid damage.
m or r Hamstring Strike (Encounter=Standard)
Melee: +26 vs. AC. 4D4+12 damage. The damage is either untyped or necrotic acid damage. The target takes an ongoing 10 untyped damage and is slowed (save ends both).
Ranged: +2d6 vs. AC. Range 10. 4d6+12 necrotic damage, and the target takes 10 ongoing damage and is slowed (save ends both).
Can’t Catch Me (Encounter=immediate interupt)
If a creature makes a melee or ranged attack against Sahzamu, Sahzamu may make an attack (+19 vs. Will). If the attack hits, then Sahzamu chooses one target within 2 squares of Sahzamu. The attacker then hits that creature. If Sahzamu's attack misses, then the trigger attack is rolled normally, and if it hits, Sahzamu takes half damage.
Infernal Wrath (Encounter = Minor= Personal)
Sahzamu channels his fury into his next attack. He gains a + 1 to an attack roll against an enemy that hit since his last turn. If Sahzamu hits, he deals 5 extra points of damage to the attack.
Crystaline Ward (Recharge*6=Minor=Personal)
Until the end of Sahzamu's next turn, anyone who attacks him must roll two dice and take the lower result. Every time an attack misses Sahzamu because of this power, he gains a cumulative +1 power bonus to his next attack roll.
Assassin's Step (Encounter=Move=Personal)
Sahzamu becomes invisible then teleports 4 squares. The invisibility lasts until the start of his next turn.
Salt Blood
Any creature that hits Sahzamu in melee is dealt 16 points of acid damage.
Bloodhunt
Sahzamu gains a +1 to attack rolls against bloodied foes.
First Strike
At the start of an encounter, Sahzamu has combat advantage against any creatures that have not yet acted in that encounter.
Assassin's Strike
When Sahzamu has combat advantage against an enemy, an attack he makes against that enemy deals an extra 5d6 points of damage if the attack hits.
Alignment Chaotic Evil Languages Supernal
Skills Arcana +21, Stealth +25, Theivery +25
Str 15 (+16) Dex 23 (+20) Wis 12 (+15)
Con 17 (+17) Int 15 (+16) Cha 21 (+19)


Sahzamu appears as a humanoid jaguar, with a dagger in one hand and an arm made of clear crystals for his other arm. You can see black bones within the crystal arm. An acrid, salty smell surrounds him, as does a creeping chill...

Sahzamu's tactics normally involve running or flying around and sniping off characters with his shadow shuriken or ranged attacks as he tries to set them up for a barrage of salt darts ir his breath weapon. If he gets swarmed, he uses salt darts then assassin's step to get away then resumes sniping and luring PCs into one on one combat.


Lore: Religion/History
(32) Sahzamu is the self-proclaimed Demon Prince of Assassins. He resembles a rakshasa but with human hands and a teifling's tail, as well as that crystaline arm of his.
(37) It is rumored that Sahzamu was originally a theif or a warlock that delved too far into the Abyss, slaughtered his party and swore fealty to Orcus. However, Orcus sent him on a suicide mission that few remember. All they know is Mu left and Sahzamu came back.
(42) Sahzamu really was sent to kill a primordial, but Orcus thought he would fail. Sahzamu succeeded in killing the nameless primordial, ate his remains, and dragged his prison into the AByss, making it into Sahzamu's own Salt Wastes. Sahzamu, it is rumored, is allying himself with Graz'zt in an effort to take down Demogorgon, so that Sahzamu will gain Demogorgon's realm while GRaz'zt takes his title.
#14

vebrandsson

Feb 19, 2009 13:48:40
Shazamu needs some tweaking. Now I'll admit monsters are something even I have a lot of trouble making and balancing at this point. Still I would say it needs to be bumpped up a level or two, given how powerful its combat advantage makes its damage output plus salt blood, and I think that it needs some recharging powers. The breath weapon, salt darts, completely perfect strike, Crystaline ward, all look like good candidates for recharging powers. The daily frequency for a monster is useless, and no monsters have daily frequency powers. Also, I haven't looked for it specifically but I don't recall any monster powers with miss effects I'll have to look into that further to be sure but I think its a little much.
#15

alchemyprime

Feb 19, 2009 15:01:31
New TWeaks to Sahzamu:
  • Removed the Miss from Hamstring Strike
  • Renamed Completely Perfect Strike to System Shock and made it Recharge 6
  • Made Breath Weapon a Recharge 5-6 and Salt Darts Recharge 4-6
  • Changed Daily to Encounter
  • Crystaline Ward is now Recharge 6



That make it better? And what's the XP for a 30 Solo? I'm too sick to go upstairs and get my screen... if I go up there, I ain't coming down...