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| #1CHeardJun 29, 2008 22:44:54 | I'd like to use a basic, low-level water elemental in an upcoming 4e adventure, but there isn't one in the 4e MM. So here's what I came up with, using the DM's Toolbox from the DMG. Please evaluate & suggest improvements. Thanks! FRESHWATER RAGER Level 3 Solo Brute Large elemental magical beast (water) XP 750 Initiative +3 Senses Perception +7 HP 180; Bloodied 90 AC 17; Fortitude 21, Reflex 19, Will 17 Resist 10 untyped damage Immune disease, poison Saving Throws +5 Speed 6; swim 12 Action Points 2 Pseudopod Lash (standard; at-will)Reach 2; +4 vs. Fortitude; 1d10 + 3 damage. Waterwhips (standard; at-will)Reach 2; up to three targets; +2 vs. Fortitude; 1d6 + 3 damage. Drowning Embrace (standard; at-will)+4 vs. Reflex; 1d10 +3 damage and the freshwater rager grabs the target (target immobilized until it escapes or elemental ends grab); ongoing 5 damage until grab ends; sustain minor; limit one affected target at a time; basic attacks only while sustaining this power. Sweeping Tide (standard; recharge 5 or 6)Close burst 3; +4 vs. Fortitude; 1d6 +3 damage and target is knocked prone; hit or miss, elemental becomes insubstantial until the beginning of its next turn, when it re-forms at any legal position within the burst area Rushing River The freshwater rager can use a minor action or move action to make a basic melee attack. Alignment Unaligned Languages Primordial Str 19 (+5) Con 13 (+2) Dex 14 (+3) Int 8 (+0) Wis 11 (+1) Cha 11 (+1) |
| #2wyld_mutationJun 30, 2008 13:27:00 | Make Rushing River a power, as it stands the elemental will get 3 attacks a round if it doesn't feel like moving. Also What is its basic attack? My suggestion; Power- Rushing River Minor or Move Melee Effect- Freshwater rager may use an at will melee power. Special- You may use this power no more than once a round. ... Oops didn't read the solo property.... Well I'm gonna post this anyway as two water whips is still enough damage output in a round. |
| #3glak2Jun 30, 2008 15:06:20 | Rushing river makes Water Whips obsolete. I would make Rushing river an recharge power, perhaps recharging on 5,6. Also write up a tactics section, it will help us understand what you are going for. |
| #4CHeardJul 03, 2008 13:45:06 | Rushing river makes Water Whips obsolete. I would make Rushing river an recharge power, perhaps recharging on 5,6. Oh, good catch. Thanks. What if Water Whips were just deleted, and the damage on Pseudopod Lash were reduced to 1d8 + 3? As for tactics, it's just a brute. It lashes out at whatever it perceives as a threat. Drowning Embrace is for melee combatants who get too close. Sweeping Tide is more of a desperation move, probably used when it is first bloodied, especially if it has a way to escape by getting around the party; or the elemental might use Sweeping Tide as a way to get closer to strikers and controllers. Still working on this part of things … |
| #5yourunclebobJul 04, 2008 14:49:30 | I'm not very experienced at making solo monsters, so feel free to PEACH my ideas for improvements. I borrowed some ideas from the choker and dragons. Pseudopod Lash (Standard; At-will) Reach 2; +6 vs. AC; 1d10 + 3 damage, and the target is grabbed (escape at -5 penalty ends) I took out the ongoing damage because it doesn't allow a save. Didn't seem fair. Rushing River (Standard; At-will) Must have no grabbed targets. The elemental makes two pseudopod lash attacks. Drowning Embrace (Standard; At-will) Grabbed target only; +4 vs. Fortitude; 2d10+6 damage. I'd also change "resist 10 untyped" to "takes half damage from melee and ranged attacks", as per the Lamia or Larva Mage. Also, +17 or so to Acrobatics (in case any of the PCs try to make a grab attack against it for some reason) |