Clockwork Monsters (Non-Eberron Setting)

Post/Author/DateTimePost
#1

lord_soggybottom

Jun 24, 2010 14:14:05
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These are some monters I created for my 4e adventure I'm running on Sunday. It's a non-Eberron setting so these are meant to be extremely odd (as far as the inhabitants of the world are concerned). I was hoping to get some input on their balance.
#2

pluisjen

Jun 24, 2010 15:26:01
Let's see...

The first minion is fine.

The solo has a pretty hefty vulnerability; 15 and cannot regenerate at 5th level; it might make him too easy for parties with a Lightning at-will; I'd drop the vulnerability to 5 points instead.

Also it has mostly ranged attacks, but no real way of getting out of melee. That means it might end up slamming more then actually using its good powers. And it only has 1 ranged attack that it can use without rcharging, you might make the others recharge more easily to spice things up.

I think it's really a solo that needs backup to function, or you'll have to give it a Teleport speed so its harder to pin down.

Also, minor remark, its overload should be a free action or it wouldn't be able to self-destruct if it died on its own turn.

As for the scavenger; technically it can't sustain its grab right now because the grabbed target is out of its melee range. You maybe want to give that attack a Reach of 6, or make an exception for it. And with a pull-in rate of 1 square per round it'll take a while to reel anything in; I'd up the pull to 2 or maybe even 3 squares; after all characters are bound to escape.

The Clockwork Soldier looks fine.

I'm not sure about the Life spark, they might be able to put out a lot of hurt because they can Daze in an area and they have a damage aura. A large group of them combined with some monsters (especially mobile ones or monsters that can exploit combat advantage) could provide quite lethal, but they're still minions so it might not matter at all... I don't know. A test run with them would probably be best.


Good luck with them Smile 
#3

Fedosu

Jun 24, 2010 17:03:52
When I design Clockwork monsters, I give them vulnerability to cold, it freezes their gears in place, so they are slowed and can't shift until the end of their next turn.