Lords of Creation (Creature Compendium)

Post/Author/DateTimePost
#1

wyld_mutation

Sep 02, 2008 8:22:20
This compendium is for the unique creatures that are created in the Lords of creation thread.

If you make changes to a creature in the MM, or create a new one post 'em here.
#2

delfedd

Sep 02, 2008 8:39:02
Oh, I think that's quite well done. I'm impressed.
#3

wyld_mutation

Sep 02, 2008 8:44:44
Proving to you that Thael'kriss did indeed make a worthy predator. :D

They are basically death on steroids... And they eat other Bulettes for snacks.
#4

delfedd

Sep 02, 2008 8:58:02
Indeed. Did you have this guy written up beforehand or did you come up with him last night?
#5

wyld_mutation

Sep 02, 2008 9:12:03
Last night.

Though it helps to have the MM open to bulettes.
#6

space_dragon

Sep 02, 2008 9:52:21
This is a Solo monster, not Elite. Probably just an oversight on your part.

Other than that, brilliant. The kind of monster a god would ride into battle.
#7

wyld_mutation

Sep 02, 2008 9:58:56
Fix'd it. And actually Thrael'kriss prefers to go alone. Being a hunter and all. However he's gonna get some loyal hounds at some point I think.

After I decide whether I'll be able to work death (as a part of the predator-prey cycle) into his portfolio. *thinks real hard*

I've got some more unique monster Ideas as well. But I gotta save those for a little while.
#8

space_dragon

Sep 02, 2008 9:59:50
And actually Thrael'kriss prefers to go alone. Being a hunter and all.

No no, I mean MY god will ride one into battle. :D
#9

wyld_mutation

Sep 02, 2008 10:01:34
Isn't your god a worm? Those are mine, you don't want to start a war do you? :D

If you want to ride 'em you gotta ask.
#10

space_dragon

Sep 02, 2008 13:06:58
Isn't your god a worm? Those are mine, you don't want to start a war do you? :D

Who do you think I'm going to ride it into battle against?

I kid, I kid.
#11

wyld_mutation

Sep 02, 2008 15:25:01
I sure hope so. It would not be pretty when I have all those nice near-godly beasts to help me.
#12

Armisael

Sep 02, 2008 20:15:08
Here comes the second monster. He's a really tough customer, and interestingly, he has more HP than Orcus, which is weird, as I just followed the DMG guidelines.

#13

erendor

Sep 02, 2008 20:18:10
We've made some crazy powerful things. I wish I'd modified my Chuul a bit more...oh well, the next creation can be different ;).

There need to be some weaker stuff. As far as I can tell, the only non plant life in the entire world that isn't at least CR 16 (purple worms are the lowest?) are fish.
#14

space_dragon

Sep 02, 2008 20:23:18
We've made some crazy powerful things. I wish I'd modified my Chuul a bit more...oh well, the next creation can be different ;).

There need to be some weaker stuff. As far as I can tell, the only non plant life in the entire world that isn't at least CR 16 (purple worms are the lowest?) are fish.

Look in the MM. You'll notice that a lot of the most powerful (epic level) creatures in it are creations of the primordials, from the early years of creation. The idea is that the early days were a chaotic age of rampaging, unstoppable monsters and brutal terrain, and that the world grew tamer with age. According to that, we're on schedule so far.
#15

Armisael

Sep 02, 2008 20:30:27
We've made some crazy powerful things. I wish I'd modified my Chuul a bit more...oh well, the next creation can be different ;).

There need to be some weaker stuff. As far as I can tell, the only non plant life in the entire world that isn't at least CR 16 (purple worms are the lowest?) are fish.

To quote the maker of Dwarf Fortress:

"I think I made the fishes too hardcore".

'Nuff said.
#16

erendor

Sep 02, 2008 20:34:07
To quote the maker of Dwarf Fortress:

"I think I made the fishes too hardcore".

'Nuff said.

Don't forget the elephants and any Dwarf with multiple Legendary+5 skills. >_>;
#17

wyld_mutation

Sep 02, 2008 20:46:23
Kraid is now in the first post. Easier for people to see what's what there.

I'll get around to organizing credits at some point.
#18

wyld_mutation

Sep 02, 2008 21:58:37
I personally believe your exarch would be brought down by my Bulettes.

Anyway: Will anyone object if I give a link to this at the Monster Compendium on the Monsters board?

I wanted to check, to make sure you guys wouldn't have any problems.
#19

space_dragon

Sep 02, 2008 21:59:15
Go for it.
#20

wyld_mutation

Sep 02, 2008 22:03:30
I have it up, and I've got credit on the post itself now so I'm not stealing anyone's thunder or anything.

Wonder what creature will come next?
#21

delfedd

Sep 06, 2008 10:05:58
I just noticed the bullette has an intelligence of 10.

Is this true? If so, it's ridiculous.
#22

wyld_mutation

Sep 06, 2008 10:10:42
It should actualy be an natural magical beast... Let me make some quick fixes...

When I was changing it I was just uing stats. Did you know that dragons have sentent intelligence? Which since they're beasts... Owwww my head hurts.

I lowered the intelligence stat until I decide whether being magical warrants 10...
#23

camu

Sep 07, 2008 3:41:03
Ok, here are the stats for one of the many shadows created by Myxiniron. The other forms will follow

#24

wyld_mutation

Sep 07, 2008 7:17:39
Well Done, edit'd in.
#25

wyld_mutation

Sep 08, 2008 10:04:31
I'll now be including Misc. Changes to creatures.

Diud we change Chuul so that they are no longer Aberrations? I can't remember/decide.

Also... Any unique fixtures of the environment will likely find their way here. Simply to keep things organized.

Various templating fixes in the individual entries. If the first post becomes too unwieldy I may ask for posts to be cleared out so thet I can have a fairly unbroken line of posts.
#26

erendor

Sep 13, 2008 23:33:55
#27

space_dragon

Sep 14, 2008 6:46:43
Nice aboleth. According to the 3.5 Lords of Madness, aboleth cities are run by huge and ancient individuals of great power. Primordial aboleths can fill that role in aboleth society, once the lesser generations of aboleth are born.

I'll have some culture and fluff posted for the earth and death giants soon. We should do that for all the sentient races we make, even if we aren't changing their stats. Wyld and erendor, fluff for lycans and aboleth would be cool. Delfedd, same for the storm giants.
#28

wyld_mutation

Sep 14, 2008 7:43:12
I'll get around to it.

I'm not good at the fluff stuff you know?
#29

erendor

Sep 15, 2008 22:24:21
Nice aboleth. According to the 3.5 Lords of Madness, aboleth cities are run by huge and ancient individuals of great power. Primordial aboleths can fill that role in aboleth society, once the lesser generations of aboleth are born.

I'll have some culture and fluff posted for the earth and death giants soon. We should do that for all the sentient races we make, even if we aren't changing their stats. Wyld and erendor, fluff for lycans and aboleth would be cool. Delfedd, same for the storm giants.

I'll definitely be coming up with aboleth fluff. I'd do it now, but I only have 30 mins till my next class (which goes for roughly 3 hours :|). I'll come back and do something along those lines afterwards.

#30

ff6shadow

Sep 18, 2008 0:03:27
Here are the stats and current fluff for my newly created race.
#31

wyld_mutation

Sep 18, 2008 0:14:39
Adding to main post.

Note that water born can be replaced by adding

"5 swim" to the speed line. And IIRC the aquatic subtype assumes that it can breather underwater.

I'll add it to the main post after you decide if you want to make a quick change to reflect that or not.
#32

wyld_mutation

Sep 18, 2008 0:19:45
The rules for a PC lycanthrope. You can create an NPC lycanthrope vy using this as a template on an existing monster. The hybrid form has stats appropriate to its new size. As well as a natural attack that dealt level appropriate damage.

There are no restrictions for NPC lycanthropes besides requiring a natural beast.

#33

ff6shadow

Sep 18, 2008 0:54:33
You were right vabout the water breathing and the Swim speed. And aftger looking it over it felt a little weak, so I added another minor ability.
#34

wyld_mutation

Sep 18, 2008 0:59:44
Changes made in initial post.

I figured I'd tell you that (the aquatic sub type advice) so that you could clear some space in your racial statistics.
#35

space_dragon

Sep 18, 2008 16:26:58
Stats for some new breeds of earth elemental pending. I'm also going to come up with stats for some hybrid elementals, that are made of both earth and darkness (taking on aspects of Myxiniron's shadows), earth and water (formed near the flooded caverns and the mud pits just below Ueberroth's realm), and earth and fire (from the magmal seas).

Most 4e elementals consist of multiple elements, so this follows the paradigm. Gods of the other elements will have just as much control over these hybrid elementals as Ongor does (though he doesn't realize it yet).
#36

delfedd

Sep 18, 2008 19:30:24
The lycanthrope is REALLY overpowered. Make it a non player race. Then you'll be good.
#37

wyld_mutation

Sep 18, 2008 19:36:30
I need to work on the Power Level I know.

They actually don't get anything really broken as a PC race (most of it's just ripped). It's just hard to gauge how powerful the shapechanging effect is.

You do lose all access to powers (recent change ion the top post) and only get the creatures natural powers in return. You don't get any special qualities when you change form. You don't even get a particularly strong attack most of the time.

It's mostly an Aesthetic change. Climb and Burrow while strange to gain aren't exactly great. On the other hand I could just as easilly scrap the both of them.

I could reduce the shapechange to 2x an encounter (one to, one back) with indefinite length. With a feat to upgrade to at will I suppose.

What about them do you see as particularly OP?
#38

Armisael

Sep 18, 2008 19:43:24
Give me a week and I'll present a new version of the shapeshifting ability which cannot be abused. Along with a new class that is heavily based on the monster role concept, and is probably going to be pretty revolutionary if it is not a complete disaster.
#39

wyld_mutation

Sep 18, 2008 19:46:37
Try to keep it at-will? I mean Doppelgangers get an at-will shapechange. And it should stay mior. Most utilities (or is it all?) are.
#40

ff6shadow

Sep 18, 2008 19:50:17
I think you should remove Blood Frenzy and Pack Tactics, and link them to the actual role. That should bring it closer to where it needs to be.
#41

Armisael

Sep 18, 2008 19:56:57
I'll try. Just wait 'till you see what I'm cooking...
#42

erendor

Sep 19, 2008 12:36:26
Hey, Wyld, could you add my Deep-touched template to the first post? Also, the Heart of Ueberroth.

The Heart of Ueberroth

The Heart of Ueberroth
The Heart is appropriate for epic-level characters.
The Heart, when outside of a host, takes the form of a small black lump. When consumed, it rips itself out of the stomach and replaces the host's regular heart, consuming it in the process. This deals an amount of damage equal to twice the owner's healing surge value. These hit points cannot be regained until the owner has taken an extended rest.

Heart of Ueberroth Epic level

Fashioned by Ueberroth to further his aberration's hold on the world, this heart is a great gift to any who share Ueberroth's vision.


Property: You gain a +2 bonus to Athletics and Endurance checks.

Property: You may spend a healing surge one additional time per encounter.

Property: The Heart grants you Regeneration 5.

Property: The Heart grants you immunity to Disease and Poison.

Property: The Heart gives you the aquatic subtype and a swim speed of 5. If you already have a swim speed, it increases by 5.

Property: You gain telepathy 20, or, if you already have it, your telepathy range increases by 20.

Property: You gain +1 action point.

Power (At-will, Illusion): Minor action. You and one ally within 10 squares turn invisible until the end of your next turn.

Power (Encounter, Arcane, Fear): Standard Action. You can use Banish to the Void (Warlock 27)

Power (Encounter, Psychic): Standard action, recharges when first bloodied.
Psychic Slime
Close burst 10; targets enemies; INT vs. Will; 2d8 + 10 psychic
damage, and the target is dazed (save ends).


Goals of the Heart of Ueberroth

Promote the spread of aberrations across the world.

Convert and enslave those races that are not abberations.

Be installed in a powerful vessel that will work towards these goals.

Roleplaying the Heart of Ueberroth

The Heart of Ueberroth speaks in a dark and powerful voice inside its owner's head, urging them to fulfill its goals. When the Heart is not installed in a host, the black lump whispers to those who hold it for more than a few seconds, giving them a strong desire to consume it.

Concordance

Until the owner implants the Heart, it has no concordance and the owner gains none of its abilities or powers.

Starting Score 5

Owner gains a level +1d6
Owner is not an aberration +5
Owner aids an aberration in its goals +1
Owner converts or enslaves a non-aberrant race (max 1/day) +1
Owner kills an aberration (max 1/encounter) -2
Owner works against an aberration -1

Pleased (16-20)
"The Heart beats hard with power."
The Heart works with the host, happy to have found an effective vehicle for the propogation of aberrations.

Property: The Heart's bonus to Athletics and Endurance checks increases to +5

Property: The Regeneration granted by the Heart increases to 10

Property: The owner gains immunity to Psychic, Fear, and Charm effects.

Power (At-will, Charm, Psychic): Standard Action.
Enslave
Ranged 5; targets a dominated creature; Int vs. Will; 6d8 + 10
psychic damage. A target reduced to 0 hit points or fewer by
this attack doesn’t die but becomes enslaved in preparation for
the Aboleth Servitor ritual. Enslaved targets are dominated, and
only the death of the owner can end this domination. Once
a creature is enslaved, it no longer counts towards the domination cap of three creatures.

Satisfied (12-15)
"The Heart urges me to control lesser beings."
The Heart sees the owner as a good potential candidate, and begins to gift them greater power.

Power (At-will, Charm): Standard Action.
Dominate
Ranged 10; targets a dazed creature; Int vs. Will; the target is
dominated (save ends). The owner can dominate up to three
creatures at a time.

Power (Daily): Minor action. You can heal yourself, recovering hit points as if you spent a healing surge.

Normal (5-11)
"The Heart wants me to aid the aberrations of Ueberroth."
The Heart is convinced that this owner is, if not an aberration, at least allied with them.

Unsatisfied (1-4)
"The Heart skips beats, to scare me."
The Heart is not pleased with it's wielder, and will soon depart if not placated. In the meantime, it reduces the likelihood of gifting an unworthy owner.

Property: You lose the Regeneration gifted by the Heart.

Property: You lose the immunities gifted by the Heart.

Property: You take a -2 penalty to Athletics and Endurance checks.

Angered (0 or lower)
"The Heart thrashes in your chest, seeming fit to burst."
At this point, the Heart is prone to leaving. It will first see to disadvantage and actively work against it's unfitting host's plans, before leaving.

Property: You lose the aquatic subtype.

Property: You take a -5 penalty to Athletics and Endurance checks.

Special: Once per encounter at any time, the Heart may stop briefly, causing you great pain. You take 6d6 damage and fall unconcious for 1d4 rounds.

Special: Once per day at any time, the Heart may take over the host's body and mind for one minute. Your actions are chosen by the Heart, and it may speak through you as it wishes.

Moving On
"Ueberroth's will."
The Heart of Ueberroth consumes its owner, body and mind. The character dies instantly, and his body is drawn into the heart and consumed. The character may be raised, but does so devoid of a heart and so soon dies.
The Heart rejoins Ueberroth, providing him with all knowledge of the host, both mental and physical. After a time, Ueberroth returns the Heart into the world - usually into the hands of the aboleths.
#43

wyld_mutation

Sep 19, 2008 12:49:19
Will be added. I'm outside doing some work for now so I'm a little distracted.
#44

wyld_mutation

Sep 19, 2008 17:41:12
Sorry about missing deep-touched while I was doing updates last time.

Anyway... I'll have Thazin'kriss by tommorrow. I can't really concentrate.

Exhausted, I spent all day cutting wood.
#45

space_dragon

Sep 19, 2008 21:44:56
I'll do the stats for an Avatar of Ongor after I get around to statting some of the new elementals.

Edit: level 38 is supposedly what Moradin's avatar will be. Think that would be appropriate for Ongor's as well?
#46

space_dragon

Sep 21, 2008 14:21:05
Here's the first family of earth elementals. Due to the lack of heroic-tier elementals in the MM, I decided to have the shamblers start at level one.

Earth Shamblers
Lopsided, vaguely human-shaped lumps of soil, rock, or magma. These are among the weakest of the elementals created by Ongor. Although they can have various abilities depending on their composition, all earth shamblers share the ability to disappear into the ground below.

























#47

camu

Sep 22, 2008 10:30:18
Here are the stats for the ulgurstasta's. Normal one is when they are just created. At this point there not even sentient. As they eat more, they become more and more intelligent. Ancient ulgurstastas are extremely smart.

Because the ritual to create one is similar to Myxiniron's birth, the ulgurstasta's are have a similar status like holy beasts within the avolakian sociaty, with the intelligent ones even being part of the ruling body of the sociaty.

#48

Armisael

Sep 24, 2008 7:37:41
Question, guys: What type of monster would you consider my Anaxim to be? They're too tough to be standards, but I'm not sure if they're strong enough to be solos.
#49

wyld_mutation

Sep 24, 2008 8:02:21
Do you have something to base them on? You could make them Elites.
#50

wyld_mutation

Sep 24, 2008 8:07:08
New Creation in.
#51

Armisael

Sep 24, 2008 8:07:46
Well, I'm thinking of making them big brutes, like they were in 3.5. There, they were the failures of a smith god, and were epic abominations. Tough stuff. What I'm not sure is how much sword spamming they should have, which would pretty much define if they're elites or solos.
#52

wyld_mutation

Sep 24, 2008 8:09:46
Elites have up to two attacks. More than 2 reaches Solo territory I think.

And anything that is supposed to be almost unstoppable (my bulettes, Primordial Hydras etc) should be solo.
#53

space_dragon

Sep 24, 2008 9:01:48






































#54

wyld_mutation

Sep 24, 2008 9:09:05
You're XP value on him is wronmg, of course I have no idea what it should be buta that's beside the point.

You might wanna make sure nothing else is wrong.
#55

space_dragon

Sep 24, 2008 9:12:08
You're XP value on him is wronmg, of course I have no idea what it should be buta that's beside the point.

You might wanna make sure nothing else is wrong.

I never quite understood the 4e XP system. Could you explain it?

I think everything else is correct, though he's a bit on the weak side for a level 38 solo. I just added some bloodied abilities and boosted his attacks to make him tougher.
#56

wyld_mutation

Sep 24, 2008 9:24:43
A set of 10 e4ncounters at your level of experience should advance you 1 level.

Each normal creature has 1/5 of 1/10 of a level (5 creatures to an encounter) a minion has 1/4 of that value, an elite has double, a solo has 5 times a normal monsters experience.

I don't know what the experience tables are past 30 or so, though we can extrapolate it out with some mathematics as it follows an extablished pattern.

Really experience doesn't mean much as it folllows the same rules all the way through, however experience also has a certain "budget" and that's why correct values are needed.

Your XP value on him is a fairly low level I think, his experience value sould be considerably past 100,000.
#57

Armisael

Sep 24, 2008 10:35:31
That, and he's a bit weak. A wizard could reliably orblock it.
#58

space_dragon

Sep 24, 2008 12:47:56
Orblock...what defense does that target?
#59

Armisael

Sep 24, 2008 12:51:29
Any, as long as you're using a blind/stun/unconscious save ends power. It's just an orbizard who uses an Orb of Ultimate Imposition and a Phrenic Crown.
#60

space_dragon

Sep 24, 2008 12:54:06
Ah, I see.

I think I'll change the abilities to require multiple saves, with increasing penalties for failure. That should make his powers harder to shake off. I'll up his damage a little more and tack on some magical defenses as well.


Edit: okay, I've buffed his attack power and made his ongoing effects harder to shake off and more punishing. I also increased his XP bounty. Better?
#61

ff6shadow

Sep 29, 2008 0:13:51
I've added a physocal description of the Aventi, as well as some fluff relating to their practice of sending out their people to travel.
#62

ff6shadow

Oct 06, 2008 18:55:32
I was just reading over Ongor's Avatar.

Your XP is still way too low. DMG pg. 56 says 395,000 XP for a level 38 solo. Also his defenses are a bit low. Orcus is a Lvl 33 Brute and matches or exceeds your defenses.
#63

ff6shadow

Oct 08, 2008 13:40:31
Okay, new race time.

#64

wyld_mutation

Oct 08, 2008 13:46:54
I'll edit it in before long.

It has occured to me that I should probably make some templating changes. To make the post easier to understand.

I'll get to it. I'm a little preoccupied with Spore, the IC, and working on the Lycanthropes and related concepting.
#65

ff6shadow

Oct 08, 2008 13:51:10
Why am I not suprised you have Spore?
#66

wyld_mutation

Oct 08, 2008 14:04:21
I laughed maniacally as I blew my enemies to bits.

I can't wait for the Planet Buster.

I've begun conquering the galaxy, and nothing can stand in my way.

It leaves a warm-fuzzy feeling in my chest and a smile on my face.

I love playing god.

Do you have spore?
#67

ff6shadow

Oct 08, 2008 14:12:58
Nah, I'm to cheap. I did check out the creature creature though, when they offered it for a free test. Seemed promising, though I wasn't good with it. I suppose some one good could actually create some of our custom creations with it.
#68

wyld_mutation

Oct 08, 2008 14:23:39
*thinks*

Hmmm...

Might be an interesting project. But I'd have to stop blowing things up.

I'll think about it.

I'll also consider creating a planet.

It isn;t a promise. But I might get bored enough to put something together.
#69

ff6shadow

Oct 08, 2008 14:35:04
It would be cool though, so I hope you get to it.
#70

delfedd

Oct 09, 2008 9:02:39
Hm.

That's actually a good idea. Save for the fact that making humanoids is nigh on impossible.

As a note, that's not me condemning it. That's me saying "Do it, but instead of elves have cities filled with three legged wheel creatures"

or something.
#71

Armisael

Oct 09, 2008 18:23:46
IiRC, someone created a "humanoid" template and put it up on the web. Maybe that'll help?

If you want a really awesome god experience, though, I'd go for Galactic Civilizations 2 or Sid Meier's Civilization: History of the World. Winning a match of the second one on the highest difficulty is probably harder than completing ADOM and Nethack together in one go, and similarly good for the ego.
#72

wyld_mutation

Oct 10, 2008 7:16:55
Hardcore D2 on Hell difficulty.

Need I say more?

(Purely for the ego bost, not much for being god in D2)

Morrowind. Do whatever you want. Nobody can stop you.

assuming your level 30 or so.
#73

Armisael

Oct 10, 2008 7:20:32
Believe me, HotW on Deity is harder than that. It's harder than a mix of La Mulana and I wanna be the guy. It's harder than writing the Great American Novel, it's just...harder.

Must have something to do with it being a fan made project.

Edit: There actually IS a harder game, now that I remember...Shin Megami Tensei: Nocturne without any help at all. But hey, that's less of a game and more of a sick desire for self destruction.
#74

wyld_mutation

Oct 10, 2008 7:34:14
Do you know what "Hardcore" on D2 is? One life.

Hell is the hardest difficulty. One life.

There is no survival.

I've heard about that Shin Megami Tensei game... What's it about?

*Considers how well he has derailed the thread. Realizes he made thread. decides it is not derailed.*
#75

Armisael

Oct 10, 2008 8:34:06
It actually ain't that hard, D2 hardcore. I've spoken with a guy who's maxed out on it. It's very roguey, but it ain't Nethack.

If you want a REAL challenge, look up what the demifiend does here. Just search for "nocturne".

PS: For the record, I beat him. Took me a whole month, but I did it.
#76

ff6shadow

Oct 10, 2008 10:20:58
Wyld, want to to add the Empyreans to the first post?
#77

wyld_mutation

Oct 10, 2008 10:52:04
Added.

I'll have to fnd a copy of Shin Megami Tensei. I enjoy nearly impossible games.

Especially when I show the game why I never get frustrated at games.
#78

Armisael

Oct 10, 2008 10:58:43
If you want "nearly impossible", don't pick up SMT first. Get Rock Band 2 or Guitar Hero World Tour downloadable content first. I swear, my hands fell off by the time I had finished sightreading the Death Magnetic pack.
#79

ff6shadow

Oct 10, 2008 11:01:11
Hey, Armisael. While your here, what do you think of my ttempt to create a flying race without flight at-will?
#80

wyld_mutation

Oct 10, 2008 11:12:53
Hmmm...

I should probably finish guitar hero 2 before I go on to the next one.

That and get the money.

BTW: How do you come up with balanced ideas all the time ff6? Seriously.
#81

ff6shadow

Oct 10, 2008 11:19:21
No idea. I just have to assume natural talent.
#82

Armisael

Oct 10, 2008 11:19:51
It's pretty much the standard design philosophy on flight, I believe. It's no problem.

I'm tackling it another way, though, by giving one daily use of a special ritual to my guys.

BTW, the prototype of the Sidahri currently works like this:

Scores: +2 to any. Shapeshifting makes people think of versatility, so why not?

Skills: +2 to any one class skill, OR training in one class skill. Also versatile.

Size: Medium

Speed: 5, 6, OR 7 squares

Vision: Normal, Low light, OR darkvision

Languages: Common and one other, OR common and up to three others.

-
Shifting Shape: At the time of character creation, configue the traits of your Sidahri. You may empower and depower up to two traits, with each depowered trait granting you the ability to empower another trait.

Speed: Your default speed is 6. You may empower it up to 7, or depower it to 5.

Vision: Your vision starts at low light. You may empower it to darkvision, or depower it to normal vision.

Languages: You start with the knowledge of common and one other language. You may empower this trait to start with up to three languages. You cannot depower this trait.

Size: You weild normal weapons for your size. You may empower this trait to gain the oversized racial feature, or depower it to gain the Small racial feature.

Skills: You start with a +2 to a single class skill. You may empower this trait to gain a +2 with one other extra skill, or training in one extra class skill. You may not depower this trait.



Combat Manifestation
You subtly manipulate your shape, enhancing your abilities, allowing you to succeed where others would fail.
Encounter
Free Action Personal
Effect: Gain a +2 bonus to any in-combat roll. Increase it to +4 at level 21.

So, what do you think? I'll post the ritual later.
#83

wyld_mutation

Oct 10, 2008 11:23:56
Too much going on, are the choices to speed empower/depower choices?

Give the guys at CO ten minutes and they'll break it.

Not that it isn't good, just...

*shrug*

Too many choices for my tastes.

I've got to buckle down and work on a balanced PC Lycanthrope template...
#84

ff6shadow

Oct 10, 2008 11:24:08
Seems really versatile, but I'm not seeing anything broken right off the bat. Although you might want to limit it to empowering a single trait. That still allows them to adjuest by depowering things.
#85

wyld_mutation

Oct 10, 2008 11:26:02
^Natural talent? One of these days I'm going to go Sylar on you ff6.^
#86

ff6shadow

Oct 10, 2008 11:27:47
Thank god for having fridns who watch that show. Otherwise I would have already been able to prepare a defense and contingency against that.
#87

wyld_mutation

Oct 10, 2008 11:32:25
I'm still gonna go Sylar on you.

I've made up my mind. I want talent.

Well...

More talent than I already have anyway.

*wants to be special*
#88

ff6shadow

Oct 10, 2008 11:40:11
My defense and contingency are too good though. You'll never manage it.
#89

wyld_mutation

Oct 10, 2008 11:48:24
Hmmm...

I'll take Hiro's power then. I'll just teleport in.

I win.

*proceeds to steal ff6's talent*
#90

ff6shadow

Oct 10, 2008 11:52:08
You find that there is no talent there. I've already had it removed and placed in a safe location that I am not aware of, by somebody I've never met.
#91

wyld_mutation

Oct 10, 2008 11:54:32
I hate you.

Now I'll just go make something so amazingly awesome you'll have to bow to me as your ruler.
#92

ff6shadow

Oct 10, 2008 11:56:27
Meh, you make something that amazing, I'll just retrieve my talent and top it. Also, I've added something of yours to my sig.
#93

wyld_mutation

Oct 10, 2008 12:08:43
*depressed sigh*

Must you always win? Final Fantasy is just too epic to trump I guess.

At least I have card-design talent.

Edit: You found them? Wow! I actually haven't finished them.
#94

ff6shadow

Oct 10, 2008 12:31:02
You better be careful. I might show you up there, too.
And I'm still waiting for Thain'kriss's stats.


On a more serious note, I've been thinking about your lycans.

#95

Armisael

Oct 10, 2008 12:41:58
Meh, the Lycanthropes shouldn't have TWO stat boosts. They have what amounts to human or Sidahri versatility...plus an extra to WIS. As Sonic would say, "That's no good!"

Now that I think of it, the lycans are pretty similar to the Sidahri in their versatility, but the approach to that versatility varies. The Sidahri get to modify their base traits, the lycans can modify their ending features.

Well...that, and the Sidahri get the ability to once-per-encounter transform a miss into a hit, which is probably the best part of the deal (outside of the ritual of shapeshifting), in comparison to the meh lycanthrope power.
#96

Armisael

Oct 10, 2008 12:53:40
And now that I'm talking about that, I have to say I just can't STAND the caustic spittle power. It's just garbage, IMO. It's too weak. Who wants to hit a single enemy with, at most, 25 damage? It doesn't even kill a sizeable amount of minions. I propose that the spittle is changed to a close blast 1, which would make it more useful and an actual option, instead of simply taking up space.
#97

ff6shadow

Oct 10, 2008 13:04:18
I was just making suggestions. And it does inflict ongoing damage as an encounter power.
#98

Armisael

Oct 10, 2008 13:11:47
Yeah, but ongoing damage is a bad mechanic for damage. It is extremely easy for an enemy to save and eliminate the damage on it's first turn. It doesn't deal enough damage to be significant for a single enemy, and it doesn't attack enough enemies for the low damage to stack up.
#99

ff6shadow

Oct 10, 2008 13:20:20
Also, did you notice it's a minor action. Meaning you smack a guy with this and rush up and smack him with something better. If the capabilities were upgraded a bit, it would probably need to be a standard action.
#100

wyld_mutation

Oct 10, 2008 13:24:29
They have versatility but...

Well I like wisdom. True you can choose what your stat bonus will be, but you can do that anyway when you just choose a race. And keeping it to the highest non-wisdom ability score of your animal base makes it a little more ineteresting.

I wouldn't do Caustic Spittle though... Maybe something more useful for an artillery...

Hmmm...

Sidahri can have a very broad range of statistics. Lycanthropes on the other hand have a narrow band, that is dependent on the form you choose to be able to take.

Sidahri as you've posted can... well they can optimize for anything. I could chop the special bonus or I could chop the wisdom. But either way it would feel a bit wrong. Especially since the remainder of the abilities aren't versatile in the same way that a human or Sidahri would have.

ff6 has got the larger part of the abilities down, I'll try to figure it out a bit more.
#101

Armisael

Oct 10, 2008 13:26:09
Not really. Changing it to a blast 1 would mean that:

A) It would be weaker than Dragonborn Breath.

B) It'd have a fixed (Admittedly uncommonly resisted, though) element, and

C) It'd have less range.

Thus, it'd be more of a complement to the dual stats while still being a neat minion killer, without stealing the Dragonborn's thunder. No need to buff up the action needed.
#102

ff6shadow

Oct 15, 2008 1:23:22
Added a new feat to both the Aventi block and the Empyrean block.
#103

wyld_mutation

Oct 15, 2008 9:20:11
I'll get on that.
#104

Sinasilver

Oct 15, 2008 22:44:30
Frost Worms

Frost Worm
This long, blue-white creature has huge mandibles and a strange nodule atop it's head from which it generates a trilling sound.

Frost Worm Lore
A character knows the following information with a successful Nature check:
DC 20: Frost Worms spend most of their life burrowing through ice and snow, even frozen earth. It cannot burrow through stone. It surfaces only to attack it's prey.





























#105

ff6shadow

Oct 15, 2008 22:53:44
The bite seems a bit weak. Probably would be better at 2d8 + 6.

HP seems a little high, maybe better at 830.

The last thing is that is feels like the attacks are a little limited for a solo. A couple of reactions or interrupts could make it more interesting. Maybe something that inflicts a small amount of damage and pushes the target when comething flanks it.

Other than that, it looks like a good solid creature.
#106

Sinasilver

Oct 15, 2008 22:55:31
I stole the bite from the black dragon. Most of it's powers were ripoffs from the black dragon actually. I'll add a couple interrupts to it.

The HP came from the DM toolkit, I've not verified it's accuracy yet, so I'll jump it down in the meantime.

That better?
#107

ff6shadow

Oct 15, 2008 22:58:46
Ah, the classic method of monster creation, riping it from something else. Nothing wrong with that.

I was thinking of other ideas. Maybe an aura of cold. Any creature that ends or starts it's turn adjacent to the worm takes 5-10 cold damage.

If it sufers from ongoing fire damage, Rim Pulse recharges immediately and is used.


And I noticed something else. Need to specify some numbers on the resist and vulnerable.
#108

space_dragon

Oct 15, 2008 23:09:04
Hit points seem high. Like, REALLY high. By my count, it should have 544.
#109

Sinasilver

Oct 15, 2008 23:15:23
Hit points seem high. Like, REALLY high. By my count, it should have 544.

"A solo has hitpoints equal to 8 times it's level +1, Plus it constitution score. If the solo is level 10 or lower, mulitply the result by 4 for it's final Hit points. If it is level 11 or higher, multiply the result by 5 for its final hitpoints."
18*8=144
144+1= 145
145 + 22 = 167
167 * 5 = 835

Ah, the classic method of monster creation, riping it from something else. Nothing wrong with that.

I was thinking of other ideas. Maybe an aura of cold. Any creature that ends or starts it's turn adjacent to the worm takes 5-10 cold damage.

If it sufers from ongoing fire damage, Rim Pulse recharges immediately and is used.


And I noticed something else. Need to specify some numbers on the resist and vulnerable.

I decided on the pulse instead of the aura.. Just felt niftier. Should it have both? And I like the fire thing. How would you suggest doing that?
#110

ff6shadow

Oct 15, 2008 23:16:19
Should have 8 times it's level +1 (145) plus Con score (167). Then multiply by 5 for being over level 11 (835).

I made a good guess on estimating the HP.



And White Out seems really strong. Maybe it should only reahcrge on a 5 or 6.

Seems alot more interesting to fight now though.
#111

Sinasilver

Oct 15, 2008 23:19:47
White out is also ripped of black dragon.. But i'll change it's recharge to the 5/6, and then see about adding that fire recharge on the rim pulse.
#112

ff6shadow

Oct 15, 2008 23:25:13
Ah, maybe

Freezing Retaliation (immediate reaction, when subject to ongoing fire damage; recharge 5, 6)
The worm immediately recharges Rim Pulse and uses it.
#113

Sinasilver

Oct 15, 2008 23:29:04
Hm.. I'm deciding if your name is cooler than mine for the fire counter.. And I think with the fire-counter.. I should drop white out.. but.. Maybe that's just me.
#114

Sinasilver

Oct 16, 2008 0:40:31
This one needs a LOT more help.. As I didn't just entirely rip off another monster this time.
Winter Wolves

Winter Wolf
This creature looks like a whie wolf with icy blue eyes. It stands as tall as a horse, and it's breath smokes with cold.

Winter Wolf Lore
A character knows the following information with a successful Arcana check:
DC 20: Winter Wolves are large and aggressive pack hunters with ice coursing through their blood. They're frequently encountered with one or two leading a pack of lesser wolves.



















#115

ff6shadow

Oct 16, 2008 0:45:36
I like the basic idea, but classically Winter Wolves had had a frost breath. It just seems thematically appropriate.

Frost Breath (Standard Action, recharge 6)
Close Blast 3 - +12 vs. Reflex - 3d8+5 cold damage and the target is slowed (save ends)

The attack rolls on the Bite seems a little low. Sounds better at +14.

Otherwise, it seems cool.
#116

Sinasilver

Oct 16, 2008 0:52:08
Alright, Do they both look good now? If so, I'ma call them done.. I never did drop white out on the frost worm.. I feel like I should.. But without it, it's woefully low on options for a solo.
#117

Sinasilver

Oct 16, 2008 1:52:58
The damage on this one feels obscene.. but it's what the book says to do for brutes.. So I guess it's right?

Frost Titan

Frost Titan
This titan looks like a beefy, muscular human with snow-white skin and light blue hair and eyes.
























#118

ff6shadow

Oct 16, 2008 1:55:34
Seems fine to me.
#119

Sinasilver

Oct 16, 2008 1:58:12
Okay then. Yaay.. The monster I originally intended to just "Swap fire for cold" off the fire titan wound up more original than the monster I thought would have been most unique(the frost worm). Now to work on Sur Rim...

Are there instructions for Artifacts like there are for monsters?
#120

ff6shadow

Oct 16, 2008 2:07:16
Not particuarly. Artifacts are very free form.
#121

delfedd

Oct 16, 2008 8:08:42
You should definitely look in the DMG for guidance.
#122

wyld_mutation

Oct 16, 2008 8:10:57
Which has a little to do with why my artifacts aren't statted yet.

My exarch is another matter entirely... I just have a complete brain-cramp there.
#123

Armisael

Oct 16, 2008 8:28:05
I might be able to provide suggestions there:

A) Give him the power to spin like a drill. Something like Close Blast 4 should do.

B) Give him a ground pound.

C) Give him the equivalent of a howitzer, AKA superbreath or the like.

D) Give him vorpalesque claws.

Does that help?
#124

wyld_mutation

Oct 16, 2008 8:44:31
You want to know what I do have? As I can't decide on much else.

Skirmisher

Some kind of Aura (Possibly namd "sins of the Father

Insubstantial

Some kind of claw attack. (Powerful)

Multi claw

Father's Son (Unlimited Shapeshifting, he can become anything with the Natural tag at or below his level, as well as anything with the Immortal tag at or below his level. Thrael'kriss himself has no such restrictions and his avatar will have the same restrictions.)

However that still needs a few things more. I realize insubstantial is a bit of a problem so I figure I'll give him sub-par constitution (each point below par is 33 less life before final multplication)

Use of "Father" is a play on how Thrael'kriss' "children" call him father all the time. And I just like the phrase.
#125

Armisael

Oct 16, 2008 8:50:24
No.

Give him the Tarrasque's aura. This is extremely important. Otherwise, you'll get a flying party humiliating your exarch.

With that out of the way, let's get to work. Since it's a skirmisher, it needs to move in and out, quickly, so let's give it a minor action move 6 teleport through ground.

Now, it needs to be able to react to attacks. For this, I suggest taking the idea of insubstantiality and running with it: It'll be a recharge 5/6 immediate interrupt that renders him insubstantial until the beginning of his next turn.

We can also steal the normal bullette attacks and pump them up, so that's two other attacks.

Finally, let's give him a move-and-attack power. Let's call it Blazing Speed, make it a Recharge 5/6, and let him move his speed through opponents' squares, dealing 2d8+stat each time it passes through and knocking prone (save ends).

Is that good?
#126

wyld_mutation

Oct 16, 2008 8:59:28
Well Father's Son is there simply to give him the ability to deal with flying enemies (minor action: I become whatever can attack them, I kill you)

But most of those are good points.
#127

delfedd

Oct 16, 2008 9:01:31
I think that's unbalanced...

Although I can honestly say that I have no idea what you mean by that
#128

wyld_mutation

Oct 16, 2008 9:10:50
Well it's basically polymorph. However almost any for he takes will be weaker than himself, and he retains life across changes.

He becomes a perfect copy of a creature, except he retains life and the ability to change shape. I figure it would be OK at standard action. Maybe move.
#129

delfedd

Oct 16, 2008 9:23:30
Again, we don't have the stats for polymorph. and that is just far too broad of a power. It'd honestly make your avatar one of the more powerful enemies in the game.

It's also annoying for the DM.
#130

wyld_mutation

Oct 16, 2008 9:33:26
*shrug* why would he use it you think? He's an exarch, and he could probably (hopefully) take ion the tarrasque. It's mostly for fluff.

That and the DM controls him so it's his cal whether the ability gets used. Three quarters of the Polymorph problem was it being usable by players.
#131

delfedd

Oct 16, 2008 9:43:09
I would be perfectly cool with your avatar using it outside of combat. My deity has done that. It could be the setup to an interesting encounter. The epic level heroes are being chased by a pack of wolves. Turns out that they're all 23 level master wolves or something, and one of them is Thrael'kriss's avatar.
#132

wyld_mutation

Oct 16, 2008 9:46:38
Well it could have a limit of once per combat. Or possibly a recharge.

Since the DM has control of monsters the fact that he can shapeshift is pretty much there to say "Yah, surprise them". Polymorph on NPC's is not broken especially when it doesn't heal you.
#133

camu

Oct 24, 2008 7:42:59
The four atropal children from Myxiniron.


Hirudi, the firstborn, atropal of darkness.

A long dark serpentine creature. A feminine torso with four slender arms ending in six fingered hands. From the waist down she had a wormlike body ending in two long tails. She had face that looked like a cross between a beautifull elven maiden and that of a hagfish. Shadows like dark flame burn like long manes from her head and back to the tip of her tails.
Her eyelids where always closed as she didn’t have eyes.

Vivax, atropal of earth
A bulky creature, unlike his sister. He is the biggest of the four and looks to be made from a cross between flesh and mud. His upper body looks like an earth titan, with two powerfull arms ending in huge claws of rock. The lower body was short and ended in two powerfull tails, with an additional pair of smaller tails.

Archis & Ascari, atropal of disease and necromancy

Archis and Ascari are born from the same embryo, which split up during development. However, there was only one yolk sac, and it remained with Archis after they split. Therefor, Ascari had to leech nutients from Archis, causing them to develop a different morphology, even though they are twins.

Archis
Disgusting like the rest of his siblings, but Archis was probably the worst. Still looking mostly like an underdeveloped embryo. He still had a yolk sac, half encorporated into his body, now filled with vile fluids and parasites. With his huge maw he is able to vomit this bile as a breth weapon. His right side had developed normaly but his left side was underdeveloped, with no arms and a short redundand second tail.
Just below his torso, his viscerae would hang outside its body, like tentacles.

Ascari
She looks a lot like her sister Hirudi, but gaunt and pale skinned. Similar to Archis, her right side is underdeveloped. Rows of long dorsal spines cover her entire back. Her chest is an open ribcage and several larger spikes grow from her shoulders, similar to those of a spirit devourer.

The two of them would often interwine with each other, becoming the single creature they should have been, with there two developed tails becoming the double tail the other two sibling have.

(will try to stat them as soon as possible)
#134

locke_kant

Oct 26, 2008 1:27:52
Dwarves, Shadar-Kai, and Marut are in our Creature Compendium as they are seen in the Monster Manuel.
#135

camu

Oct 26, 2008 14:23:17
posted dryads. Same as in the monster manual, but more evil
#136

space_dragon

Oct 26, 2008 14:42:43
I edited the stats for Ongor, including the xp value. Si-Zeik and Ashmahni will be coming soon.
#137

camu

Oct 28, 2008 15:36:54
I'm working on the cancer mage class i created (an adaptation and conversion from the 3.0 one to 4.0)

It's going slow, but hope to be able to finish it soon

That and the stats for all my exarchs ;)
#138

ff6shadow

Oct 28, 2008 15:39:33
Sounds fun. Can't wait to see them.

Also glad to see that your becoming more active. A couple of time sthere I was afraid your left entirely.
#139

ff6shadow

Nov 01, 2008 20:55:34
Here are our first run at the stats for kraken. Appreciate it if anyone looks for mistaks and such. We still have plans to stat one more, the original.

































#140

goblinnation

Nov 01, 2008 22:07:53
I like them.
#141

wyld_mutation

Nov 01, 2008 22:17:48
Utterly devastating.

But you already knew that. :D
#142

ff6shadow

Nov 01, 2008 22:24:41
Of course. Could a kraken be anything but?
#143

wyld_mutation

Nov 02, 2008 8:27:46
If it were Ator's: Conniving

Ueberroth's: Mind-numbing

Ongor's: ... Non-existent

Myxirinon's: Undead... and shadowy

Yours: Peaceful

Yes it could be something besides devastating.
#144

angelofthenight

Nov 02, 2008 11:12:30
Are those Kraken gonna be used in war? Cause I could see them as a major threat. Also, what 4th ed book has the rules for creating monstors, because I think I'm gonna need to buy it. This thread has done what Wizards couldn't, convince me to switch to 4th. :P
#145

matthewswift

Nov 02, 2008 11:59:39
YES! Calamari for my campaign! You've givin me the sea monster I needed without eve knowing... the little guys should see playtesting next weekend, assuming my players feel like sailing
#146

ff6shadow

Nov 02, 2008 16:37:00
The guidlines are in the Dungeon Masters Guide. No, they aren't designed for war. Though they would be pretty devastating.

Let me know how that playtest goes, MatthewSwift. Glad to help.
#147

lokathor

Nov 07, 2008 22:10:53
Not entirely familiar with putting a monster in that nice box thing and all, but before I attempt it, here's a preview of the Shambling Guardian for folks to inspect. Haven't crafted my own monsters before, so I might have missed something.

Shambling Guardian - Level 25 Elite Soldier

Huge Natural Beast (Plant)
HP: 512 (256 bloodied)
AC: 43, Fort: 41, Ref: 39, Will: 37
Saves: +2, AP: 1, Threatening Reach: 3

Str: 28 Con: 24 Dex: 25
Int: 10 Wis: 25 Cha: 20
Languages: Common

`Melee Basic (At-Will): Reach 3, +32 vs AC, Hit: 3d8+9 damage and a Large or smaller target is grabbed (until escape). The Shambling Defender can grab up to 2 targets at once.
`Flail Strike (At-Will): The Shambling Defender swings wildly, and grabbed foes get used as flail heads. The Shambling Defender makes two Melee Basic attacks. Each time the Shambling Defender hits, a single grabbed foe automatically takes half damage.
`Giga Smash (Encounter, Close Blast 3): +30 vs Reflex, Hit: 5d12+9 damage, Miss: Half damage.
`Photosynthesis (Move, encounter): The Shambling Defender spends a healing surge (128 hp) and gains +2 to all defenses until the start of its next turn. The Shambling Defender can only use this when it is in daylight.
#148

wyld_mutation

Nov 08, 2008 7:48:18
Box:

[noparse]
#149

ff6shadow

Nov 16, 2008 20:00:49
Got some new additions today. First, the original Kraken, which I've been lazy about doing.

#150

wyld_mutation

Nov 16, 2008 20:06:55
^Locke gonna say you gotta lvl her down 1^

the Kraken needs something magical to make it go BOOM.
#151

ff6shadow

Nov 16, 2008 20:15:30
What do you suggest for the Kraken?

And as for the level? It has no LOC effect. She is still simply and exarch. What did you think of her, Wyld? Does she do your gift proud now?

Besides which, it could certainly be valid to have slightly stronger and slighty weaker exarchs. The kraken is going to be exarched eventually. And I have no intention of powering him up.
#152

wyld_mutation

Nov 16, 2008 20:27:43
First: Exarch levels are supposed to be "set", talk to Locke

I intend to speak with SD about it.

Second: I'm not sure but something clearly magical.

Third: Kendra is amazing. Direct translation of mechanics makes it very cool.
#153

ff6shadow

Nov 16, 2008 20:31:16
Meh, they can subtract 1 from her attack bonuses and defenses if they want. It doesn't change the attacks.

I'll think on something magical for the Eldest. I did gift them with arcane talents after all.
#154

wyld_mutation

Nov 16, 2008 20:35:12
... Giant Kraken with magical power and the cunning of a hunter...

T'k is in love. It's the absolute only thing the bulettes can't handle!
#155

angelofthenight

Nov 21, 2008 7:44:23
Here's my weak first draft of an Abberant Kraken, not sure if I'll actually create these, need a little expieriance first.

bberant Kraken

A twisted offspring of the Great Krakens. The Abberant Kraken drifts through the Mad Sea, seeking to hunt down and destroy all of the Great Kraken.

Abberant Kraken Level 30 Artillery
Gargantuan Aberrant Magical Beast XP 19000
Initiative +22 Senses Perception +44;
HP 211; Bloodied 105
AC 42; Fortitude 42, Reflex 43, Will 42
Immune Frost
Speed 6

Abberant Strike (standard; at-will)
Reach 2; +37 vs AC; 2d8 + 10 damage

Ranged Basic (standard; at-will)
Ranged 10/20; +37 vs AC; 3d8 + 10 damage

Limited Power 1 (standard; encounter)
+37 vs AC; 4d10 + 9 damage

Limited Power 2 (standard; encounter)
+37 vs AC; 4d10 + 9 damage

Limited Power 3 (standard; encounter)
+37 vs AC; 4d10 + 9 damage

Alignment: Evil Languages: Krakish, Illithid, Aventi
Str 28 (+24) Dex 25 (+22) Wis 28 (+24)
Con 25 (+22) Int 31 (+25) Cha 25 (+22)


Abberant Kraken Tactics
(Describe the monster’s common tactics)
#156

locke_kant

Nov 21, 2008 7:58:49
Reduce the level down to 24-26 area. Level 30 should be for truly elder/ancient beings. All you have done is twist and corrupt the nature of the Kraken. To make an aberrant version you would need to spend 2 PP which can be represented by sending a flow of aberrant energy through your followers working to corrupt the Kraken.
#157

angelofthenight

Nov 21, 2008 8:10:19
I know, this is a test, not an actual creature. Any suggestions for attacks and such?
#158

locke_kant

Nov 21, 2008 8:11:48
depends on whether it ends up a solo or an elite.
#159

angelofthenight

Nov 21, 2008 10:14:33
Also, I made this using Insider, so any suggestions there?
#160

ff6shadow

Dec 07, 2008 3:42:02
Wyld, when you get the chance, I added a new racial feat to the Aventi and modified their fluff a bit.
#161

ff6shadow

Dec 07, 2008 14:43:44
Hmm, Exarch time again. First up on the list, Casus the Destroyer

#162

locke_kant

Dec 07, 2008 15:18:56
My Exarch as well.




























#163

matthewswift

Dec 07, 2008 16:30:48
First shot at an exarch, made via the compendium so prolly under powered:


Keldjorn


Keldjorn Level 33 Solo Brute
Huge Elemental Humanoid (Cold) XP 155,000
Initiative +25 Senses Perception +41;
HP
1500; Bloodied 750
AC 47; Fortitude 49, Reflex 47, Will 49
Immune Cold, Fear, Charm. Vulnerable 10 Fire.
Speed 8
Action Points: 2 Healing Surges: 3
Keldjorn has a +5 on all saves

Aura of Pravus' Law * Aura 5
All allies within the aura gain a +3 bonus to all their defenses.

Winter Spear (standard; at-will) * Cold
Reach 4; +36 vs AC; 4d8 + 10 damage
Hit: Target is slowed

Bitter Winter (Standard; at-Will) * Cold
Keldjorn may make two Winter Spear attacks.

Avalanche (standard; recharge 456) * Cold
Close blast 4; +32 vs Fortitude; 5d10 + 9 damage
Target enemy creatures are knocked prone

Winter Rose (standard; recharge 56) * Cold
Ranged 20; +34 vs Reflex; 5d10 + 9 damage
The target is immobilized until the end of Keldjorn's next turn. A flying creature hit by this attack crashes.

Symphony of Roses (Encounter: Keldjorn may make three Winter Rose attacks) * Cold

Second Wind (Encounter: Standard) * Healing
Keldjorn regains 325 Hit Points and gains +2 to all defences until the start of his next turn.

Lay On Hands (Twice per Encounter: Minor) * Healing
Keldjor expends a Healing Surge and an adjacent ally regains 150 Hit points.

Alignment: Lawful Good Languages: Common, Giant
Str 32 (+27) Dex 29 (+25) Wis 32 (+27)
Con 26 (+24) Int 25 (+23) Cha 24 (+23)
#164

wyld_mutation

Dec 07, 2008 23:16:16
I suppose this gives me some stuff to add in. I'll get on it by the end of the week.

Too bad my notebook isn't around or I'd start posting up chunks of my stuff.
#165

funkachick0n

Dec 08, 2008 15:17:26
How do you make Exarchs?

Edit: and creatures.
#166

ff6shadow

Dec 08, 2008 15:19:46
I just use Chapter 10 pg. 198 of the Monster Manual to custom design them. Then after I post them, I listen to suggestions about what might be to strong or powerful.
#167

lokathor

Dec 08, 2008 15:25:59
Also, they're all a Level 33 Solo.
#168

funkachick0n

Dec 08, 2008 15:37:53
On average what levels should demons be?
#169

ff6shadow

Dec 08, 2008 15:39:35
It really depends on the demon.
#170

lokathor

Dec 08, 2008 15:43:17
demons should probably be whatever their level in the MM is, depending on what kind of demon you're making.
#171

funkachick0n

Dec 08, 2008 15:47:39
Well I'm trying to create a insane demon based on the 3.5 whisper demon. It was insubstantial, and drove people insane with it's whispering.This caused people who failed at a will save to either become confused or (if a d% roll was over 51) attack themselves with either their weapon or their natural weapon whichever does more damage. It used it's charisma in place of it's wisdom and if some one killed themselves in 60 feet of them they would come back to life as an allip.


I'm thinking insubstantial, a large aura which makes enemies attack themselves with their melee basic attack, some kind of ranged attack and using charisma instead of wisdom. But I don't know what level or type it should be.

Edit: I meant role not type.
#172

ff6shadow

Dec 08, 2008 15:51:10
Hmm, give me a little time. I'll compare the 3.5 stats to equal comparisons with the 4th edition creatures.

Couple of things. What source book was it in? And was it a Demon or a Devil.
#173

lokathor

Dec 08, 2008 15:53:21
The monster manual has a Wraith called the Mad Wraith. Look at that, very similar to what you're talking about.
#174

funkachick0n

Dec 08, 2008 15:54:27
demon, monster manual 4. thank for the help.
#175

funkachick0n

Dec 08, 2008 15:56:04
Thanks for telling me about the wraith Lokathor.


I'm thinking of changing him to lv 14 and changing the aura so that it causes enemies to make melee basic attacks against themselves. The touch of madness will probaly cause dazed or something. anyone want to help with the specifics.


Edit: changed lv to 14
#176

ff6shadow

Dec 08, 2008 16:05:11
Hmm, I compared levels of current 4th edition demons with their 3.5 counterparts. Afterwards, I averaged the difference to be roughly 1.5 My best guess is a 4th edition Whisper Demon would be level 13-15.

Some of the adjuestment rates were bigger than others.
#177

funkachick0n

Dec 08, 2008 16:06:59
Thanks.

Edit:I increased the dread wraiths stats, they are now: AC 26 Fort. 23 Ref. 26 Will 33 (based on charisma)
It's attacks are: touch of madness (standard, at will) *pyschic: +16, vs. will 1d6 + 11 damage and the target is dazed (or something).
Touch of chaos (standard, recharge 5,6) * pyschic. +17 vs. will 2d6 +8 psychic damage and the target moves up to it's speed and makes a melee basic attack against the nearest ally as a free action.

create spawn: any creature (besides a whisper daemon) killed within 5 squares of the whisper daemon rises as a free willed whisper daemon with a total of one HP at the beginning of it's creator's next turn. I rises in the same space it died (or the nearest unoccupied space). Raising whoever was slain (via the raise dead ritual) does not destroy the spawned whisper demon.

Edit: aura 7: at the start of of it's turn any creature in the whisper daemon's aura must make a melee basic attack against itself as a free action. Daemons are immune to this affect.

Could someone tell me if I did this right and help me with the wording and aura size.
#178

matthewswift

Dec 09, 2008 0:35:49
maybe make the respawned whisper demons minons, and limit their numbers.
#179

funkachick0n

Dec 09, 2008 6:26:20
Thanks for the minion idea. Changed the create spawn.
#180

matthewswift

Dec 09, 2008 12:47:57
You have to kill the whisper demons simultaneously, even then they respawn so long as you have two next to each other. Is this what you intended?
#181

funkachick0n

Dec 09, 2008 13:37:25
No, actually, thanks for telling me this.

Edit: re-worded create spawn.
#182

angelofthenight

Dec 09, 2008 17:02:16
Just wanna say, I'm getting the DMG and PHB for christmas, so that, combined with my collection of 3.5 stuff, will let me start statting up races that I create.
#183

Thought

Jan 07, 2009 11:53:42
Does anyone object if I start moving some of this information over into the Wiki? It will make it a little easier to find and then we can not worry about this thread being hard to find when we need it.
#184

wyld_mutation

Jan 07, 2009 12:00:02
Please do. It isn't getting much added to it as-is anyway as we've stopped making monsters for the most part.
#185

goblinnation

Jan 17, 2009 18:41:25
I hate to add to this, but I'm not wiki adept, so this is the best I can do. If I made any errors, I'll work on correcting them.











































#186

Thought

Jan 17, 2009 22:09:29
No worries, it will get up... eventually.