Crossfiyah
2009-03-10, 12:40 PM
I had a thought that I wanted to run a major quest in a similar vein to the popular DotA game on Warcraft III. It will involve defending a town on three seperate fronts. Anyway, I designed these six monsters to represent six of the heroes in that game, and I want to make sure none of them are over or under-powered. They're all Elites, but they could easily be converted to regular monsters if a non-hero version was desired. Thank you for your commentary,
Pudge, Flesh Golem
Level 12 Elite Brute
Large natural animate (construct)
XP 1,400
Initiative +4 Senses Perception +5; darkvision
Rot (Disease) - aura 2; All creatures that enter or start their turn in the aura take 10 damage and are slowed unless they are immune to disease.
HP 304; Bloodied 152
AC 26; Fortitude 29, Reflex 21, Will 22
Saving Throws +2
Speed 6; can’t shift
Action Points 1
BM - Cleaver (standard; at-will)
Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and the target is dazed (save ends).
M - Double Attack (standard; at-will)
Pudge makes two cleaver attacks.
M - Golem Rampage (standard; recharge 5, 6)
Pudge moves up to its speed plus 2 and can move through enemies’ spaces, provoking opportunity attacks as normal. When it enters a creature’s space (ally or enemy), Pudge makes a cleaver attack against that creature. The creature remains in its space, and Pudge must leave the space after it attacks. Pudge must end its rampage in an unoccupied space.
M - Dismember (standard, recharge 5, 6)
Targets restrained creatures. +16 vs. AC (18 while bloodied); 4d8 + 5 damage, and ongoing 10 damage until the creature is no longer restrained.
R - Meat Hook (standard; at-will)
Ranged 10; +16 vs. Reflex (+18 while bloodied); 2d8 + 5 damage, and the target is pulled to a square adjacent to Pudge and restrained (save ends). Pudge can only have one creature restrained at a time.
Flesh Heap
When Pudge starts his turn in a square in which a creature was previously killed, he can add their corpse to his bulk. Pudge gains +1 to AC and Fortitude, as well as 10 hit points for every creature absorbed.
Alignment Chaotic Evil Languages —
Str 20 (+11) Dex 7 (+4) Wis 8 (+5)
Con 22 (+12) Int 3 (+2) Cha 3 (+2)'
Equipment cleaver, meathook
Nevermore, Shadow Fiend
Level 11 Elite Artillery
Large elemental humanoid (demon)
XP 1,200
Initiative +11 Senses Perception +14; darkvision
Presence of the Dark Lord aura 10, enemies take a -2 penalty to AC and Fortitude.
HP 180; Bloodied 90
AC 25; Fortitude 23, Reflex 27, Will 25
Immune disease, poison Resist 15 necrotic, 15 variable (2/encounter)
Speed 7
M - Claw (standard; at-will) ✦ Necrotic
Reach 2; +13 vs. AC; 1d8 + 3 necrotic damage,
R - Shadowraze (standard; at-will) ✦ Necrotic
Ranged 5/10/20; +16 vs. Fortitude; Does varying damage depending on the distance from the target, also see necromastery.
1-5: 3d6 + 5 necrotic damage
6-10: 2d8 + 5 necrotic damage
11-20: 2d6 + 5 necrotic damage
C - Requiem of Souls (standard; recharges whenever Nevermore absorbs a soul)
Close burst 5; targets enemies; +16 vs. Fortitude; Nevermore expels the souls he has absorbed, dealing 1d10 + 5 necrotic damage, plus 1d10 necrotic damage for each additional soul released, and the target is slowed and weakened (save ends both). Miss: Half damage.
Necromastery
Whenever one of Nevermore's allies is reduced to 0 hit points or fewer, or one of Nevermore's enemies is killed within his line of sight, he can absorb their soul into his being (maximum of 8). For every soul Nevermore absorbs, he deals +1 damage on all attacks. Nevermore starts with 2 souls absorbed.
Alignment Chaotic Evil Languages Common, Abyssal, telepathy 20
Str 14 (+7) Dex 22 (+11) Wis 18 (+9)
Con 18 (+9) Int 14 (+7) Cha 9 (+4)
Mercurial, Spectre
Level 12 Elite Skirmisher
Medium shadow humanoid
XP 1,400
Initiative +14 Senses Perception +8; darkvision
Dispersion aura 2, any enemies within the aura take one-half of any damage taken by Mercurial.
HP 242; Bloodied 121
AC 28; Fortitude 26, Reflex 28, Will 24
Immune fear, charm Resist 15 necrotic
Speed 8
Saving Throws +2
Action Points 1
BM - Whip (standard; at-will) ✦ Weapon
+17 vs. AC; 1d8 + 4 damage, also see desolate.
R - Spectral Dagger (standard; recharge 5, 6)
Ranged 10; +15 vs. Reflex; 1d8 + 4 damage, and the target is slowed (save ends) and marked. While the target is marked, Mercurial can move towards the target without incurring attacks of opportunity. Mercurial gains insubstantial qualities and can move across difficult terrain without penalty while moving towards a marked foe.
C - Haunt (standard; encounter)
Close burst 10, targets all enemies; +13 vs. Will; On a hit, a haunting image of Mercurial appears in a space adjacent to the target. The images have the same statistics as Mercurial, except that they are treated as minions, they have 1 hit point each, they cannot be damaged by a miss, and they may only attack the creature they appeared beside initially. On Mercurial's action, the images move closer to the target if possible and make a basic melee attack, getting the benefit of desolate if applicable. An image offers no experience upon death.
Desolate
Mercurial does an extra 2d8 damage to any target it attacks with its whip when the target has no adjacent allies.
Alignment Evil Languages telepathy 20
Str 20 (+11) Dex 24 (+13) Wis 15 (+8)
Con 17 (+9) Int 14 (+8) Cha 20 (+11)
Equipment whip
Barathrum, Spritbreaker
Level 11 Elite Lurker
Medium natural humanoid
XP 1,200
Initiative +12 Senses Perception +13; darkvision
Empowering Haste aura 5. Allies within the aura gain a +2 move speed bonus. In addition, Barathrum may add the number of spaces moved during a charge to his damage.
HP 180; Bloodied 90
AC 27; Fortitude 30, Reflex 24, Will 22
Saving Throws +2
Speed 8 (10 while charging)
Action Points 1
BM - Battleaxe (standard; at-will) ✦ Weapon
+16 vs. AC; 1d10 + 8 damage and the target is pushed 3 squares and knocked prone.
M - Charge of Darkness (standard; at-will) ✦ Weapon
+16 vs. AC; Barathrum must charge as part of this attack; 1d10 + 8 damage, and the target is stunned until the end of Barathrum's next turn, pushed 3 squares, and knocked prone.
M - Nether Strike (standard, recharge 5,6) ✦ Weapon
+16 vs. AC; Barathrum shifts up to 6 squares as part of the attack; 2d10+14 damage, and the target is pushed 3 squares and knocked prone.
Combat Advantage
Barathrum deals an extra 3d6 damage with its attacks against any target it has combat advantage against.
Second Wind (standard; encounter) ✦ Healing
Barathrum spends a healing surge and regains 45 hit points. Barathrum gains a +2 bonus to all defenses until the start of his next turn.
Alignment Evil Languages Common
Skills Athletics +19, Stealth +13
Str 28 (+14) Dex 16 (+8) Wis 16 (+8)
Con 18 (+9) Int 9 (+4) Cha 8 (+4)
Equipment battleaxe
Balanar, Night Stalker
Level 12 Elite Soldier
Large shadow humanoid (undead)
XP 1,400
Initiative +11 Senses Perception +11; darkvision
HP 248; Bloodied 124
AC 30; Fortitude 30, Reflex 25, Will 24
Immune disease, fear Resist 15 necrotic
Saving Throws +2
Speed 5 see also hunter in the night
Action Points 1
BM - Claw (standard; at-will)
Reach 2; +19 vs. AC; 2d6 + 8 damage.
M - Void (standard; at-will)
Reach 2; +17 vs. Fort; 2d6 + 8 damage; If the target is in a zone of darkness, the target is slowed (save ends).
M - Crippling Fear (standard; recharge 4, 5 ,6) ✦ Fear
Reach 2; +17 vs. Will; 2d6 + 8 damage; and the target takes a -2 penalty to attack rolls (save ends). If the target is in a zone of darkness, the target is stricken with fear (save ends). Until the fear ends, the target cannot use encounter or daily powers.
C - Darkness (minor; sustain minor; at-will) ✦ Zone
Close burst 2; this power creates a zone of darkness that remains in place until the end of Balanar's next turn. The zone blocks line of sight for all creatures except Balanar. Any creature entirely within the area (except Balanar) is blinded.
Hunter in the Night
Balanar is most at home in the darkness. As such, he can move through zones of darkness without movement cost. Additionally, if he ends his movement in a zone of darkness, he may take an additional standard, move, or minor action.
Alignment Evil Languages Common, Abyssal
Str 26 (+14) Dex 16 (+9) Wis 11 (+6)
Con 20 (+11) Int 15 (+8) Cha 14 (+8)
Atropos, Bane Elemental
Level 11 Elite Controller
Large elemental magical beast (psychic)
XP 1,200
Initiative +10 Senses Perception +15; darkvision
HP 234; Bloodied 117
AC 27; Fortitude 27, Reflex 27, Will 27
Immune disease, poison Resist 25 psychic, 25 necrotic
Speed 6
Saving Throws +2
Action Points 1
BM - Slam (standard; at-will)
+16 vs. AC; 1d8 + 5 damage.
BR - Energy Bolt (standard; at-will) ✦ Psychic
+15 vs. Reflex; 2d6 + 5 psychic damage
R - Enfeeble (minor; at-will) ✦ Fear
Ranged 10; +15 vs. Will; The target is weakened (save ends).
R - Brain Sap (standard; recharge 6) ✦ Psychic
Ranged 5; +15 vs. Will; 3d8 + 5 psychic damage, and Atropos can spend a healing surge to regain the same number of hit points.
R - Nightmare (standard; recharge 6) ✦ Psychic
Ranged 5; +15 vs. Will; the target is dazed and takes 10 ongoing psychic damage (save ends). First failed save: The target becomes slowed and dazed (save ends). Second failed save: The target falls unconscious (save ends). The target cannot be attacked by Atropos or his allies until it saves.
R - Fiend's Grip (standard; recharge 6) ✦ Necrotic
Ranged 5; +15 vs. Reflex; On a hit, the target is grabbed by a dark appartion's hand. The hand has the same defenses as Atropos, and Atropos can make a secondary attack each round as a minor action until the target escapes. Secondary Attack: +15 vs. Will; On a hit, the target takes 3d8 + 5 necrotic damage and Atropos steals one of the target's healing surges.
Alignment Chaotic Evil Languages Common, Abyssal
Skills Arcana +15, Religion +15
Str 21 (+10) Dex 21 (+10) Wis 21 (+10)
Con 21 (+10) Int 21 (+10) Cha 21 (+10)
Pudge, Flesh Golem
Level 12 Elite Brute
Large natural animate (construct)
XP 1,400
Initiative +4 Senses Perception +5; darkvision
Rot (Disease) - aura 2; All creatures that enter or start their turn in the aura take 10 damage and are slowed unless they are immune to disease.
HP 304; Bloodied 152
AC 26; Fortitude 29, Reflex 21, Will 22
Saving Throws +2
Speed 6; can’t shift
Action Points 1
BM - Cleaver (standard; at-will)
Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and the target is dazed (save ends).
M - Double Attack (standard; at-will)
Pudge makes two cleaver attacks.
M - Golem Rampage (standard; recharge 5, 6)
Pudge moves up to its speed plus 2 and can move through enemies’ spaces, provoking opportunity attacks as normal. When it enters a creature’s space (ally or enemy), Pudge makes a cleaver attack against that creature. The creature remains in its space, and Pudge must leave the space after it attacks. Pudge must end its rampage in an unoccupied space.
M - Dismember (standard, recharge 5, 6)
Targets restrained creatures. +16 vs. AC (18 while bloodied); 4d8 + 5 damage, and ongoing 10 damage until the creature is no longer restrained.
R - Meat Hook (standard; at-will)
Ranged 10; +16 vs. Reflex (+18 while bloodied); 2d8 + 5 damage, and the target is pulled to a square adjacent to Pudge and restrained (save ends). Pudge can only have one creature restrained at a time.
Flesh Heap
When Pudge starts his turn in a square in which a creature was previously killed, he can add their corpse to his bulk. Pudge gains +1 to AC and Fortitude, as well as 10 hit points for every creature absorbed.
Alignment Chaotic Evil Languages —
Str 20 (+11) Dex 7 (+4) Wis 8 (+5)
Con 22 (+12) Int 3 (+2) Cha 3 (+2)'
Equipment cleaver, meathook
Nevermore, Shadow Fiend
Level 11 Elite Artillery
Large elemental humanoid (demon)
XP 1,200
Initiative +11 Senses Perception +14; darkvision
Presence of the Dark Lord aura 10, enemies take a -2 penalty to AC and Fortitude.
HP 180; Bloodied 90
AC 25; Fortitude 23, Reflex 27, Will 25
Immune disease, poison Resist 15 necrotic, 15 variable (2/encounter)
Speed 7
M - Claw (standard; at-will) ✦ Necrotic
Reach 2; +13 vs. AC; 1d8 + 3 necrotic damage,
R - Shadowraze (standard; at-will) ✦ Necrotic
Ranged 5/10/20; +16 vs. Fortitude; Does varying damage depending on the distance from the target, also see necromastery.
1-5: 3d6 + 5 necrotic damage
6-10: 2d8 + 5 necrotic damage
11-20: 2d6 + 5 necrotic damage
C - Requiem of Souls (standard; recharges whenever Nevermore absorbs a soul)
Close burst 5; targets enemies; +16 vs. Fortitude; Nevermore expels the souls he has absorbed, dealing 1d10 + 5 necrotic damage, plus 1d10 necrotic damage for each additional soul released, and the target is slowed and weakened (save ends both). Miss: Half damage.
Necromastery
Whenever one of Nevermore's allies is reduced to 0 hit points or fewer, or one of Nevermore's enemies is killed within his line of sight, he can absorb their soul into his being (maximum of 8). For every soul Nevermore absorbs, he deals +1 damage on all attacks. Nevermore starts with 2 souls absorbed.
Alignment Chaotic Evil Languages Common, Abyssal, telepathy 20
Str 14 (+7) Dex 22 (+11) Wis 18 (+9)
Con 18 (+9) Int 14 (+7) Cha 9 (+4)
Mercurial, Spectre
Level 12 Elite Skirmisher
Medium shadow humanoid
XP 1,400
Initiative +14 Senses Perception +8; darkvision
Dispersion aura 2, any enemies within the aura take one-half of any damage taken by Mercurial.
HP 242; Bloodied 121
AC 28; Fortitude 26, Reflex 28, Will 24
Immune fear, charm Resist 15 necrotic
Speed 8
Saving Throws +2
Action Points 1
BM - Whip (standard; at-will) ✦ Weapon
+17 vs. AC; 1d8 + 4 damage, also see desolate.
R - Spectral Dagger (standard; recharge 5, 6)
Ranged 10; +15 vs. Reflex; 1d8 + 4 damage, and the target is slowed (save ends) and marked. While the target is marked, Mercurial can move towards the target without incurring attacks of opportunity. Mercurial gains insubstantial qualities and can move across difficult terrain without penalty while moving towards a marked foe.
C - Haunt (standard; encounter)
Close burst 10, targets all enemies; +13 vs. Will; On a hit, a haunting image of Mercurial appears in a space adjacent to the target. The images have the same statistics as Mercurial, except that they are treated as minions, they have 1 hit point each, they cannot be damaged by a miss, and they may only attack the creature they appeared beside initially. On Mercurial's action, the images move closer to the target if possible and make a basic melee attack, getting the benefit of desolate if applicable. An image offers no experience upon death.
Desolate
Mercurial does an extra 2d8 damage to any target it attacks with its whip when the target has no adjacent allies.
Alignment Evil Languages telepathy 20
Str 20 (+11) Dex 24 (+13) Wis 15 (+8)
Con 17 (+9) Int 14 (+8) Cha 20 (+11)
Equipment whip
Barathrum, Spritbreaker
Level 11 Elite Lurker
Medium natural humanoid
XP 1,200
Initiative +12 Senses Perception +13; darkvision
Empowering Haste aura 5. Allies within the aura gain a +2 move speed bonus. In addition, Barathrum may add the number of spaces moved during a charge to his damage.
HP 180; Bloodied 90
AC 27; Fortitude 30, Reflex 24, Will 22
Saving Throws +2
Speed 8 (10 while charging)
Action Points 1
BM - Battleaxe (standard; at-will) ✦ Weapon
+16 vs. AC; 1d10 + 8 damage and the target is pushed 3 squares and knocked prone.
M - Charge of Darkness (standard; at-will) ✦ Weapon
+16 vs. AC; Barathrum must charge as part of this attack; 1d10 + 8 damage, and the target is stunned until the end of Barathrum's next turn, pushed 3 squares, and knocked prone.
M - Nether Strike (standard, recharge 5,6) ✦ Weapon
+16 vs. AC; Barathrum shifts up to 6 squares as part of the attack; 2d10+14 damage, and the target is pushed 3 squares and knocked prone.
Combat Advantage
Barathrum deals an extra 3d6 damage with its attacks against any target it has combat advantage against.
Second Wind (standard; encounter) ✦ Healing
Barathrum spends a healing surge and regains 45 hit points. Barathrum gains a +2 bonus to all defenses until the start of his next turn.
Alignment Evil Languages Common
Skills Athletics +19, Stealth +13
Str 28 (+14) Dex 16 (+8) Wis 16 (+8)
Con 18 (+9) Int 9 (+4) Cha 8 (+4)
Equipment battleaxe
Balanar, Night Stalker
Level 12 Elite Soldier
Large shadow humanoid (undead)
XP 1,400
Initiative +11 Senses Perception +11; darkvision
HP 248; Bloodied 124
AC 30; Fortitude 30, Reflex 25, Will 24
Immune disease, fear Resist 15 necrotic
Saving Throws +2
Speed 5 see also hunter in the night
Action Points 1
BM - Claw (standard; at-will)
Reach 2; +19 vs. AC; 2d6 + 8 damage.
M - Void (standard; at-will)
Reach 2; +17 vs. Fort; 2d6 + 8 damage; If the target is in a zone of darkness, the target is slowed (save ends).
M - Crippling Fear (standard; recharge 4, 5 ,6) ✦ Fear
Reach 2; +17 vs. Will; 2d6 + 8 damage; and the target takes a -2 penalty to attack rolls (save ends). If the target is in a zone of darkness, the target is stricken with fear (save ends). Until the fear ends, the target cannot use encounter or daily powers.
C - Darkness (minor; sustain minor; at-will) ✦ Zone
Close burst 2; this power creates a zone of darkness that remains in place until the end of Balanar's next turn. The zone blocks line of sight for all creatures except Balanar. Any creature entirely within the area (except Balanar) is blinded.
Hunter in the Night
Balanar is most at home in the darkness. As such, he can move through zones of darkness without movement cost. Additionally, if he ends his movement in a zone of darkness, he may take an additional standard, move, or minor action.
Alignment Evil Languages Common, Abyssal
Str 26 (+14) Dex 16 (+9) Wis 11 (+6)
Con 20 (+11) Int 15 (+8) Cha 14 (+8)
Atropos, Bane Elemental
Level 11 Elite Controller
Large elemental magical beast (psychic)
XP 1,200
Initiative +10 Senses Perception +15; darkvision
HP 234; Bloodied 117
AC 27; Fortitude 27, Reflex 27, Will 27
Immune disease, poison Resist 25 psychic, 25 necrotic
Speed 6
Saving Throws +2
Action Points 1
BM - Slam (standard; at-will)
+16 vs. AC; 1d8 + 5 damage.
BR - Energy Bolt (standard; at-will) ✦ Psychic
+15 vs. Reflex; 2d6 + 5 psychic damage
R - Enfeeble (minor; at-will) ✦ Fear
Ranged 10; +15 vs. Will; The target is weakened (save ends).
R - Brain Sap (standard; recharge 6) ✦ Psychic
Ranged 5; +15 vs. Will; 3d8 + 5 psychic damage, and Atropos can spend a healing surge to regain the same number of hit points.
R - Nightmare (standard; recharge 6) ✦ Psychic
Ranged 5; +15 vs. Will; the target is dazed and takes 10 ongoing psychic damage (save ends). First failed save: The target becomes slowed and dazed (save ends). Second failed save: The target falls unconscious (save ends). The target cannot be attacked by Atropos or his allies until it saves.
R - Fiend's Grip (standard; recharge 6) ✦ Necrotic
Ranged 5; +15 vs. Reflex; On a hit, the target is grabbed by a dark appartion's hand. The hand has the same defenses as Atropos, and Atropos can make a secondary attack each round as a minor action until the target escapes. Secondary Attack: +15 vs. Will; On a hit, the target takes 3d8 + 5 necrotic damage and Atropos steals one of the target's healing surges.
Alignment Chaotic Evil Languages Common, Abyssal
Skills Arcana +15, Religion +15
Str 21 (+10) Dex 21 (+10) Wis 21 (+10)
Con 21 (+10) Int 21 (+10) Cha 21 (+10)