View Full Version : [4e] Some homebrew Stuff

2009-07-23, 03:48 AM
So I've been designing some homebrew things for fourth edition.

First of all we have a terryifying monster called The Experiment RH-4461

Experiment RH-4461 is a failed (at least officially) creation of Professor Tark. It is a vicious creation apparently made of radioactive slime capable of tearing through most of living creatures.

Experiment RH-4461 Level 15 Solo Brute
Large Aberrant Beast XP 6000
Initiative :+12 Senses:Perception: +15, Darkvision
Radioactive (Poison) aura 5; creatures that enter or start their turns in the aura take 10 poison damage. If creature has spent more than 10 turns in the aura it contracts the Radioactive Poisoning disease (see below).
HP 725; Bloodied 362
Regeneration 5
AC 31; Fortitude 34; Reflex 31; Will 26
Immune: Poison(See Slime Body), Psychic, Fear, Disease, Sleep,Petrification, knocked prone, push/pull/slide, grab; Resist: 10 Acid ; Vulnerable 10 Fire, 10 Cold
Saving Throws: +5
Speed 6
Action Points 2
Tentacle Slam (Basic Melee Attack; Standard; at-will) Poison
Reach 2;+20 vs. AC; 3d6+6 Poison Damage
Toxic Spore (Basic Ranged Attack; Standard; at-will) Poison
Ranged 10; +16 vs. Reflex 2d8+6 Poison Damage and target is subject to secondary attack. Secondary Attack +16 vs. Fortitude target contracts Radiation poisoning disease.
Onslaught(Standard; at-will) Poison
Experiment RH-4461 makes 6 tentacle attacks. If more than two hits the same target the target is subject to secondary attack; Secondary attack :Roll +20 vs. AC for each Tentacle that hit the target. If at least two attacks hit, the target is grabbed and cannot attack (save ends) and contracts Radioactive Poisoning disease) If four or more attacks hit the target is helpless and can only be saved by killing Experiment RH-4461. It also contracts the Radioactive Poisoning disease and is subject to Crushing Attack
Special: If Experiment RH-4461 is grabbing one or more targets, reduce the amount of tentacle attacks in further Onslaught attacks by amount of tentacles grabbing target(s).
Special: Secondary arrack applies only to medium or small creatures.
Crushing Attack (Minor, at-will; against helpless grabbed target; coup the grace) Poison
Target receives 38 poison damage.
Radioactive Spew (Standard; recharge 5,6) Poison
Close Blast 3;+14 vs. Fortitude 4d10+5 Poison Damage and affected creatures contract Radioactive Poisoning disease(see below)
Miss: Half damage and no disease.
Bloodied Spew(Free;When First Bloodied; encounter) Poison
The Radioactive Spew recharges and Experiment RH-4461 uses is immediately.
Slime Body
When hit by an attack which deals Poison damage, Experiment RH-4461 regenerates amount of HP equal to the damage dealt.
Alignment: Unaligned Languages: Common, Telepathy 10
Skills Stealth +17
Str 26 (+15) Dex: 20(+12) Wis:17(+10)
Con:17(+10) Int:17(+10) Cha:5(+4)

Experiment RH-4461 Tactics
Experiment charges into battle and attacks all enemy he can reach with the onslaught attack. Then he uses an action point to make another onslaught attack, this time however concentrating on the toughest target. He attempts to grab it and then render it helpless. While keeping one of the enemy helpless at the time he then tries to dispose of the rest with Radioactive Spew/ Toxic Spore combinations. In case of considerable resistance it uses another action point to make another mass onslaught attack.
Experiment RH-4461 Lore
A character knows the following information with a successful Dungeoneering check.
DC 25: You are not sure what exactly stands before you. It does not look like anything you've seen before. However it's green glow makes seems to be very ominous to you, and instincts tell you that it is better not to come near the beast.

Radiation Poisoning
Level 15 Disease
This is the most terrible disease man can contract. Your hair and teeth fall out. You vomit blood and are not sure if you will survive for long.
Attack: +16 vs. Fortitude (see monster description)
Endurance improve DC 30 maintain DC 25 worsen DC 24 or lower
Stage One:The target is cured but permanently loses 2 Constitution points
Stage Two:Initial effect The target loses half of the healing surges and gains only 75% of the normal amount of hit points from healing effects.
Stage Three:The target loses all of the healing surges and gains only half the normal number of hit points from healing effects
Stage Four:Final State The target dies and cannot be revived.

then we have a bit overpowerdish artifact :The bow of the Lords of The Light

The Bow of the Lords of the Light
The bow is appropriate for upper tier paragon-level characters and epic-level characters.
It is said that this bow was created by the legendary Lords of the Light. It never runs out of ammunition and it's attacks are particularly harmful to all of the undead. For a strange reason, or maybe a joke on the Lords part, it appears as a very old and worn out bow which seems not to be of any use in combat.

Bow of the Lords of the Light Paragon Level
Legendary item created and used by the mysterious Lords of the Light. It possess a great power. It often appears when the threat of the undead is rising and it is said that even Vecna is afraid of it's true power which can be unlocked by a mysterious “Chosen One”
The Bow of the Lords of the Light is a +4 Lightning Longbow with the following properties and powers.
Enhancement: Attack rolls and damage rolls.
Critical :+4d6 lightning damage, or +4d10 radiant and lightning damage against the undead.
Property: This weapon deals additional 2d10 radiant and lightning damage against the undead
Property: This weapon creates it's own arrows while shooting, thus it is not needed to carry the ammunition for this bow.
Power (At-will Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power(Daily Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 2d6 lightning damage.

Goals of the Bow of the Lords of the Light
-Fight to remove the undead blight from the world
-Bring peace to the nations of the world
-Locate the prophesied chosen one
Roleplaying the Bow of the Lords of the Light
When picked up the bow remains silent until it is sure that it's new wielder can truly further it's goal. Then it begins to communicate with the wielder by showing him mental images and telling short commands only the bearer can hear. It can give the bearer hints in his current predicament or subtly nudge in him into direction he or she should follow when it also can further the bow goals.

Starting score
Owner gains a level +1d6
Owner is good or lawful good +2
Owner kills an undead(maximum 1/day) +1
Owner or an ally helps an undead(maximum 1/encounter) -2
Owner disturbs world's peace -2
Owner helps in establishing world order +1d4

Chosen One (Concordance 40 or more)
“I am the chosen one. I shall remove the blight that the undead are from this world. “
The bow found it's true wielder. It will no longer move on, for it is content.
The bow's enhancement increases to +7
Critical :+7d6 lightning damage, or +7d10 radiant and lightning damage against the undead.
Property: This weapon deals additional 5d10 radiant and lightning damage against the undead instead of the 3d10.
Property: When the weapon hits and undead it acts as if the owner has just used the Even Hand of Justice Paladin power in addition to rest of the damage and effects
Property: The weapon can be used as paladin's holy symbol. It adds its enhancement bonus to attack rolls and damage rolls and the extra damage granted by its property( if applicable) when used in this manner. You do not gain your weapon proficiency bonus to an attack roll when using The Bow of the Lords of the Light as an implement.

Transcendent (Concordance 21-39)
“The bow and me are one. Soon no undead shall walk this plane!”
The bow begins to glow and it's attacks are particularly harmful to the undead. Also each arrow begins to start a chain of lightnings whenever it hits the unjust.
The bow's enhancement bonus increases to +6
Critical:+6d6 lightning damage, or +6d10 radiant and lightning damage against the undead.
Property: This weapon deals additional 3d10 radiant and lightning damage against the undead instead of the 2d10.
Property: When the weapon hits undead, evil or chaotic evil target it acts as if the owner has just used the Chain Lightning wizard attack.

Pleased (Concordance 16-20)
“The power of the Lords of the Light is coursing through this bow. I can feel it!”
The bow is in tune with it's current owner and is clearly happy with his performance.
The bow's enhancement bonus increases to +5
Critical:+5d6 lightning damage, or +5d10 radiant and lightning damage against the undead.
Power(Daily Radiant): You can use the Turn Undead Cleric class feature as if you were level 21 cleric.

Satisfied (Concordance 12-15)
“I knew it. This bow is truly a magnificent tool for removing the undead blight from this world”
The wielder has proved his intention to the bow, and the weapon is ready to assist him, in return for the same of the wielder.
Power(Daily)Minor Action. You can use bow's guidance to earn +5 bonus to attack rolls until the end of your turn.

Normal (Concordance 5-11)
“This bow is more than it seems. But I don't know why...”
The bow is cautious of wielder intentions and waits for a good moment to reveal it's power.

Unsatisfied(Concordance 1-4)
“The bow looks worse and worse. I think the time had finally gotten it.”
The bow is not satisfied with user's performance. If he does not change his ways soon it will move on.
The bow's enhancement bonus drops to +2.
Critical:+2d6 lightning damage, or +2d10 radiant and lightning damage against the undead.
Special:The bow loses the property to deal additional damage to the undead.

Angered (Concordance 0 or lower)
“For some reason the bow no longer acts as if it was magical”
The bows sees the user as a shame to the Lords of the Light and will move on soon.
Special:The bow loses all of it's magical powers and properties.

Moving On
“For the Lords of the Light!”
The bow sees that it's user has fulfilled his purpose and is no longer needed. If it was at least satisfied it leaves behind +5 thundering longbow. If the concordance was transcendent it leaves +6 bow and confers on the wielder +5 bonus radiant damage to the damage to the undead. If the bow was unsatisfied it zaps the user for 2d10 lightning damage which bypasses all resistances to damage and gives the user permanent -2 to diplomacy checks. If it was angry it deals 4d10 lightning damage and gives the user permanent -5 to diplomacy checks.
And last but not the least I've decided to convert Cambions into playable race (EVIL playable race)


Average Height: 6'1-6'11
Average Weight: 175–280 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 squares (see wings)
Vision: Darkvision
Languages: Common, Supernal
Skill Bonuses: +2 Intimidate, +2 Arcana
Diabolic Origin: One of your parents was a Devil. You gain intrinsic knowledge of Supernal and do not need to sleep. To benefit from an extended rest you only need 4 hours. However, you are considered to be an abomination. All Diplomacy checks you make receive -4 penalty.
Immortal Origin: Your spirit is native to the Nine Hells,
so you are considered an immortal creature for the
purpose of effects that relate to creature origin.
Wings: You can use wings as an at-will power.

Wings Cambion Racial Power
As your wings flutter you fall on your enemy as a deadly predator.
Move Action Personal
Effect: Instead of using your standard action you can fly at speed 8. However, as long as you are flying you take -4 penalty to attack rolls and defenses.


Fire in your blood [Cambion]
Prerequisite : Cambion
Benefit: You gain 5 resistance to fire. On level 11th increase that to 10 and on level 21st to 15.

Agile Flight [Cambion]
Prerequisite: Cambion, Wings racial power
Benefit: The penalty from Wings racial power is reduced from -4 to -2.
Special: If you have at least 18 Dexterity the penalty is further reduced to 0.


“ I can feel the power of my ancestors flowing through my veins. Prepare to die.”
Prerequisite : Cambion, Evil alignment.
Cambions inherit the worst traits of each parent, however most of them cannot use their diabolic heritage to the full extent. Legends, though say the one out of thousand Cambions born can call upon those powers. Those few are called the Devil Incarnate


Fiery Wrath(11thlevel): attacks deal addition 5 fire damage.
Diabolic Action (11thlevel): spending and action point to make an attack, that attack makes enemy take ongoing 5 fire damage (save ends)
Strengthened Wings(16thlevel): Your speed when using your Wings racial power increases from 8 to 12.

Black Fire The Devil Incarnate Attack 11
You will be consumed by the fury of the Devils!
Encounter Fire
Standard Action Ranged 10
Target: One Creature
Attack:Strength, Dexterity or Intelligence +4 vs. Reflex, Level 21: Strength, Dexterity or Intelligence +6 vs. Reflex
Hit: 3d8 Fire Damage and ongoing 5 Fire damage (save ends)
Special: When you gain this power, choose :Strength, Dexterity or Intelligenceas the ability you use when making, attack rolls with this power. This power is not affected by Fiery Wrath and Diabolic Action path features.

Aura of Fear The Devil Incarnate Utility 12
Your enemies recoil in fear as they see you call upon the powers of the Nine Hells
Daily Fire, Aura
Minor Action Aura 5
Effect: Until the end of the encounter you gain an Aura of Fear. Beings(Including party members) inside the aura take a -2 penalty to attack rolls.

Torrent of Fire The Devil Incarnate Attack 20
Torrent of infernal fire falls upon your enemies.
Daily Fire
Standard Action Area Burst 2 within 10 squares
Target: All creatures within the burst
Attack:Strength, Dexterity or Intelligence +4 vs. Reflex, Level 21: Strength, Dexterity or Intelligence +6 vs. Reflex
Hit: 5d8+Attribute modifier Fire Damage and ongoing 10 Fire damage (save ends)
Special: When you gain this power, choose :Strength, Dexterity or Intelligenceas the ability you use when making, attack rolls with this power. This power is not affected by Fiery Wrath and Diabolic Action path features.


You fully awaken your diabolic potential
Prerequisite : Cambion, Evil alignment, The Devil Incarnate paragon path.
You continue on your path to fully awaken your heritage further than anyone else before. You can see further into universe than most mortals and begin the understand the truth about it.

Awakening: After completing your destiny quest you can feel diabolic blood burning in your veins, yearning to be fully awakened. Also you can feel that it is calling. Calling your family. Suddenly your diabolic father appears before you and embraces you as his heir. You travel with him to the Nine Hells leaving your mortal coil behind to rule along with your father over his domain.

Diabolic Spark(21st Level): Increase two abilities scores of your choice by two each.
Diabolic Blood(24th Level): When Bloodied you gain regeneration equal to your level.
Heir to the Throne(30th Level): Choose any Encounter power of your choice. You can now use it as an At-Will power.

Diabolic Summons Devilhood Utility 26
You channel into raw energies of the Nine Hells to call for allies
Daily Conjuration
Standard Action Close Blast 3
Effect: You summon d3 Legion Devil Legionnaires. They appear in the blast area. They act independently, however you can issue to them orders as a minor action. They will follow them at their own discretion (Standard Tactics as listed in the Monster Manual). Legion Devil Legionnaires disappear at the end of the encounter.

2009-07-23, 08:06 AM
For the record (and I'm not accusing you of anything), many people, including myself, will not go to megaupload for anything for any reason. There are too many viruses floating around that site.
If you have text versions, you can post them here. If they're large, you can wrap each section in [spoiler] wraps. (The first is [spoiler] and the end is [/ spoiler], but without the space.)

2009-07-23, 08:25 AM
Fixed. Thank you.

Mando Knight
2009-07-23, 10:22 AM
Another thing... use some indentation and bold text. Wall-O-Text isn't the preferred format for monsters.

Also, rtg has a set of power icons I like...


2009-07-23, 10:35 AM
Hey, you should know that the Wings racial power basically mimics the effects of having a Fly 8 (clumsy). It's actually exactly the same thing.