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deathali'helper
2010-06-03, 08:52 PM
City Guard Level 2 Skirmisher
Medium Natural Humanoid (Human) XP 125

Initiative +3 Senses Perception +3

HP 16; Bloodied 8
AC 17; Fortitude 14, Reflex 14, Will 14
Speed 5
M Bash forward (Standard; at-will) ♦ Bash
+3 attack vs. Fortitude, sends the enemy back one and you shift forward. 1d6+2
m Thrust (Standard; at-will)
+5 vs. AC 1d10 damage
R Carful shot (Standard; at-will) ♦ 10 range
+3 vs. Ac, 1d6 +3 damage
Alignment Lawful Good Languages Common,

Skills 6 endurance,5 heal
Str 18 (+5) Dex 16 (+4) Wis 12 (+2)
Con 18 (+5) Int 12 (+2) Cha 12 (+2)

Equipment chainmail armor, spear, light sheild, short bow

Goblin Sniper Level 2 Solo Artillery
Medium Natural Humanoid (goblin) XP 625

Initiative +3 Senses Perception +3

HP 82; Bloodied 41
AC 14; Fortitude 15, Reflex 16, Will 12
Speed 6
R Arrow fire (Standard; at-will) ♦ arrow
+4 vs. AC damage= 1D8 damage range of 15 for all arrows and snipe is 20
r Snipe (Standard; encounter) ♦ Snipe
+7 vs. AC and 2D6 +10 damage
r Fire arrow (daily)
This can be used 3 times. +6 vs. AC and 1D10 with an ongoing 1D4 fire damage. Save ends.
M Slip by (Move; at-will)
shift 2 space before the attack, +5 vs. reflex, 1d8 damage, shift two more spaces
Alignment Evil Languages Common, Goblin

Str 14 (+3) Dex 14 (+3) Wis 14 (+3)
Con 14 (+3) Int 14 (+3) Cha 14 (+3)

Equipment Distance Longbow +1

Goblin Rebels Level 1 Minion
Small Natural Humanoid (Goblin) XP 25

Initiative +1 Senses Perception +1

HP 1; a missed attack never damages a minion.
AC 14; Fortitude 13, Reflex 12, Will 10

Speed 5
m Shielded Charge (Standard; encounter) ♦ Charge
Move 4 squares in a straight line towards your enemy. all opportunity attacks 3+ vs. AC 2d6+2
M Slash (Standard; at-will)
+3 vs. AC and 1d8 damage
R Dagger Toss (Standard; can be used 4 times unless daggers recovered) ♦ range-7
+3 vs. Reflex and 1d4 damage +3
Alignment Unaligned Languages common, goblin

Str 13 (+1) Dex 13 (+1) Wis 13 (+1)
Con 13 (+1) Int 13 (+1) Cha 13 (+1)

Equipment leather armor, short sword, light shield

Any critism is acepted, these are kinda my first monsters so I could use all the help I can get

Chainsaw Hobbit
2010-06-03, 09:10 PM
[SIZE="3"]Goblin Sniper Level 2 Solo Artillery
Medium Natural Humanoid (goblin) XP 625

Initiative +3 Senses Perception +3

HP 82; Bloodied 41
AC 14; Fortitude 15, Reflex 16, Will 12
Speed 6
R Arrow fire (Standard; at-will) ♦ arrow
+4 vs. AC damage= 1D8 damage range of 15 for all arrows and snipe is 20
r Snipe (Standard; encounter) ♦ Snipe
+7 vs. AC and 2D6 +10 damage
r Fire arrow (daily)
This can be used 3 times. +6 vs. AC and 1D10 with an ongoing 1D4 fire damage. Save ends.
M Slip by (Move; at-will)
shift 2 space before the attack, +5 vs. reflex, 1d8 damage, shift two more spaces
Alignment Evil Languages Common, Goblin

Str 14 (+3) Dex 14 (+3) Wis 14 (+3)
Con 14 (+3) Int 14 (+3) Cha 14 (+3)

Equipment Distance Longbow +1


If you allow me to be nit-picky the Goblin Sniper is very un-balanced, also the statblock is hard to understand.

Kamai
2010-06-03, 10:09 PM
For each of these, I've noted what I found wrong with them, and then how I might rewrite your stat blocks. All commentary made about changes are in curly braces {}.

On the City Guard, it doesn't look like a skirmisher, and probably has far too few HP (It should be the thereabouts of 8+con +8 or 34) for not giving it better defenses or better damage than average. Also, given the stats, you might want to refigure defenses. The DMG guidelines (12+level) are based on having 13+1/2 level for the highest stat for NADs, while Fort and Reflex should be higher from the higher stats. Also, it may be worth looking at damage expressions again.

City Guard Level 2 Solider
Medium Natural Humanoid (Human) XP 125

Initiative +3 Senses Perception +3

HP 34; Bloodied 17
AC 19; Fortitude 15, Reflex 16, Will 13
Speed 5
M Bash forward (Standard; at-will) ♦ Bash
+4 vs. Fortitude, 1d6+4 damage, and push the target 1 square and shift into that target's square.
m Thrust (Standard; at-will)
+6 vs. AC 1d8+4 damage
R Careful shot (Standard; at-will) ♦ range [Ranged Weapon] {Strange notation, but I believe a spear can be thrown, and you also have a short bow}
+5 vs. AC, 1d8 +3 damage
Alignment Lawful Good Languages Common,

Skills Endurance +10, Heal +6 [I assumed you meant for these skills to be trained, since you listed them]
Str 18 (+5) Dex 16 (+4) Wis 12 (+2)
Con 18 (+5) Int 12 (+2) Cha 12 (+2)

Equipment chainmail armor, spear, light shield, short bow

The Goblin Sniper is going to be a terrible solo. You really should either downgrade this guy to an elite, or give him more ways to harm multiple targets. Also, he has little escape or ways of really wearing down people. Finally, in very few cases is Daily a useful mark for a monster power. Snipe really either should be an at-will or recharge 4, and Fire Arrow should either be a note of its items (like Kobold Slingers) or Encounter/Recharge 6.

Goblin Sniper Level 2 Solo Artillery
Medium Natural Humanoid (goblin) XP 625

Initiative +6 Senses Perception +8

HP 82; Bloodied 41
AC 14; Fortitude 15, Reflex 16, Will 12
Speed 6
R Arrow fire (Standard; at-will) ♦ Range 25/50
+7 vs. AC 1d8+4 damage
M Fist (Standard; at-will) ♦ Melee
+5 vs AC 1d4+2 damage
r Snipe (Standard; recharge 4,5,6) ♦ Range 25/50
+9 vs. AC and 2d6 +4 damage {Made this more accurate, and more sensibly damaging}
m/r Slip by (Move; at-will)
Shift 2 squares, and then make a basic attack. Effect: After the attack, shift 2 squares. {I finally noticed Slip by was your way of giving the solo an extra attack, and adapted it so it's useful. In playing this, you do not need to shift the 2 squares either before or afterwards.}
Undaunted Shot
You gain +2 to all defenses against opportunity attacks provoked by shooting a bow. {An added ability if he gets truly trapped that seems fitting.}
Fire Arrows
A Goblin Sniper has 3 fire arrows, which he may use for any ranged attack with a bow. If he hits, all damage he does is fire damage, he adds 5 damage, and the target takes ongoing 5 fire damage (save ends). {What you said in the fire arrow daily, but slightly tweaked}

Skills Stealth +12 {as if he had Skill Focus in Stealth}
Alignment Evil Languages Common, Goblin

Str 12 (+2) Dex 16 (+4) Wis 14 (+3)
Con 14 (+3) Int 11 (+1) Cha 12 (+2)

Equipment Leather Armor, Distance Longbow +1, 40 arrows, 3 fire arrows

The rebels also have their problems. Minions are supposed to be easy to keep track of, and usually have set damage for all of their attacks. Also noteworthy is that at +3 vs AC, they will have significant trouble even hitting people in cloth (AC 14-15), let alone front line strikers. Also, Shielded Charge makes absolutely no sense.

Goblin Rebel Level 1 Minion
Small Natural Humanoid (Goblin) XP 25

Initiative +1 Senses Perception +1

HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 12, Will 11

Speed 5
M Slash (Standard; at-will)
+5 vs. AC 4 damage
R Dagger Toss (Standard; at-will) ♦ range 5/10
+3 vs. Reflex 3 damage
Shielded charge
Whenever this creature charges, it gains +2 to AC against attacks of opportunity incurred in the charge, and if an attack of opportunity misses, this creature does 1 damage to the attacker. {Interesting, but weak minion ability, and maybe getting at what you wanted by the shielded charge}
Alignment Unaligned Languages common, goblin

Str 13 (+1) Dex 13 (+1) Wis 13 (+1)
Con 13 (+1) Int 13 (+1) Cha 13 (+1)

Equipment leather armor, short sword, light shield, 4 daggers

As more general notes, you are allowed to tweak the stats beyond the 13+1/2 level (16+1/2 level for the attack base), as long as you are careful.

Chainsaw Hobbit
2010-06-03, 10:10 PM
They need fluff and descriptions, perhaps you should consider encounter groups, tactics, and lore.

Chainsaw Hobbit
2010-06-03, 10:56 PM
May I suggest you convert your beasties to the MM3 format?

deathali'helper
2010-06-04, 01:01 PM
They need fluff and descriptions, perhaps you should consider encounter groups, tactics, and lore.

K, thanks, Ill publish them as soon as i have the changes, I probably trash the sharpshooter though.
PS thanks for the changes, that gives me a place to start

deathali'helper
2010-06-04, 01:04 PM
I think the main problem is i didnt realy match up the stats to the attacks
I dont have the DM or Monster manuel yet, only the players, this is, as ive stated, my first time DM-ing

deathali'helper
2010-06-04, 01:19 PM
May I suggest you convert your beasties to the MM3 format?

MM3 format? a link or somthing would be helpful

Chainsaw Hobbit
2010-06-04, 02:00 PM
MM3 format? a link or somthing would be helpful

The monsters I make (see my sig) are in the MM3 format.

Yakk
2010-06-04, 02:07 PM
How to make a 4e monster, the quick and easy method:

Baseline:
HP: Con + (Level+1)*8
AC: 14+Level
Non-AC defences: 12+Level. +1 to whatever stat you use to attack with corresponds with.
Stats: One stat at 17+Level/2, other stats cap out at about 13+Level/2.
Accuracy: Level+5 vs AC, Level+3 vs non-AC
Average at-will damage: 4+Level
Limited damage: 6+Level*1.5
Estimated limited damage uses/encounter: 1 every 5 levels or so.

Changes based on Role:
Soldier: +2 AC, +2 Accuracy, have some kind of Marking/melee control ability.
Brute: +Level+4 to all damage, -2 acccuracy, -2 AC, +2*(level+1) HP. Melee, easy to lock down by a defender.
Controller: Lots of control effects, -2*(level+1) HP, -2 AC. No accuracy penalty from area attacks. +1 to hit non-AC.
Skirmisher: +2+level/2 damage to all attacks, an extra limited attack. Be mobile.
Artillery: +2+level/2 damage to all attacks, -2 AC, -2*(level+1) HP, an extra limited attack. Ranged.
Lurker: I honestly do not know how to make lurkers.

Two-target damage: Multiply damage by 2/3.
3x3 area damage: Divide damage by 2 and -1 Accuracy. (or use 2 uses of a limited damage per use)
5x5 or larger area damage: Divide damage by 3 and -1 Accuracy. (or use 3 uses of a limited damage per use)

Initiative:
Dex modifier (+level/2 naturally). Add another +4 for Skirmishers, +2 for Soldiers.

Change to taste:
+1 to AC = -1 to all non-ACs (and vice versa).
+1-+3 to one non-AC = -1 to -3 to another (don't leave the baseline by more than +/- 3 however).

+1 accuracy = -1 to all defences (and vice versa). Don't do this more than once.

Control Effects:
If your attack has a large control effect (daze, stun, etc), consider reducing the damage it deals significantly. Note that Controllers should have control effects on their powers, and soldiers should have mobility reducing ones -- that is already priced in.

Leaders:
Make them a tad weaker, and add Leader abilities.

Using the above, you should be able to make reasonably easy and quick creatures that will be a challenge for their level.

Elites:
Boost damage by x1.5. Add in ways to deal with being locked down.

x2 HP.

Solos:
Boost damage by x2, then double again while bloodied. Solos should be shedding status effects very quickly, at a rate of about 1/round or more.

x4 HP.

deathali'helper
2010-06-04, 05:07 PM
This is basicly a group of goblins, Ill redo the City Bloaks later.

Goblin Rebel Level 1 Minion
Small Natural Humanoid (Goblin) XP 25

Initiative +2 Senses Perception +1

HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 12, Will 10
Speed 5
M Bash (Standard; at-will) ♦ Blunt Weapon
+5 vs AC, and deals 5 damage
m Smash Back (Standard; at-will)
+4 vs. Fort. deals two damage and you push the target 1 square
Defencive Movment (Minor; at-will)
take a -1 to your movment speed and gain a +2 bonus to Against oportunity attacks
Alignment Unaligned Languages Common, Gobln

Skills +3 stealth, +2 endurance
Str 16 (+3) Dex 14 (+2) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 12 (+1)

Equipment Club, Leather Armor, light Sheild
Goblin Rebel Tactics
Goblin Rebels prey on the weak, or at least weaker. they normaly hang around stonger people.
Description
Goblin rebels are basicly outcast of the goblins theyll normaly allie with anyone who has either money or power.

Goblin Sniper
Level 2 Elite Artillery
Small Natural Humanoid (Goblin)
XP 250
Initiative +3
Senses Perception +3
HP 62; Bloodied 31
AC 14; Fortitude 14, Reflex 16, Will 11
Saving Throws +2
Speed 6
Action Points 1
r Carful Shot (Standard; encounter) ♦ ranged
10+ vs. AC and 1D10 damage+4 and target is dazed.
M Stab (Standard; at-will)
+7 vs. AC 1d6 damage+3
Shoot & Run
Range-10 +8 vs AC 1d8 damage and then shift 2 squares
Alignment Evil
Languages Comon, Goblin
Skills stealth+4, Acrobatics + 4, Endurance +4, Nature +4
Str 14 (+3)
Dex 16 (+4)
Wis 12 (+2)
Con 14 (+3)
Int 10 (+1)
Cha 10 (+1)
Equipment Longbow, Dagger, Cloth armor
Special Arrows

3 times per Encounter, A goblin sharpshooter can use one of the following-

Fire arrow-deals 1d6 damage initialy anf then an ongoing 3 fire damage
Penetrating Arrow- +2 bonus to attack role and a +3 to damage
Distance arrow- +5 to the range of the attack

Goblin Sniper Tactics
Goblin snipers like to attack in groups of 5 or 6, they dont like melee, so they normaly have a couple of Goblin rebels in the group. they prefer to avoid fighting in the open and usualy snipe from cover and then running off.

Description- Goblin Snipers usualy where animal skin and hardly ever do they leave the forest, and only if they need supplies. they are leaner than most other goblin and more agial.
Goblin Hunter Level 3 Elite Skirmisher (Leader)
Medium Natural Humanoid (Goblin) XP 300

Initiative +3 Senses Perception +3

HP 42; Bloodied 21
AC 17; Fortitude 12, Reflex 14, Will 12
Saving Throws +3
Speed 6
Action Points 1
m Spear Thrust (Standard; at-will)
+7 vs. AC damage is 1d8 bamage+4
R Javalin Throw (Standard; at-will) ♦ Throw
+6 vs. Fortitude 1d6 damage and the target is pushed back one
M Cripple (Standard; at-will)
+5 vs. Fort. deals 1D6 damage. your enemy takes a -2 to movement and cannot shift. save ends bolth.
Alignment Unaligned Languages Common, Goblin

Skills +6 nature +7 stealth +5 thevery
Str 16 (+4) Dex 14 (+3) Wis 16 (+4)
Con 16 (+4) Int 14 (+3) Cha 10 (+1)

Equipment spear, 2 javalins, hide armor
Goblin Hunter Tactics
A gobin hunter normaly will attack with plenty of others and does not like it when he losses his alies. goblin hunters are cowards. they normaly wont attack unless they have an almost sure chance of winning. if you see one on his own, run, chances are hes got some archers hiden in ambush.
Description
Goblin Hunters normaly carry badly made spears and javalins for hunting. they dress in the hides of there catches, beast, or human

Encounter Groups XP 625
Level 1
2 Gobln Snipers
5 Goblin Rebels

Level 2 XP 1050
3 Goblin Snipers
1 Goblin Huners

Level 3 XP 1175
3 Goblin Snipers
5 Goblin Rebels
1 Goblin Hunter

Chainsaw Hobbit
2010-06-04, 05:12 PM
This is basicly a group of goblins, Ill redo the City Bloaks later.

Goblin Sniiper
Level 2 Elite Artillery
Small Natural Humanoid (Goblin)
XP 250
Initiative +3
Senses Perception +3
HP 62; Bloodied 31
AC 14; Fortitude 14, Reflex 16, Will 11
Saving Throws +2
Speed 6
Action Points 1
r Carful Shot (Standard; encounter) ♦ ranged
10+ vs. AC and 1D10 damage+4 and target is dazed.
M Stab (Standard; at-will)
+7 vs. AC 1d6 damage+3
Shoot & Run
Range-10 +8 vs AC 1d8 damage and then shift 2 squares
Alignment Evil
Languages Comon, Goblin
Skills stealth+4, Acrobatics + 4, Endurance +4, Nature +4
Str 14 (+3)
Dex 16 (+4)
Wis 12 (+2)
Con 14 (+3)
Int 10 (+1)
Cha 10 (+1)
Equipment Longbow, Dagger, Cloth armor
Special Arrows

3 times per Encounter, A goblin sharpshooter can use one of the following-

Fire arrow-deals 1d6 damage initialy anf then an ongoing 3 fire damage
Penetrating Arrow- +2 bonus to attack role and a +3 to damage
Distance arrow- +5 to the range of the attack

Goblin Sniper Tactics
Goblin snipers like to attack in groups of 5 or 6, they dont like melee, so they normaly have a couple of Goblin rebels in the group. they prefer to avoid fighting in the open and usualy snipe from cover and then running off.

Encounter Groups
Level 1
2 Gobln Snipers
5 Goblin Rebels

Level 2
3 Goblin Snipers
1 Goblin Huners

Level 3
3 Goblin Snipers
5 Goblin Rebels
1 Goblin Hunter

3 things:
1 Where are the tactics and description?
2 What is the XP value for the encounters.
3 What is a Goblin Hunter?

deathali'helper
2010-06-04, 10:13 PM
3 things:
1 Where are the tactics and description?
2 What is the XP value for the encounters.
3 What is a Goblin Hunter?

1- The tactics i ve got but ill improve it and give a discription
2- Ill add it as soon as posible
3- Its a guy ive been working on as the leader for these groups.

CarpeGuitarrem
2010-06-05, 04:10 PM
Awesome stuff
Whoa! Sweet. Is there a main thread for this? I like this guide.

Chainsaw Hobbit
2010-06-05, 04:27 PM
This is the MM3 format if you want to convert (It's much more easy to understand).


(Name) Level # (group role) (main role)
(size) (origin) (type) XP
Initiative Senses
HP ;Bloodied
AC ; Fortitude ; Reflex ; Will
Immune
Resist
Vulnerable
Saving Throws
Speed
Action Points

TRAITS


STANDARD ACTIONS


MINOR ACTIONS


MOVE ACTIONS


TRIGGERED ACTIONS


Alignment Languages
Skills
Str (+) Dex (+) Wis (+)
Con (+) Int (+) Cha (+)


Attack Template
[m (basic melee), M (melee), r (basic ranged), R (ranged), C(close), or A (area)] Power Name (action; usage) (Keywords)
Attack: (type) (range) (targets); +(#) vs (defense)
Hit: (damage) (other effects).

deathali'helper
2010-06-06, 08:09 AM
give me a couple of days and ill convert them. If you guys want, you can post homebrews here to, if you got any ,and if you know where some are could you post the threads name or a link?

Yakk
2010-06-08, 08:18 AM
Whoa! Sweet. Is there a main thread for this? I like this guide.
Another stab at it is here:
http://www.giantitp.com/forums/showthread.php?t=151057

I've been trying to work out a way to make it easy to balance monsters around "being enough of a threat", better than 4e does. Different methods work better for different goals (reworking existing monsters, building a new monster, etc).