Afgncaap5
2014-02-22, 03:39 PM
I'm doing a bit of work in an Eberron campaign, and I'm coming up to a part where it would behoove me to have a few truly surprising monk elders as enemies. I'd like each of them to be the master of some sort of "Forbidden" or "Unbeatable" technique, and I'm trying to come up with good ideas for them. So far, I've got two:
1) The Consumer of Hearts can pin an opponent and fluidly rip its heart out, killing it instantly. For this one, I'll basically be using a mind flayer with the serial numbers filed off, making use of its Extract power. (The four tentacles gripping the skull being replaced with a fluid, hook-like method of grappling a player, etc.) One minor problem with this is the psionic abilities, and how they can only be refluffed so far to retain credibility (I mean, sure, a master monk might be spiritually in-tune enough to fade away as if to another dimension or light-of-foot enough to seemingly float in the air, but how do you get Charm Person to work here?) Similarly, the issue of creature type may (though I doubt it) be an issue; I may say that two centuries of consuming hearts to stay alive has shifted his type to aberration, but I'm not sure yet.
2) The Zephyr Master is an act of blatant cheating on my part. This master has achieved true perfection over his long life, but unlike the Consumer of Hearts is still a very frail, aging mortal. The force of his blows travel through the air like wind, allowing him to strike every opponent within his chamber in a round, and he can move fast enough/block proficiently enough to be truly immune to physical attacks (I've not worked out spell-use yet). Basically the challenge with the Zephyr Master will be to outlast him, as the Zephyr Master's great age means that he can't possibly keep up this burst of activity for longer than half a minute or so. (Four rounds plus 1d3 more rounds is how I'm thinking of randomizing it.) If the players can survive until the master can't attack any more, then they can easily defeat him one round later. (Ideally, the reflex saves required to avoid his Zephyr Strikes will urge the players to use their action points.)
I was wondering if anyone had any ideas for other Forbidden Techniques that I could put onto a third master, or if there are any comments on the first two. While a part of me feels a bit bad for designing a monster with abilities that wouldn't be available to a player... well, I'm fine with it in the name of cinematic action sequences.
1) The Consumer of Hearts can pin an opponent and fluidly rip its heart out, killing it instantly. For this one, I'll basically be using a mind flayer with the serial numbers filed off, making use of its Extract power. (The four tentacles gripping the skull being replaced with a fluid, hook-like method of grappling a player, etc.) One minor problem with this is the psionic abilities, and how they can only be refluffed so far to retain credibility (I mean, sure, a master monk might be spiritually in-tune enough to fade away as if to another dimension or light-of-foot enough to seemingly float in the air, but how do you get Charm Person to work here?) Similarly, the issue of creature type may (though I doubt it) be an issue; I may say that two centuries of consuming hearts to stay alive has shifted his type to aberration, but I'm not sure yet.
2) The Zephyr Master is an act of blatant cheating on my part. This master has achieved true perfection over his long life, but unlike the Consumer of Hearts is still a very frail, aging mortal. The force of his blows travel through the air like wind, allowing him to strike every opponent within his chamber in a round, and he can move fast enough/block proficiently enough to be truly immune to physical attacks (I've not worked out spell-use yet). Basically the challenge with the Zephyr Master will be to outlast him, as the Zephyr Master's great age means that he can't possibly keep up this burst of activity for longer than half a minute or so. (Four rounds plus 1d3 more rounds is how I'm thinking of randomizing it.) If the players can survive until the master can't attack any more, then they can easily defeat him one round later. (Ideally, the reflex saves required to avoid his Zephyr Strikes will urge the players to use their action points.)
I was wondering if anyone had any ideas for other Forbidden Techniques that I could put onto a third master, or if there are any comments on the first two. While a part of me feels a bit bad for designing a monster with abilities that wouldn't be available to a player... well, I'm fine with it in the name of cinematic action sequences.