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sandmote
2021-06-29, 12:29 AM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/zbgbRCcHMuhi)

Okay, I think I'm getting better with 4e, and wanted to try writing out some monster stat blocks. These are the 5e D&D Mephits, converted to 4e D&D.

These are based on MM3 math, but I'm a little more shaky on the worth of control/evasive abilities. Math is taken from here (http://blogofholding.com/?p=512), although I recall slightly different numbers from someone else's calculations. What I didn't change are the ability scores, and I'm not sure if that's throwing off the look of the stats (I have non-AC defenses matching the ability scores relative to each other, but the average should still round to the result given on the linked math. A second thing likely messing up the balance are the Death bursts: I wrote them are affecting "creatures," so controller PCs can move visibly shine a bit (by keeping a mephit in anothe's radius when it dies).

I realize few people on the forum talk 4e, but I would like to understand enough to run it and any corrections anyone can help me with would be great.

Level 4 Controller
Small elemental magical beast (air, earth) XP 175
HP 56; Bloodied 28 Initiative +6
AC 18, Fortitude 15, Reflex 17, Will 15 Perception +4
Speed 6, fly 6 (clumsy)
Vulnerable 5 fire

Standard Actions
Claws ♦ At-Will
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 1d6 + 5 damage.
Spurt of Dust ♦ At-Will
Attack: Melee 1 (one creature); +7 vs. Reflex
Hit: the target is blinded until the end of the mephit's next turn.
Sleep Dust ♦ Encounter
Attack: Blast 3 (creatures in blast); +7 vs. Will
Hit: The target is slowed (save ends). If the target fails its first
saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed until the end of the mephit's next turn.

Triggered Actions
Death Burst
Trigger: The mephit drops to 0 hit points.
Attack: Burst 1 (creatures in burst); +4 vs. Reflex
Hit: the target is blinded (save ends)

Skills Stealth +9
Str 5 (-1) Dex 14 (+4) Wis 11 (+2)
Con 10 (+2) Int 9 (+1) Cha 10 (+2)
Alignment evil, Languages PrimordialLevel 3 Skirmisher
Small elemental magical beast (air, water) XP 175
HP 48; Bloodied 24 Initiative +3
AC 15, Fortitude 13, Reflex 13, Will 12 Perception +2
Speed 6, fly 6 (clumsy)
Vulnerable 5 fire

Standard Actions
Claws ♦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d6 + 3 damage.
Condensation Sheet ♦ Recharge (5-6)
Blast 2: the mephit creates a cloud of fog that remains in place until the end of the mephit's next turn. The cloud blocks line of sight for all creatures. Any creature entirely within the cloud is blinded until it exits.

Triggered Actions
Death Burst
Trigger: The mephit drops to 0 hit points.
Attack: Burst 1 (creatures in burst); +8 vs. AC
Hit: 1d8 + 3 damage.

Skills Stealth +7
Str 7 (-1) Dex 13 (+2) Wis 11 (+1)
Con 10 (+1) Int 9 (+0) Cha 12 (+2)
Alignment evil Languages PrimordialLevel 5 Brute
Small elemental magical beast (earth, fire) XP 200
HP 76; Bloodied 38 Initiative +3
AC 17, Fortitude 15, Reflex 15, Will 15 Perception +2
Speed 6, fly 6 (clumsy)
Vulnerable 5 cold

Standard Actions
Claws ♦ At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d4 + 3 damage and 1d4 fire damage.
Gout of Fire ♦ Encounter
Attack: Blast 2 (creatures in blast); +8 vs. Fortitude
Hit: 2d6 +3 fire damage
Miss: Half damage

Triggered Actions
Death Burst
Trigger: The mephit drops to 0 hit points.
Attack: Burst 1 (creatures in burst); +10 vs. AC
Hit: 1d6 + 3 damage and 1d6 fire damage.

Str 8 (+1) Dex 12 (+3) Wis 10 (+2)
Con 12 (+3) Int 7 (+0) Cha 10 (+2)
Alignment evil Languages PrimordialLevel 2 Controller
Small elemental magical beast (water, earth) XP 125
HP 32; Bloodied 16 Initiative +4
AC 16, Fortitude 14, Reflex 14, Will 13 Perception +2
Speed 6, fly 6 (clumsy)
Vulnerable cold (see frozen in place)

Traits
Frozen In Place
Whenever the mud mephit takes cold damage, it cannot shift until the end of its next turn.

Standard Actions
Slam ♦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d8 + 3 damage.
Mud Burst ♦ Recharge (6)
Attack: Blast 2 (creatures in blast); +5 vs. Reflex
Hit: 1d4 + 3 damage and the target is slowed until the end of the
mephit's next turn.
Effect: The area of the blast becomes rough terrain.

Triggered Actions
Death Burst
Trigger: The mephit drops to 0 hit points.
Attack: Burst 1 (creatures in burst); +4 vs. Reflex
Hit: the target is slowed until the end of the mephit's next turn.
Effect: The area of the burst becomes rough terrain.

Skills Steath +7
Str 8 (+0) Dex 12 (+2) Wis 11 (+1)
Con 12 (+2) Int 9 (+0) Cha 7 (-1)
Alignment evil Languages PrimordialLevel 3 Minion Controller
Small elemental magical beast (air, fire) XP 31
HP 1; a missed attack never damages a minion. Initiative +4
AC 17, Fortitude 15, Reflex 16, Will 14 Perception +1
Speed 6, fly 6 (clumsy)

Standard Actions
Slam ♦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d4 + 3 fire damage.
Smoke Spit ♦ Encounter
Attack: Melee 2; +5 vs. Fortitude
Hit: The target is blinded until the end of the mephit's next turn.

Minor Actions
Unleash Cinders ♦ At-Will
Effect: The mephit creates a flurry of sparks, which fill all squares within 2 squares with light until the end of the mephit's next turn.

Triggered Actions
Death Burst
Trigger: The mephit drops to 0 hit points.
Close Burst 1: the mephit creates a cloud of smoke that remains in
place until the end of the mephit's next turn. The cloud blocks line of sight for all creatures. Any creature entirely within the cloud is blinded until it exits.
Skills Deception +7

Str 6 (-1) Dex 14 (+3) Wis 10 (+1)
Con 12 (+2) Int 10 (+1) Cha 11 (+1)
Alignment evil Languages PrimordialLevel 2 Artillery
Small elemental magical beast (water, fire) XP 125
HP 24; Bloodied 12 Initiative +4
AC 13, Fortitude 14, Reflex 14, Will 15 Perception +1
Speed 6, fly 6 (clumsy)

Standard Actions
Slam ♦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d4+5 damage + 1d4 fire damage.
Steaming Spurt ♦ At-Will
Attack: Ranged 10; +5 vs. Reflex
Hit: 1d8+5 fire damage.

Triggered Actions
Death Burst
Trigger: The mephit drops to 0 hit points.
Attack: Burst 1 (creatures in burst); +4 vs. Reflex
Hit: 1d4 + 3 damage and the target is slowed until the end of their
next turn.

Str 5 (-2) Dex 11 (+1) Wis 10 (+1)
Con 10 (+1) Int 11 (+1) Cha 12 (+2)
Alignment evil Languages Primordial

Otherwise, its just the stat blocks here. I don't feel the need to specify more than role for how the monsters run, and finding an encounter builder wasn't a challenge.