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    Ogre in the Playground
     
    DeltaEmil's Avatar

    Join Date
    Mar 2010

    Default [4e] Level 5 Solo Cyclops Monster

    I need critiques and advices on improvements if that monster is somewhat okay. It is meant for a group of four level 2 characters who aren't too optimized (a warforged battlemind, a githyanki monk, a halfling rogue/sorcerer-hybrid and a tiefling bard), but aren't too shaby either with tactics.

    This monster is meant to be a very hard encounter, which according to my Dungeon Master's Kit is a level 6 encounter for that group. I hope it is readable.


    Is it too strong? Too annoying with its prone effects? What could be substituted instead? Does something not work as I seem to intend it? Is it too overloaded? Or doesn't it have enought to deal with? Thanks for any help.

  2. - Top - End - #2
    Bugbear in the Playground
     
    DeAnno's Avatar

    Join Date
    Jun 2011
    Gender
    Male

    Default Re: [4e] Level 5 Solo Cyclops Monster

    I think it's too backloaded to its bloodied state. I'd change the following:

    -Reckless Rush makes lots of attacks, it should be a Standard Action

    -Frenzied Swings isn't a big deal when not Bloodied anyway, have it globally be Recharge 5,6

    -Crushing Stomp can stay 1/round when bloodied

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